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Brother Mojo

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Everything posted by Brother Mojo

  1. Ok, then, time to figure out why my hands aren't doing what I thought they were doing, again. Guess that's all I really needed to know.
  2. I was neutral teching and holding up, and I would get thrown before I could jump. Either that or I'm just doing something completely wrong?
  3. I skimmed this thread but I didn't see anything helpful, so if this has been addressed before, sorry. How does Tager deal with Bang's okizeme? I was playing against a really solid Bang player who could dash in and 623C on reaction to a neutral tech, and due to the slow startup of invincibility on 360A, that meant that I couldn't neutral tech unless I had 50% meter to blow on a 720C or 236236B. Then a down tech or side tech would mean I just ate whatever normal he decided to throw at me. Getting knocked down once felt a lot like getting clap looped. Anybody have any suggestions? Something I'm not seeing?
  4. Another pretty good guessing game when they're on the ground is to RC right before you would do the vertical slam and instead 2B to switch out the overhead for a low. Follow up into -> 2C -> Collider and then whatever other fun stuff you can do after Collider according to character/magnetism.
  5. In past experience, I tend to be able to reach Arakunes who use this opener with a forward superjump and j.D at the beginning of the match. They generally manage to block since they are double-jumping backwards, but defusing their first attempt to throw a cloud and making them start the fight magnetized is pretty sweet. Of course, sometimes this just makes me eat a j.6A to the face, because they weren't trying to cloud. If you are magnetized, or even just in general, it's pretty nice to have one of the air clouds over Tager's head. If he tries any Atomic Collider funny business, he'll just stick his hand in it and get cursed. Plus it's the only cloud he can't use projectile guard point to clear up. So yeah, that's about all I've picked up from playing Tager v. Arakune. That and the fact that I'm totally boned.
  6. Oh man, I just realized... it's been mentioned that they revoiced a lot of the characters. The character art seems to be making everyone look more pissed off... which is okay, but I hope they don't do the same with the voices. I hated what they did to Potemkin's voice in Accent Core... he used to have this feel like he was a... "fighting connoisseur"... very calm and collected. In Accent Core, he's screaming all the damn time.
  7. I know we've known that, I'm just trying to think of any significance it might have. Probably none though, it's just the 12th Greek letter.
  8. So hey guys, I just realized... unit 13 is Nu, and unit 11 is Lambda... if Noel is unit 12, does that make her Mu? e.g. μ-12- Not really relevant, but sort of amusing to think about, somehow. Noel Verμillion?
  9. Tager is "casual top tier." Against casual players, it's pretty easy to grab the momentum as soon as they make a single mistake and then ride that wave until they're dead two or three combos later. From my experience playing against Litchi, she's actually sort of the same way, with her combos that last an hour and a half and her corner trap okizeme craziness... but it requires a lot more practice to get to that level than it does to learn how to do a couple of Tager's BnBs and how to neutral wake-up 720 when people are being overly aggressive.
  10. I don't know about you, but I've always got my fingers floating over B+C when I'm sitting in that DD, and I mash back whether I have barrier or not just to get tons of heat for all those IBs. Switching from holding A+B to a tap on B+C can be a little tricky, but taking no chip damage and earning about as much heat as Nu spent throwing the super at me is pretty awesome if I can block/tech her mixup options as well... From v-13's perspective, that super seems kind of risky. The mixup when they're in blockstun is nice, but if you don't land it, you're basically handing them a ton of heat for free. Why not save the 50 heat for some of Nu's terrifying rapid cancel combos instead of an unreliable okizeme?
  11. Oh hey, I didn't know that. Does that require an IB on the second hit of 5DD or is it possible even from a normal block? If they try to combo it, then yes, they're a moron, and if you fail to throw escape, that's even worse. However, if you block the 2D and try to punish, you have to be careful. If you punish with something on the ground you could eat a counter 720C, and then there won't be any !!s to save you. If he does the followup, he has 9 frames of invincibility, all before the second super freeze. Then he has 25 additional frames of execution where he's vulnerable to absolutely everything. Most of the time, the followup is a terrible idea on block. If he rapid cancels, that puts him into neutral state, and thus he's no more vulnerable than if he were trying to defend himself normally, unless he immediately tries to get a !! 360 or hit you with a low attack when you're trying to block that last high hit or whatever. If he doesn't have the meter for either of those, he's just boned. Do basically whatever you want.
  12. I play Tager, and I've got a pretty good idea of what works for Nu against Tager because of that. (So many Nus online. -_-) A lot of this has been mentioned before, but anyway: At the beginning of the match, you probably want to get away from him with a backdash or instant air backdash. Nu's backdash is good and quick and I can't think anything of Tager's that can reach you before you recover. Once you've built up some distance, poke with lone 5Ds or 5DD. If he blocks, go ahead and add some followups like 236D to chip away at him and push him further away from you. For that reason, you'd probably like to avoid 236D~C, since that actually pushes him closer to you. Anyway, if he sledges, backdash and throw out 5DD again. If he did an A sledge, he might be able to recover and block or even B sledge, so watch out for that and respond appropriately. If you hit, finish up with the rest of that 5DD 4DD 236D BnB. If he jumps in, catch him with 6DD or 2DD if you can, or backdash if you can't. Keep him off of you by either backing away or using your swords to push him away. If he ever pins you in the corner, use Act Pulser to get past him. Be careful with Act Pulser though... DO NOT Act Pulser into his throw range. Against a lot of characters, Act Pulser into melee range can be a great mixup option. Against Tager, it's basically just a way to eat a free 360A. Make sure your Pulser will get you well past him or you're looking for some serious pain. That's basically it, really. It's slow and painful for everyone involved, but it should get the job done as long as you've got the reactions for it.
  13. If Nirvana doesn't have projectile armor, I think that means that she can still eat projectiles for you, they'll just interrupt what she was doing and possibly knock her out. So you can still use her as a shield, you'll just have to be more cautious about it, which seems pretty well balanced to me. But hey, I'm just a Tager player, what do I know?
  14. How does the neutral tech jump work anyway? When I'm playing Tager mirrors, if they set up for a 720 and I neutral tech, I just get thrown, despite my holding up, mashing up, or anything like that. One of my friends says he (as Hakumen) mashes superjumps to get out of it, and I've seen people down tech into jump before to avoid a throw. What's the actual command to jump and escape the throw after a neutral tech? Or is it some timing issue I'm running into?
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