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Coopa

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Everything posted by Coopa

  1. Here's the flier for this month: http://img17.imageshack.us/img17/6468/norcalinstallflieroctob.png
  2. It's going to be an amazing way to setup pressure and an incredible tool to bait out things. You can use it setup momentum-based offense with jump b, jump a, land throw, or time it correctly, so you can stop them from jumping (after you land) with a cr.b. Opponents will probably have to barrier guard to get out of a setup like that. I'm pretty curious about stupid things like jump b, jump, earliest possible jump c, rapid, and see where that leads me. Also, jump B will give me back my old CS1 bait tool to see how opponents react to tager pressure. My cs1 string was something like, 5a, 5b 5c, 6a, jump cancel barrier guard. And if they srk'd, I'd understand what kind of opponent they are, if they press 5a, I'd understand, if they did nothing, I'd do a deep jump b to continue pressure, etc. I'm also happy with the changes they made to atomic collider. More untechable time but more repeat proration. This will probably open up different oki option setups and earlier jump 2c resets (if the opponent is scared to tech) -> combo or jump 2c whiff to 720 (if they neutral tech). Overall, if they don't touch tager any further (nerf him, I mean) in the location tests, I expect him to be mid tier, and that's all I want. That will be enough to actually allow Tager players to play an entire tournament with him and actually have a chance to win. I thought Mori didn't want Tager to be good. Next thing you know, they will give tager an air unblockable in the air, and then it's all over. LOLLOLOLOl.
  3. Streaming equipment all checked in for. Just waiting on my ride to get there now.
  4. I'm actually happy with the new changes to Tager. More untechable time with atomic collider opens up new combos. They added repeat proration, I think, so Tager players won't try a gimmick mid combo because the player will just take the damage, since another atomic collider won't do anything in terms of damage. 5b jump cancellable and buffed on block makes it huge for pressure. Maybe something like, 5a, 5b jump b, jump c/jump a to throw or 5a 5b jump b, jump aaa, 5b jump cancel again, etc. Also, with the untechable atomic collider timing becoming bigger, maybe something like, sparkbolt, 5c 6a , atomic collider, atomic collider whiff, 5b, jump 2c, 2b, 2c atomic collider, atomic collider whiff, 3c xx gadget finger, or 3c xx sledge a/
  5. Uh, I nominate myself for streaming NCI and doing BB podcasts for IPW?
  6. Actually, is there no Gundam vs Gundam side tourney? If there is not, I have misinformed several individuals on FKO that there will be a G v G. If there is no side tourney, I am incredibly sad, and will somehow not make it to this NCI and stream... (not really).
  7. I'll trade your 2c for my 2c any day. Hitbox in the back. Lowers your damn hitbox. Godlike damage after it. Does it even fatal? I don't even remember. All I remember is that I don't jump in on Valk unless I have meter to rapid a delayed fall attack (like Tager's jump 2c).
  8. I'm willing to join a team, but do realize that I have streaming duties this evo, and I just got my appendix removed (I wish I were joking). So, uh, to anyone I play against. If I'm walking very, very slowly, please understand. That said, Xie is running brackets? It would be lovely if you could run brackets near stream station 2, so we can figure out who to put up in an orderly fashion. That said, let me go barf now...
  9. I can't sleep, so I went in here to read posts out of boredom. Also, Dacid. Haunts says the podcast will be up after san diego comic con. He wants to reserve original material for later 'cause it will get buried under announcements from comic con.
  10. LOLI CAR ONWARD!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
  11. If I get a ride, I'll gi, but not sure if I will stream.
  12. If I can get a ride there, I will go, but I really need to know if I can stream based on the upload speed. All you got to do is use the wireless or connect directly and use speedtest.org or some similar website.
  13. Ok we are headed to sfsu arcade. Be there at 1:10pm. Then later we will be at san mateo at opening hours.
  14. Finally being on the inside of things, I can see a lot of jokes here. LOL. Okay, first, here's the winner's finals video of GGAC: I got it on the archives of my finestko stream, but, uh, just be aware that my phone was pretty much all we had to record anything (which was limited on space). The grand finals should be a little better quality, since I spent memory on the phone to record it. I'll upload it later. EDIT: Winners finals are up: Winners Finals should be up here later: http://www.youtube.com/watch?v=APG7dlm4_xY How are you, Prinny?
  15. Hmm. Looks like there are no longer any open spots for Revelations car drives? Maybe I should just go to Socal to visit friends anyway... via train or something?
  16. Yup. Saturday June 4: 8 - 10 am. I just double checked to make sure. I know, it sounds ridiculous.
  17. I have a final the same day as NCI, but it's in the morning, so I can make it to NCI and stream for you guys, I'll just be really tired.
  18. Here's some small tidbits of information. Ragna, after 6a can only jump cancel or special cancel now, so if you ib his 6a, which I believe is -5 if he does nothing, you can still out your own 6a to beat his gauntlet hades followup (if he decides to do it) or pressure him after he jumps (most likely he will just get hit though). I'm not too sure about his dash special though, since I don't see Ragna's throwing this out after 6a too often. 2b at appropriate distances will beat Ragna's 5b clean, so at max range, sometimes you want to do 2b buffer into 236b for the counterhit -> knockdown if he sticks out 5b. Not so useful information, but it's cute. If Ragna is ABSOLUTELY POINT BLANK to you, his gauntlet hades just goes over you if you're crouching. His 5c beats your 2b clean, but you can zone by doing jump back C. Ragna's SRK whiffs if you crouch near him at about... how do I describe it? 1.5 platinum's away? It looks like it would normally hit her, but it just goes right over her, so sometimes you can bubble, crouch, and then he just pops the bubble with his inferno divider, but whiffs on you, so if you see Ragna with meter, you can just pretend you're doing something and he might DP you without thinking. I say you should try to learn this distance, but I'm not too sure of it either.
  19. That was random, but helpful. Thank you for the information.
  20. I really appreciate the help, Glirandy and Marisa. I think I'll review a few more things with Tofurr if he is available on xbox live. I'll post here if I have any further questions. Feel free to ask me anything if you need information on Tager, but as it is now, I'm susceptible to a lot of Rachel pressure.
  21. AXIS, what the hell are you doing here?
  22. I'm okay against Valk because I play Orion, but against Hazama and Hakumen, I feel you there. It's some really stupid stuff.
  23. Personally, I wish I could do the same, but I'm starting to think that against top tier characters, their pressure is so brain dead safe, you need to barrier guard. I like to make things as reactable as I can because I like to rely on something that will reduce the chaos of my opponent's mixup. If I don't understand it, I will get hit, but if I can stall their mixup and see a pattern, then I'm ready to IB and punish. This is primarily why I use barrier guard now, but I think it's important even for Tager to barrier guard pressure now. However, take this with a grain of salt. It might just be only me doing this.
  24. Hey, Rachel players. Since the transition from CS1 to CS2 changed a lot of things, I find myself having a difficult time understanding Rachel's new properties. At the moment, I'm trying to compile some sort of understanding of what Rachel can potentially do, and I'd really appreciate it if someone from here could help answer my questions. Here's some notes that I've noticed (please correct me if I'm wrong). Barrier guarding Rachel past her fork range (6b???) seems to be ideal to reduce her options. At this range, if Rachel does a projectile with no normal before it, she can get hit by a random sledge, although guessing is not ideal on the Tager player's part. At past fork range, Rachel can use her wind to put her back into her ideal mid-range to close combat (is this correct?). If she chooses to jump, she can use wind + jump a for an overhead, or wind low, but the low comes at the risk factor if the opponent is mash friendly. To make this jump A from Rachel reactable, Tager players want to barrier guard her to the range I mentioned earlier because you can at least look at the wind meter and figure out their gameplan--jump a point blank is not reactable. Any normal transition to projectile has a gap if you instant block the normal prior to it (is this correct???), therefore if you IB the normal, say 6b, you can input a sledge and hit her. Jump 2c is plus frame if done at a low height (around tager's chest and most other character's heads)... is this correct? Her sweep is negative even if I don't IB??? I think I can stick a 5a and hit you if I block the sweep, but I don't understand why it changes so often. Can you make it hit more or something and how? Anyway, those are my notes/questions. My main questions are: 1) What are rachel blockstrings or normals that you normally use to transition into a projectile. What do they look like? 2) I think 5b is considered a projectile from Rachel, uh, is there any other normal Rachel has that's considered a projectile? 3) Can her overhead (6a?) be instant blocked and punished? Can you cancel it into anything else to make it semi-safe? 4) What is your ideal gameplan when you play against Tager? Lastly, if you live in Norcal or somewhere close, could you please add me on Xbox live so I can get more experience and help the Tager forums out? My tag is: IPWCoopa Thank you.
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