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Tofu Warrior

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Everything posted by Tofu Warrior

  1. 6B is too slow, and 5B has better range than 2B. I'm pretty sure you would be able to do Fatal Counter 2C, 6B, 2C xx Atomic Collider though.
  2. I shamelessly stole this mid-screen 2C Fatal Counter combo from Galileo, and I'm here to share it with you: 2C, 5C, 6A xx Atomic Collider, walk forward a bit (very lenient, you can take a full step), B-Sledge, 5B, 5C, 6A xx Atomic Collider, B-Gadget. For 3.9K. I think it might scale less if you take out the first 6A, but I'm not sure. It's more damaging than the combo I've seen Mike Z use in his Arcade Infinity videos, and it's easier to do than the one Maho discovered. For Maho's combo, you have to walk forward a few pixels after the Atomic Collider, and the timing is very strict. I will gladly trade less damage for a more consistent success rate. I'll max out my damage for console release when I can practice at home.
  3. Thanks a lot for the constructive criticism, I really appreciate, I've been looking for people to critique my game. You're absolutely right, I always try to set up complex shit like you said, without getting a sense of what kind of opponent I'm playing against. I basically need to establish who I'm dealing with really early on, and then play accordingly. I treat everyone like John or Pui or Hermes, because they force me to play my best.

  4. I came in here to ask about this again, because it was impossible for me to punish a back dash with 360+A. Glad to hear I wasn't just screwing up.
  5. CH 5C, 6C, j.D ...is fantastic in this match up because you'll be playing footsies almost the entire time, and 5C is your main poking tool, so you'll be sure to land a lot of those. It puts you in a great situation for tech traps, which ultimately lead into big damage. Don't ever, ever jump in this match up. 360+A, 2B xx Atomic Collider, E-Gadget is really good, and it does 3700. So you get the damage of 360+B coupled with the range and invincibility of 360+A. Easily the best tool you have at your disposal. I tend to avoid using Gadget Finger on Tager because it just ends up getting really dumb. I usually go for max damage in my combos rather than Gadget Finger set ups because I like to sit on life leads in this match up.
  6. I don't know if throwing out random 2Cs in footsies is such a great idea, seeing as it's super punishable on whiff if you guess wrong. Then again, high risk, high reward, so I'll definitely try that out next time I play. This match up in general is really easy. She can't keep up in damage output, and yeah, her wake up game is really weak. 5C beats her back dash after Gadget Finger, which leads into juicy combos. Her most dangerous tool is that one move that hits from full screen and places her behind you, I don't know what it's called but you'll see it a lot. I think it's 720 punishable after IB, I'm not sure, so you'll have to make some guesses. Otherwise, she shouldn't give you too much trouble.
  7. Wow, there's a cab in Kuwait? I have family from there.
  8. Judging by your wall, you're just randomly sending friend requests to anyone and everyone. Sounds good.

  9. What's Tager's most reliable back dash punish in this match up? 2D I guess? I saw Maho connect with 6C a few times, but I don't know if that's because the Lambda player messed up.
  10. Wow, that's good to know! It seems like "walking forward ever so slightly" is actually a big part of Tager's combo game now; for the first fatal counter combo in this video, you have to walk forward a few pixels after the Atomic Collider before you do j.C, latest j.2C and continue comboing. I can't seem to nail that combo, I think I'm walking too far forward. I like the combo Mike Z does at 1:12 of this video, it seems a lot easier, but it does 700 less damage.
  11. After Gadget Finger, 5C will beat Taokaka's back dash. It may also beat her attempt to drive cancel, but this is pretty situational. Don't forget that you can do Atomic Collider, 6C xx Atomic Collider, BGadget against Taokaka even when she's unmagnetized. Try not use 2C too liberally because if she baits one out and you whiff it, you're eating a 70% combo. Even still, a well timed CH 2C can really change the tide of battle.
  12. LOL, so that means for a little while, and only at Golfland, Rachel was top tier.
  13. 6A is jump cancelable, it's virtually impossible to buffer a 720 off it. I've seen Galileo do it in a combo video once, but that's about it.
  14. Ok, go to like 11:00 and look at the first combo Tager does in this video. After the Atomic Collider, he does whiff j.C, j.B (hits), 5C xx Atomic Collider. WHAT THE FUCK! I didn't know that was possible! This demands further testing. But yo, 2500 off anti-air CH 5A? Damn good. Edit: Holy shit, this Tager is really good. In one video he does several combos I've never seen before.
  15. Learned something new today, 360+A beats Arakune's back dash when he's magnetized; just hold the button down, and it conveniently auto-grabs as he reappears. It really shows you how 360+A's magnetic pull got buffed, very useful. So like Lambda, this is another 50/50 mix up after Gadget Finger.
  16. With a little practice, back dash 720 is extremely easy on an arcade stick, I bet it's nigh impossible on a pad. If you're on the 2P side facing right: 663214789 6321478 + C So you begin spinning as soon as you tap the second 6. That's the secret. If you're on the 1P side, I'm still struggling with this one and I haven't been practicing as much as I should have. I've been doing it counter-clockwise like Isorropia said, which seems to be the easiest way. I guess I just need more practice. I would say a stick is absolutely essential for good Tager play. Jump in 720 just doesn't cut it, you need IB > 720 and back dash > 720.
  17. Yeah, I learned about how powerful TK Hotaru was today, the Hakumen player at the arcade was using it very well. I do remember beating it with 2C, but I'm pretty sure he just mistimed it.
  18. After Gadget Finger, if I want to punish her back dash with a 360+A, what's the timing like? Do I need to delay the 360+A? What cues should I be looking for that lets me know I need to release A?
  19. Might as well get discussion started on how to deal with 4C, it's going to give new CS Tager players a lot of trouble when the game first comes out. It's a difficult move to deal with. If I play footsies with 2D, I can get in and mix up. Once you put Hakumen in Gadget Finger mix ups it's over because he can never back dash. His only options are block or jump. I've been turtling hard in this match up, trying to farm Spark Bolt and waiting for openings. A lot of matches end in time up.
  20. This match up is very manageable, the only thing I have a problem dealing with is repeated j.B pressure. 2C gets stuffed for free and I don't think 2A beats it either, though I haven't explored using that move as an anti-air much. A fellow Tager player at the arcade told me he uses 360+A, is that a reliable option? Any pointers?
  21. Yeah man, people are fiending it up as we speak. I'll be heading down tomorrow around 4 - 5 pm, the turnout is obviously going to be huge and I expect to see all of you there; we'll have some fun, make some friends. DO IT FOR THE TORONTO COMMUNITY.
  22. Does that mean I get to troll you about Smash Brothers and Arakune in person?! We're already getting a couple of guys from New York coming soon, it's going to be fun as hell playing with out-of-towners. Canada vs. United States crew battles anyone?
  23. So Continuum Shift came to Lovegety tonight. See you mother fuckers there! And if a mod could remove that bolded part in the first post, that'd be great. Edit: Oh yeah, and it's 75 cents a play.
  24. Lovegety doesn't have Continuum Shift yet, it says so in the first post of this thread (that part is bolded too ). Just be patient a little while longer.
  25. After how many hits do I have to E-Gadget in a combo? Or is it always contextual?
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