-
Posts
154 -
Joined
-
Last visited
Content Type
Profiles
Articles
Forums
Events
Everything posted by HZMN
-
Thats a given, grappler and rushdown are two words that are usually never in the same sentence unless comparing types. My main trouble now is buffering 360 or 720 off an IB. Isn't hard by any stretch but I just need to do it consistently now.
-
Its all techable on the "walk forward part" on all the combos(even the long one). Make sure all your techs are turned on. Try this: 6a> 2C > atomic Collider > walk forward > 6C > Spark Bolt > Magna Tech > Terra Break > 6c > Atomic collider Untechable for 6375 damage. Though requires 100% tension. smaller versions are: 6a > 2c > atomic collider > walk forward > 5D 236B > 2B > 2C > atomic collider > walk forward > 6C > 5D 236B > 2B > 2C > atomic collider > spak bolt > 5C > 6A > atomic collider (hold and release atomic collider to reset the combo back to 6C> 5D. Timing will be required on this one though and a lil luck since they can tech after 6a and potentially hit you but they WILL be magnetized so holding atomic collider can catch them and reset the combo counter if you release it at the right time) nice try though
-
Tip for the overhead cloud, try not to tech while in the air with Tager, its almost guaranteed to hit at that point.
-
Just seems like the gimmick buffers rely heavily on how they tech or react Backdash 360/720 is "how well you can predict" AC buffer 360/720 is purely if they air tech(if magnetized after a 6C>5D) or neutral tech. Still just seems that Tager's ability to win is still reliant on capitalizing on your opponents mistake's and tendencies
-
Some of Jin's Ice Combo's are untechable, sucks huh however, some of them are techable or if Jin is that slow to the punch after your frozen. But if your hitting the wiggle and breakout, most Jin's are rushing in again if you break out. Easy backdash 360B.
-
360B -> SledgeA w/additional attack RC -> Atomic Collider I got some hatemail for pulling this one off and its legit. Usually by the time you get 360B off, you'll have gained enough heat to do the rapid cancel.
-
This happens ALOT when I play against Hakumen's that have gotten punished by a backdash after they j.C. Best thing I've found is if they want to play Chicken, start charging Spark Bolt. Just be prepared to stop the second they start moving so you can be ready to counter. If they continue to play chicken, well you got a Spark Bolt Ready.
-
In short, Tager takes the biggest mental game and watching your opponents actions, then apply tactics accordingly? Also, totally agree with your last statement, it does feel REALLY good to beat a Top Tier with a low tier character. True in any fighter, but in all honesty this is the first time I've dedicated 100% to a bottom tier character just cause I like the character that much. Onto the real question I have though and its more of a General Question, but is there any critical or practical use to Counter Assault at any level of play? I've used it a couple times to stop the pressure games online but it just seems really useless for something that takes up 50% gauge.
-
Yea you can, just the timing for 2B has to be right otherwise they can just neutral tech, block low and punish. I'm starting to take a good hard look at Tager's Counter Assault now after seeing what it can do. It leaves them on the ground and tomorrow i am going to see if its possible to combo off the Counter Assault (its too late tonight). If it does I'll get back to you guys with what I find out, and if it works, we may have just found a way to help stop pressure strings and still get decent damage off a 50% Heat loss. *EDIT* Ok got around to it and had my hopes crushed by counter assault. Cant find anything to combo off it, it pushes the just far enough where 2B can't hit and the AI even set to neutral tech gets up way to quick for anything else. I really only see it working in very ackward situations since it doesn't really do a whole lot other than put them on the ground right in front of you
-
Well Nu is more about smashing D, but it is still a huge part of her game and really knowing more when and how to press D. A properly run Nu isn't gonna let anyone get near and if someone does, they know how to push them back and combo off the push back, which none of those combos are too terrible hard to learn. Hence why I said its like hitting an Easy button. The only Challenge to Nu is learning her, once that is done, she is unstoppable
-
Just kind of went around the list till I ended up settling with Tager. Originally I wanted to use Noel, but there was something I just didn't like about her as far as her play style. He is definitely a fun character too use and real challenge at higher level play. I honestly haven't settled on a Sub character yet but I'm leaning more towards Hakumen but v-13 is tempting as well, but it feels like hitting an easy button
-
True but on a Throw counter is unstoppable
-
Cept its like this with alot of characters against Tager. Any idiot that knows the basics of a rushdown can keep Tager at bay. Hell even a simple button masher even has a better chance against Tager simply cause most normal attacks will beat Tagers normal attacks. Worst offender is probably Tao. But as far as Nu goes, most Nus i've fought have a bad habit of trying to use blades even when your next sledge is guaranteed to block the blade and hit Nu for a CH. The only good Nu i've seen would back dash after every sledge i did, so I'd end up farther away than when i started and when in the corner, that retarded super dash she has just allows her to run right past me and start the process all over again. Its like were the ant and whoever is the Nu, is the kid with the magnify glass.
-
This A good Nu is gonna backdash as soon as you sledge, then punish with 5DD yada yada yada combo. So at a distance it really only leaves Spark Bolt, assuming its even available and assuming the Nu isn't going to interrupt you while your getting ready to shoot. I'd gladly take a Damage Nerf and lose the Super Armor for Tager if it meant Spark Bolt Charged in a way similar to the Silpheed Gauge for Rachel, cept it'd still be 1 single bar, just charged once every 5 seconds or so. Or the Sledge move tanked it a hit ala Potemkin as well as crushing projectiles.
-
Really, I was under the impression that the DVD came with all copies of BlazBlue since the Limited Edition is the only edition up until 28th. So either you pirated or you already got yours second hand. As far as the Bang thread being locked, can't say too much there, especially if it was just on the reasoning that its unlikely to be used in Competitive play and nothing else. Based on my experience with this forum in general though, the individual character specific forums are designed for as competitive references. Also can't rule out that its possible that Bang doesn't even have a combo for his Astral or just no one has figured it out yet. Also theres a search bar for going through the impenetrable monster threads.
-
Most Nu players expect you to sledge through to get to them and will just backdash the second they see it or try to set up 6C. Magnetized though gives you 5D and 2D as viable options from my experience as to baiting the 6C. The Trick is to position yourself just outside of 6C range (as humanly close as possible) and then magnetism does the rest. If they start backdashing, well they have to backdash into a corner eventually. Just Tager's options are so limited in this fight, so limited that the Nu player can predict what your gonna do for 99% of the match. You have to bank on Nu making mistakes.
-
Getting them magnetized seems to cause them to make mistakes a lot more often than not though
-
Depends on how you connect with it. If you buffer it into lets say, SledgeB, then they do have the opportunity to tech out. I think the exception is a throw counter If you just walk up to them and do a 360 or jump 720, then they are going for a ride no matter what.
-
Bsledge to 360B or 720 if they block, most don't tech. Bsledge > 236A RC > atomic collider > walk a few steps forward > 6C > 5D. and Bsledge > 2B > 2C > Atomic Collider > walk > 6C > 5D those are my personal faves to use. The last 2, you can try to atomic Collider after 5D to bring them back, but how they come back really depends on the player.
-
Its like anytime I fight a Taokaka its the same thing and NOTHING seems to hit her unless either I get incredibly lucky or i capitalize on a mistake they make. Which happens often but 9 times out of 10 a Taokaka mistake puts them way out of range of Tager. This match up is pretty much the only reason why I use Hakumen. Its still an uphill battle but at least Hakumen can stuff some of Taokaka's moves without having to be Clairvoyant to 2 days out. This matchup just makes me feel like i'm being punished for picking the bigger/slower characters.
-
Its cool, like I said its condensed. Pretty much any combo involving Spark bolt can followup with an Astral. But at that point its knowing where your gauges are at the time and your opponents health.
-
SledgeB into 720 works best for me but I have to try the block string that you just suggested. Love whipping out the 720 on Drive Spamming Noel's though and Ice car Jin's. Very satisfying
-
Counter Hit Fork which I think is either her 5 or 6B. Really nasty since it stuns you and lets Rachel have her way with you. If its a non CH, not so much of a problem though.
-
That train departed about 1 page ago. Sorry you spent the time doing that post though, pretty much condensed what we said already
-
Is it just me or are we spending more time developing strategies against ourselves rather than against, ya know the entire roster? Most Tager matches for me, ends up who can combo throw better and who can keep who magnetized more.