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Heroic_Legacy

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Everything posted by Heroic_Legacy

  1. Fixed for accuracy. Sorry man, he's just really, really good.
  2. Wait, you don't black beat if you followup CH 2C with j.D 6A 2C Collider? Nice. Totally stealing that combo from now on. Thanks bro.
  3. Neutral teching and not jumping is always good news for Tager. Everyone I play against always jumps their ass off after a neutral tech. So I'm more used to just 623C after I get knockdown and they neutral tech. And if they don't, then I get the ever dreaded Collider>720 setup. 5A 5B..720D~C is my current favorite. Leapfrog 6A jump over 720 or 6C jump over 720 are my favorite BS tactics.
  4. Ribaia did it to Galileo, and Ribaia was in 360/720 range about 3 times that whole match. Yeah, pointing one match out doesn't prove anything, but even the best Nu's slip up. Just sometimes the Tager doesn't capitalize.
  5. I was going by your post where you said sledge or backdash the nails. Sledging nails leaves you open for counterhit, backdashing nails means you get hit on the rebound. Bang's j.C should be beaten with a backdash 360. =/ That's the only time I actually get damage done in this matchup.
  6. A sledge nails into CH j.C. =/ Backdash nails to get hit on the rebound and combo'd with j.A. =/ Nice try though.
  7. I know. It's just general that if Litchi has you in the corner, you've done something wrong.
  8. Why did you wait for me to post it?
  9. Litchi + Corner = 10-0 Litchi advantage.
  10. Hey uhh Tofu, looks like you were involved in a video. http://www.youtube.com/watch?v=D8q0-wwdhes
  11. To add onto the Bang > Tager idea, even 10stars believes it to be a very uneven matchup. Check the entire first post in the Bang matchups vs Tager for even deeper understanding.
  12. I love how throughout this whole thread, this is the valuable information: Magnetism < FRKZ Spark Bolt > FRKZ IB Bang's 5B for 360/720. MTW on 2B since he may TK Nails. On block 2C you can pretty much grab for free unless they 623B. 360 his j.D when he lands. Is there nothing else we can do? Matchup makes me
  13. You know, over the past month SKD has collected 1.5 times the amount of posts you have?

  14. Been working on the 5A 5B 720 recently, discovered something of partial use. If they are already magnetized before hand and they barrier out of the way, you can kara cancel your 5D into a 720 for a little extra draw in before the flash. Pretty useful. Notation is more like 5A 5B ...720D~C It also helps if you're having timing issues getting just normal 720C to come out untechable, as Tager spends a little extra time charging his fist for 5D. Pretty sweet, pulled it off twice yesterday on a Rachel that was barrier whoring everything.
  15. GGs man. We gotta play huge sets.

  16. Lets see. What was it, 20 clashes in a row? Good shit.

  17. Maybe you're right. I guess I'm just so used to his strings I IB them either way, kinda like Nu's swords.
  18. No backdash required. Let's look what you can normal block and 720 on their recovery. -2C -B Sledge -5D -6A -6B -Any jumping attack -5C All of those are unsafe vs a Tager with 50 meter. IB for best results. Opening move shenanigans Yeah yeah, you can 360A right away. Well, outside of that it's a rock paper scissors game that can be nullified with plain walking backwards. -623C beats Jump-ins -Jump-ins beat 360A -360A beats 623C -6A/5D/5C/6C beats Backdash -Backdash beats 360 -360 beats 6A/5D/5C/6C -6A/5D/5C/6C beats 623C -Jump-ins beat 6A/5D/5C/6C (Jumping with j.A beats all those moves.) -623C beats Jump-ins -Backdash just resets the distance if opponent jumps in. Walking backwards allows you to: -Punish 6A/5D/5C/6C with your own 6A -Punish whiffed 360A with 6A. -Block oncoming jumping attacks and get ready to backdash the 5D. -Of course, punish 623C as well. If you walk backwards while they backdash, then you both really are just in range for a poke war.
  19. Videos featuring my Tager http://www.youtube.com/watch?v=7UPzJYA8un8 vs Litchi http://www.youtube.com/watch?v=k0Bf1ZIgAmw vs Litchi round 2 (Epic comeback) http://www.youtube.com/watch?v=BgvKHScPpLo vs Litchi round 3 http://www.youtube.com/watch?v=99P6pO1nZ68 vs Bang (Failure) http://www.youtube.com/watch?v=BQp1lg2wfrE vs Bang (Failure) http://www.youtube.com/watch?v=52TfYyUWvtU vs Bang http://www.youtube.com/watch?v=i7I-SxzYTnE vs Bang http://www.youtube.com/watch?v=RL0PqguPoqY vs Bang (2 matches, Astral finish in the second) http://www.youtube.com/watch?v=pXjPjjoAC-c vs Noel (Includes great 720 setup) http://www.youtube.com/watch?v=kw4pk-drVfI vs Noel (Failure) http://www.youtube.com/watch?v=swIQV1vZRdI vs Jin http://www.youtube.com/watch?v=_VJjhybl30M vs Jin http://www.youtube.com/watch?v=Ou9i-UkuoRU vs Jin http://www.youtube.com/watch?v=UlBCZXTNAo8 vs Nu http://www.youtube.com/watch?v=prW_gNG41dc vs Nu http://www.youtube.com/watch?v=UmBY2-IEWsI vs Nu (Sorry dot, have to benefit brothers of SCIENCE!) Can get Bang help? EDIT: Made it less 'lol isuck' and added a Nu video. Pun intended.
  20. http://www.youtube.com/watch?v=BgvKHScPpLo That doesn't look like a turtle Tager. It looks like a smart Tager advancing the whole video.
  21. It's tough. Bang definitely has a gigantic mixup game that in my eyes outshines Nu's and Arakune's. Bang being able to jump cancel most of his normals is one, since with that we can't really IB 360/720 if they are canceling all of their normals and flying around Tager like a butterfly. The inability to properly buster hurts Tager's game already. He doesn't necessarily live on his 360s, but the fear of a 360 makes the game worse on Tager. They'll constantly stay in the air, and collider only goes so far in the game considering it has no invincibility frames. Bang can almost never touch the ground in this fight unless Tager just backdashes for 20 seconds straight. Backdash and punish a jumping attack is probably the only good tool Tager has for this. But if the opponent knows how to bait a backdash, Tager just eats nails and a combo. If we were to take both players at the best of their abilities and fully knowing the matchup, I cannot honestly see a Tager player coming out near even with Bang. There's just too much that Bang can do for Tager to stop. Tager in the air is dead weight since the Bang can 2D, jump cancel it if it's blocked into something else, or dash twice to be back at full screen. Bang may not be doing much damage, but he will get guaranteed hits and combos all over the place since Tager's so easy to hit for him. Tager can't block low while Bang is in the air, Tager can't block high when Bang's on the ground since his lows are much faster than his overhead, and both lead to seals and a possible Distortion. Bang with nails on the field is even worse. Bang simply can move almost freely and tag Tager once and zoom away. Tager's only chance at catching him at this rate is to charge spark bolt and fire it as he dashes away. Oh sure, Tager mains will say backdash, but as I said earlier, a baited backdash is not good. Remember, if you think you see an attack off of a Bang dashing in the air once, and you backdash, they can dash one more time and combo off of that. In the end of the Bang theory simply I cannot see what Tager can do against Bang's amazing pressure game when the Bang player only uses jump cancelable normals and highlow games you. I mean, if you can manage to backdash a jump in or dash in, Tager controls that with a combo or 720. Maybe tries to AA with 2A, but Bang can just jump (If they have another one left) and punish it, or empty jump and command grab because you'll be expecting that crossup. I'm aware both Arakune and Nu have tools to bait backdashes as well, and that Nu has a great mixup game. But both shallow in comparison when we look at Tager. Which will be described below. Nu: Ah well, no matter what I say people say Ribaia vs Galileo. That's probably the most linked to fight on this site. But in that fight Galileo did absolutely nothing but block and attempt to close the distance, when at least 3 times per round he had the option of letting Nu come to him, and him destroying Nu. Nu has those swords, we know. Nu can zone anyone out. That's true. Tager needs to get the magic distance for B sledge to be an option, and even then it might not be a good idea if the Nu is good enough. Someone somewhere called me an idiot for saying Tager has to push Nu into a corner and Tager has instant advantage. Claiming that act pulsar gets her out for free and gives her a mixup because she can TK 2147D. Well sure. But a good Tager will stand at Act Pulsar distance, and 360 that command upon reaction. Yes, Nu actually has recovery on it. You can even 720 them if you want. At 2/3 screen Tager has control of the match if Nu is in the corner. Believe it or not, he does. Nu's only option is to keep those swords coming, in which Tager can inch forward bit by bit until Nu has to pulsar out into a 360, or IAD into the backdash 360. If not, then B sledge counterhit. Yes, even if they 5DD J.2DD 214D. If they stop doing anything, you stop doing stuff. It's that chess match where Nu gets frightened. If they don't they are overconfident. Nu has to burn 50 heat to safely get out of that corner, and give Tager close to 100. In which, Tager can start the closing in all over again. Arakune: Sack of bugs is ridiculous, but not impossible to overcome. Will edit later. Leaving.
  22. It isn't a specific timing, if they backdash, just hold the damned button down.
  23. Tager Bang matchup should be 7-3 in Bang's favor. I cry myself to sleep in that fight before I lose so I don't have to watch Bang's manly muscles push Tager into a wall with Volcanic Fury. Tager Arakune should be 6-4 Arakune(But based on my personal analysis and my special show Tiers Gone Wild it's 7.5 2.5 Tager's advantage) Tager Nu should be 6-4 Nu's advantage. Don't quote Ribaia/Galileo either. Galileo took 0 chances. Safe Tager won a round. Daring Tager maybe takes 2 or wins with that type of Nu. Not punishing Pulsars is bad as well. Everything else is pretty much good.
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