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Tofu Warrior

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Everything posted by Tofu Warrior

  1. http://www.youtube.com/watch?v=w9v1LhF7zFw New Galileo combo/strategy/HOLYSHITTHATWASAMAZING video! Holy shit, it's amazing.
  2. Leo7, we haven't played in ages. Are you on my friend's list?
  3. Are there videos of this? He placed really well, I want to see this guy in action.
  4. 5A, 2A and 2B leave Tager at a frame advantage, so it's good to mix in some 360s after these pokes. My favourite string is 5A > 2B, 5A; the second 5A is a guaranteed CH if your opponent tries to stick out a normal move. Everyone blocks after hearing "Counter!" because they don't want to attack when they're at a disadvantage. This is where you throw them. You can get creative and mix it up. You mentioned you like doing 2A, 2B xx A-Sledge which is fairly safe, I like it too; 2A > 2B is a true string, so they can't DP in between the hits, and A-Sledge is only -2 on block. However, it's -7 on block if they IB, so they will beat anything you stick out, other than GETB or MTW.
  5. This is exactly right. I think I'll remove my post now . I took him on his word, because he's a big contributor to the BB Zetaboards summaries, which I enjoy reading very much.
  6. I didn't know about the bolded part, I would just IB the 5D and 360+A just to be safe. But you're right, you don't have to IB, you just have to do the 360 really late because 5D has a lot of block stun. Anyway, if I know my opponent will back dash, what can I do about? So far I've just been using j.C to hit them meaty, but I want something more damaging. I know Atomic Collider will catch them if they're magnetized, so that's good. A well timed Sledge follow up is really good for stuffing 360+As because it stays active for so long, but it can be fickle at times. But what I want to know is what's a reliable way to punish back dash that doesn't require delaying moves, etc.
  7. Sorry for quitting early, my mom was at the door with groceries, and she gets pissed if I keep her waiting. GGs, we'll play again soon.

  8. Just correcting a mistake in the first post, Tager's listed as having Jin's counter super, should be removed (unless it's true? ) Speaking of Tager, I'd kill for a Tager video...anyone you want dead?
  9. I didn't know about either of these :drool:. You're my hero!
  10. It's worth noting that the damage dealt by both 360s hasn't changed from Calamity Trigger, so rather than an overall damage nerf, maybe Spark Bolt just has higher combo proration now? And if you ever get the chance, could you possibly post one of Tager's combos, just so we can get a sense of what we're working with?
  11. Watch all of these. In fact, everyone here, just subscribe to Potemuki's channel, pretty much all he uploads are excellent examples of top level Tager play.
  12. The first round of this video is godlike: http://www.youtube.com/watch?v=rTSlfS9jKY8&translated=1
  13. If you want to play the best members of the BB community, you have to come out on Friday nights, the turn out is always biggest then. Also, I'd recommend posting on SRK or Dustloop that you're coming, to see who else might show up.

  14. I apologize for not contributing anything, but I think it's important to clarify something in the OP: under Tager's changes, it says that "magnetism property lasts shorter (around 3secs)." Does that mean that magnetism has been reduced by 3 seconds or reduced to 3 seconds? The wording is kind of ambiguous.
  15. http://www.youtube.com/watch?v=DFe6ALNMd6g A little something every Tager player in the world can relate to.
  16. I have a question about Tager's basic pressure string: 5C, 5D, B-Sledge. Can I squeeze in a 360+A between 5D and B-Sledge any time I want, or only if I instant block?
  17. http://www.youtube.com/watch?v=dOmxutIZK2U There's one part, and I'm sure you'll recognize it on sight, where I fell out of my chair.
  18. Haha, that's the exact video I was referring to. That first comment by "LeftyHangsLower" is mine. I just wasn't sure if Ragna was able to escape because of a mistake Carl made, or if that's a legit way to avoid throw loops, provided you have meter.
  19. Glad to hear you liked my suggestions! Send me a friend request, let's play sometime. That aerial DD you described reminded me of Gill's ridiculous Jesus super, seen at 0:23. That's why we should copy & paste it from 3rd Strike and give it to Tager. Chip damage that deals 50% ALL DAY. Inferno Divider beats Magna Tech Wheel for free, and I've seen Ragna players use it to escape Carl's throw loop; throw break, Inferno Divider, RC, barrier guard and land safely. I doubt that's guaranteed, probably a mistake on Carl's part, but either way, Inferno Divider is just really useful, particularly as a "get off me" type move. I should have been more specific with the kind of invincibility I wanted, sorry. I was thinking that it would work like 360+A, where it's vulnerable until frame X, then invincible for a short period of time, then vulnerable again. I think that's pretty reasonable. That, or leave it the way it is but make its "catching" hitbox a lot bigger; that way it could still get stuffed, but it would beat most jump ins if spaced properly.
  20. I'm starting to think that permanent magnetism would just make Tager good, and not overpowered. Giving 360+A its permanently extended range wouldn't make it any better than Zangief's jab SPD, which already has 4 times the range of Zangief's normal throw. Giving him some super armour, whether or 2D or an entirely new move, would also help him out a lot. High point invincibility on 2C or a second Atomic Collider with high point invincibility (but no magnetism) would solve his anti-air problem. Back dash just doesn't cut it as an anti-air, because even if you do guess right and back dash at the right time, you're forced into another guessing game; will they poke, throw, jump or use an invincible move? Very little with Tager is guaranteed, he needs more tools to deal guaranteed damage. Oh, and an air sledge .
  21. Do you think Tager would be broken if all of his moves that are affected by magnetism had inherent magnetic properties? So in effect, your opponent would be permanently magnetized. I was thinking that Tager should have two Atomic Colliders; his normal one with magnetic properties, and another one with no magnetic properties but invincibility against high attacks. It wouldn't be fair to have both at once.
  22. Yes, but it depends. If you're expecting that they'll poke you, then 360A will stuff whatever they do. However, if they poke you with a move that puts them in an airborne state, you'll eat a nice, juicy counterhit combo. This would include moves like Taokaka's 6B. They can also bait a 360A by standing beside you, then jumping at the last second and coming down with a move. If they time it right, again, you'll be eating big counter hit damage. So really, it's all a matter of reading your opponent and reading their tendencies. All good players will jump to avoid 360s, and when you clue in to that, they'll start poking you on wake up to counter hit your Atomic Collider or 2C or whatever. So just be smart.
  23. Are there any true/guaranteed block strings after 5C? It seems like there's an exploitable gap no matter what I follow it up with. According to the frame data, it's -5 on block, so I guess I'm pretty safe just not doing anything now and again. Is 5C, 3C a true string? I haven't been punished for it yet. I rarely get punished anyway if I just mix up my follow ups, because it becomes difficult for them to gauge when to reversal. Still, something guaranteed would be nice. So after the Spark Bolt connects, you combo a 6A to pull them towards you, they tech and you grab them with a 720, which you buffered during the 6A? Am I picturing this right? If so, then they can just neutral tech and jump away, like any other 720 set up.
  24. Maybe it's just me, but it seems that I can't punish Taokaka's air techs (while she's magnetized) with Atomic Collider, she either drives away for free or drives into me for a counter hit . Is it even possible to catch Taokaka out of the air consistently in these situations? I have no problems catching her when she tries jumping out of my pressure strings, but this is insane.
  25. This is the exact string I used to practice IB, 720 . When you tap back to perform the instant block, just think of that as the first input of your 720. From back, go straight to down back, etc. It's not that hard once you get the hang of it.
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