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Everything posted by FlyingVe
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Most Tager players have no fundamentals and have trouble dealing with their own gimmicks...? Yeah, that sounds about right.
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Nope. This is why you can punish a blocked burst (in the air) with a 360/720. Edit: Also, I believe this game has a 3f landing recovery.
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Sledging explosions is very, very hard for Tager, as is jumping around them. It why the 6D>4D>214D fullscreen setup is so effective. Because of the new sledge follow-up (has projectile armor now), I often wait until I have 6D>4D>jD(low)/5D set up. That way the additional stien will hit him our of followup recovery.
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I've always been a more aggressive Tager player, but the IB nerfs and generally safer pressure forces me to focus on offense more than the previous games. So I guess, my solution to dealing with pressure, is to avoid that situation if I can. At least not make it part of my game plan.
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Yeah, anything worse than 6-4 is just varying levels of unwinnable. The Tao one causes me the most headaches though.
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Actually, the only mixup gattling he lost was off 6A, but damn was that a strong one. I think Tager does really well against Ragna now.
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I had all the same complaints and tears, but after I adapted I can safely say that CS2 is really, really good. So stick with it. A random thought. I was playing the other day, and was messing around. I started ending my corner combos with Sledge>followup, and then catching the air tech with jC>jD. After the jD is blocked they will be on the ground and you can do what you will. Obviously, this would only work on an immediate tech, but I thought I would mention it as it seem relatively effective.
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This is true, it does clash alot, but that usually works out in Mu's favor anyways (if they're paying attention). It does hit on both sides of her though which is relevant in alot of situations.
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You can block all DP's though (with barrier). It no where near the godly-ness of ID, but I hold it's the second best in the game.
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Jin's takes 25 heat so for it to be safe it's a 75 heat commitment. Makoto's has a shitty hitbox that can't hit at range and can be low-profiled (Most notably by Mu/Lambda 2B). Also, it's invul ends right when it goes active. Hotaru... maybe, but it got nerfed pretty bad and you do technically need to get airborne which makes it harder to hit gaps with. Litchi's cannot be RC's and doesn't really lead to anything. Yes you can RC Mu's. On block it gives you a mixup, and on hit it gets you oki mixup (DP>RC>(5C)>6C>~). Though I would never RC it on it.
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What's better outside of ID?
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I just noticed this question. As someone who plays both characters, I can give my 2cents worth. 1)This matchup is balls, no amount of strategy and preparation will change that. 2)Mu hates being Mag'd, it makes her jump cancel stein BS much less safe. 3)Spark is really good in this matchup. It forces her to zone it a much less effective way. General strategy: Hurl yourself at Mu. By this I don't mean sledge or jC. But always be moving towards her. Unlike Tao and Hazama Mu can't dart around you at a whim. You gonna lose primers and maybe get hit but eventually you will get close enough to mag her, or back her into a corner. One of the reasons this match is so ass, is that even after you accomplish all this, Mu has the second best DP in the game...
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It can be (as is 5A>5B), but it's harder to hit someone with naked (they stuff it). Unless you reset them into it, which can be shaky in and itself. We should play soon. Just message me. I'm still rusty as I've been a bit preoccupied and unable to practice like I should. Should have time to sharpen up soon though. Edit:Bsledge isn't quite as good as 2D also, because most people won't try and punish it. Makes it harder to check for certain habits because people know it's +3 on block.
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-1 on block. I actually use it against you somewhat frequently. It's easy to tell whether they are concerned with your 360's or not. Or are just doing reversals.
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Problem with safe jB is that if the timing is off by a little, it won't stuff roll like it should. Especially against Tao. And sometimes you want mag. Yeah, I agree with AXIS, I often spend the first round (against good players) just doing stuff to see how they respond to it. Alex Valle once said, "the first round is for information". Also, regarding 2D>720C, you can check almost as well with 2D>360A, the invul will kick in fast enough to stuff crap, but it is slightly reactable that way.
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Maybe... The jist of it is, after ending a combo with Bsledge, wait just a moment and jump at them with a low jB. Tager's jB has a great hitbox. The best thing is it's safe against slow reversals... which sadly, isn't most of them. You could look up ChanceWizard/LostSoul/TragicxGhost he's the one that showed it to me, and he does it alot. Yep, a 720 will always be a guess unless it's a punish. And even then there are lots of variables. THis is why I would never rely on or consider any strategy the centers around landing a 720.
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I'm a big fan of AC>Bsledge into safe jB. The timing is hard to get perfect, but done right it stuffs rolls.
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I guess. But I am one cynical son of a bitch. I don't care either way, I was just confused. I'm not too surprised at the matchup numbers. It feel like it should be worse because Tager is worse, but the reality is, Tager is better in CS2 mostly because of how nerfed the other characters are. Still depressing.
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I don't, I was just confused about why someone was trying to blow me up. This is the freaking internet, bluntness and insensitivity are par for the course.
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I dunno, 6-4 is pretty shitty. Even though there are less unwinables, it's still pretty depressing. Tager has always done well against Ragna though. It's nice that he's at least a counterpick for Noel. That helps viability alot.
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What the heck are you talking about? I asked for clarification, then Osuna gave it? I never said anything non-factual. The one who mocked you was Osuna, at least direct your ire towards the right person. Otherwise it's just confusing. Also,I wouldn't get too excited about the matchups. Almost all of those are 4-6 which isn't good at all.
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What exactly did I do to piss you off exactly? There is a reason that not one Tager has done what you are suggesting.
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You do the back throw you get guaranteed damage, you do 360B you get good guaranteed damage, you use spark after forward throw you get guaranteed damage. So I stand by my earlier statement... Meh.
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Oh, I gotcha. Meh, Tagers normal throws are pretty worthless in CS2. There's not much of a reason to not just use 360B in most cases.
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What...? What exactly does this mean? It doesn't seem to make any sense.