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HZMN

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Everything posted by HZMN

  1. But now all Nu's no longer do act pulsar against you. Why does it feel like this thread is like a Corrupt a Wish thread i've seen in other forums. I CAN DO THIS!!!! but she can do that and totally f*** your world
  2. This is the only matchup where it is actually a good idea to be Magnetized yourself if you know how to use it. Backdashing a 5D or 2D gets you an invincible forward dash. Punish 5D with Forward Dash 720 XD
  3. Terra Break (the magna Tech followup) can combo into 6C > AC for a little bit more damage However in order to land the 6C > AC, you must time Terra Break correctly. If you activate too soon, you tend to miss Terra Break completely and too late means they can tech before the 6C.
  4. Best time to do the 2D is just after the standard Throw > AC or SledgeB > 2B > 2C> AC. Pretty much anything that only results in 1 atomic collider in similar setups you can use 2D on. Better to do it that way anyway since AC walk forward > 6C > 5D has a tendency to miss Taokaka.
  5. can do the same with Spark bolt(or anything that combos into Spark bolt), just be REALLY careful not to RC the Spark bolt itself, which is the somewhat tricky part. 9 times out of 10 though, its not worth showing off and going for the Astral
  6. one thing I like to do is "Camp" Nirvana when Carl is away. Some Carl's will be too busy trying to set up a combo using Nirvana as a started and 5a with Tager puts Nirvana in a constant state of Activation and Deactivation. Forces Carl to actually come to you and free damage to Nirvana. Side note though: Make sure you block if the Carls picks any of her moves that are can be uninterrupted.
  7. well Doomie went off just cause Super Jump is one of those things thats been in fighting games for awhile. Long enough where its almost as recognized as the Hadouken Input. So people just do it and not give it a second thought Welcome to the low tiers kid. The ride is gonna be bumpy
  8. More research on this must be done. Is it coincidence, a glitch, or is it SCIENCE EDIT: Way to kill my hopes of smashing this guy from across the screen with a 720
  9. It seems that jumping into 720s is coming to be a bit practical again. One of those cases of, its used so much that you'd never expect to see it ever. Then suddenly jump 720, effect magnified if magnetized. Whiffing 360B into 720 is an interesting one also. Very gimmicky but can catch people off guard still.
  10. People's Elbow gets beat out by too much stuff, too risky in my opinion. Sets up for a nice combo though if its counter hit
  11. Definitely a nice find. But on a practical note, I don't seem me using it ever, especially considering that the 720 can be put into an IB and get pretty much the same effect or putting them into a block stun then AC buffer into 720 as they are just coming out of the stun. Like MikeZ said earlier in the thread, the risk far outweighs the reward in this case. One wrong motion and you whiff the wrong move, then put into combo which can be a death sentence for Tager depending on who your fighting.
  12. Use 360A, way safer and better for the ice car situation. Mainly due to the fact the ice car on block with push him back just far enough where 360B misses. The only thing I think the 360B works on is IB the ice car. Barrier blocking it? Forget it, one of the few times I recommend not to Barrier block an obvious move.
  13. I'd imagine it would work, doesn't sound too far off from the Atomic Collider setups for 360s and 720s. Though it sounds hard for a 720 setup considering the circumstances of the buffer. 360A sounds like it would be the most feasible, use j.5D for a decent distance traveled for magnetism + 360a pulling in the rest of the way with the invincibility frames for safety. I'll try testing it later tonight
  14. Hence why you gotta be sneaky with the 360s and 720s
  15. Definitely something to look into, I knew that 3C was RCable, but I never played around with it too much since its an incredible slow low hit.
  16. I say Bang(in FRKZ) is more annoying than Arakune when it comes to running away Last I checked, Bang isn't affected by Magnetism in FRKZ
  17. That is exactly it, you can do the same with 360's but it is rarely necessary. Jump in buffers though are really predictable now since its such an age old technique that is pretty much applicable in nearly any fighter that is out there. So use them sparingly. Use magnetism to your advantage when buffering also. Learn to control magnetism and you can put your opponent in damn near impossible to get out of 720 setups.
  18. I'm supposed to be her stalker not you lol

  19. First, stop using the right analog stick right now, it doesn't exist. Second, buffering 360's are easy once you figure out the motion. I usually run the analog stick around once and hit A or B (depending on which throw I want) around the time the stick hits around the 7 position, which registers the 360 and doesn't cause a jump. 720's you can't just do them standing, they have to be buffered into another move, which your going to have to learn to do fluently if you want to get some of the higher damaging gimmicks off. If your doing it on the ground, make sure you buffer the 720 into something that isn't jump cancellable. Use Sledge B (no followup) to start since its one of the easier moves to do it off. A little side note though, Sledge can be a bit risky in actual matches though since if you put someone into block/hit stun, they can tech out. Applies equally the same to 360A and B too. But use Sledge B to practice buffers though. Once you get the feel for it, practice it with backdashing, other non jump cancelable moves, and Atomic Collider.
  20. If you upload the match, then send me the link to it.

  21. The only truly sucky match ups are against from most annoying to least annoying are: Nu, Arakune, Carl, and Rachel If Carl didn't have that loop, it probably wouldn't be as bad and Rachel isn't anywhere close to being as annoying as Nu or Arakune. Don't let the match ups discourage you though. Hell the match ups in general really only apply to players that know what they are doing, which(for XBL) anyway are few and far between. Even at that point, it truly doesn't matter unless your opponent is Nu or Arakune. Granted, Tager is easy to grasp the combos, the real trick is learning the gimmicks with Magnetism, which some are harder than others. You have to play smarter and make less mistakes than your opponent.
  22. I should have saved more replays from today, definitely the most fun I've had fighting another Tager. I probably did bump into you before in SC4, but that was one of those chance things I'm sure. I was a Cervantes/Ivy player there.

  23. True but once you get the hang of Tager and understand the matchups, none of the matches save for Carl, Nu, and Arakune seem unfair in the slightest. Just give Tager a decent Anti Air and figure out a fair nerf for Nu and Arakune, and he'll be ok. Not alot you can do with Carl, even w/o the throw loop, I see this match as inherently bad anyway simply cause Carl can sandwich Tager to death.
  24. Not sure what your trying to prove with this video. Yes, it is possible for Tager to Nu, but the matchup is EXTREMELY reliant on mistakes made by the Nu player. At around the 2:25 mark in the video, Goryus made one of the stupidest mistakes you can possible make on a Tager if your magnetized, and that was Air Teching. If Goryus had just fallen, I think the entire first match would have been his victory rather than MikeZ's. If you are trying to prove that Tager has a chance to win against Nu, this does very little to reinforce your point. Nice Avi of Latooni though
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