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Everything posted by Tofu Warrior
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I wonder if AC > 6C > Gadget Whiff > 5B > j.2C > 5B > 6A xx A-Sledge > 5C > 6B > air combo xx GP works. That would do a lot of damage. It's kind of sad that we can only discuss theory craft at this point Chrono Phantasma can't come out soon enough...
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Atomic Collider > 6C xx gadget whiff works on Hakumen. http://www.youtube.com/watch?v=ok-rdJ3z4l0
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He doesn't do j.C > 5C anywhere in that combo. The full notation is as follows: CH j.2C > 5C xx Atomic Collider > 6C xx 236A > 236A > 5C > 6B > j.C > j.D > land > j.C > j.B > j.C xx Grand Punish. You know a lot more about proration values than I do, so I defer to your expertise. I thought it was unoptimized because it doesn't take advantage of the Fatal counter, but I don't know what I would have done differently. Some suggestions have been put forward by other users that seem promising. 6C xx 236B only works on counter hit/fatal counter.
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CH j.2C combo in the corner, no magnetism, no heat, 5444 damage. This combo is extremely unoptimized, considering you don't need a Fatal counter to do it. With meter + optimization, 7 - 8K should be feasible.
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Don't forget that you can do Atomic Collider > RC > whiff sj.C, j.B, (land) 5A then into a Grand Panish air combo. After a magnetized Atomic Collider, you can only do 6C, and it's character specific as far as we know. I doubt you can follow the 6C up with anything when they're unmagnetized because you're hitting them with the tip of 6C.
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Are you sure it's the same Akira? Does he play at "Inaka Kouryuukai?"
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Unnamed Tager bodies everybody. Great match vs. Fio's Litchi. This guy's corner pressure is relentless, he just never lets up.
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This is probably a dumb question, but does A-Sledge force your opponent to neutral tech in CP? I've only ever seen people neutral tech when they get hit by the A-Sledge.
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Tager was WAY too low there. Fear not, it's still an excellent tool for whiff punishing anti-airs. I just wouldn't throw it out without 50 Heat, unless I was midscreen and it's early in the game.
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Interesting, I should work it into my game more, I prefer the high reward that 2C gives despite the risk. Also Tager and his teammate end up winning that Mikado ranbat, so that's pretty cool.
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So it seems like the hitbox on Tager's 2A has been greatly improved. I've seen it cleanly beat some ridiculous jump ins in other videos, this one is pretty crazy because it hits behind Tager. Worth testing to see how reliable 2A is as an anti-air now.
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Blade is a good friend of mine, we both live in Montreal. If I see you online in the future, I'll shoot you an invite.
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I assume you're from Pennsylvania, which is pretty close to Montreal, so our connection should be pretty good. We'll try it and see. And yes, XBL.
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I've never tried to use 6A against Hotaru. Does it have to do with how the hitboxes align, or do I have to hold the 6A and absorb your Hotaru with the armor? Also I still play online on occasion, school keeps me busy, but if you'd like to add me my GT is Tofu Demon.
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That's why it's perfect for scamming your way to victory online
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No, it makes perfect sense, I wasn't aware that's what happened until he pointed it out. It's a guaranteed air Buster set-up off an incredibly bad starter. This only works if they're slow to tech, like Mucky said; they have to still press A+B. Since they tried to tech the air throw and failed, they become unable to tech throws for a certain number of frames. This is a feature of BB's throw tech system. The gap between the air throw and air Buster is extremely small, so this penalty carries over, making it a true combo into air Buster.
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lmao
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No, because that would make the game bad
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Giving Air Buster invincibility would be broken, you could set up unavoidable resets on characters with bad air mobility.
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He's a big damage threat from every range and every possible avenue of attack. Now you want to avoid his overheads and lows as much as you want to avoid his powerful grabs. Even backdashing, arguably the safest meterless escape option, is risky when it can be punished with a 4K combo. I think they finally got him "right," or at least as right as he'll ever be. He's still relevant in Japan, which is all the proof you need of his strength.
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He hypothesizes that the Overdrive's super flash would be too long to even trigger the OS, but at this point we can't know for sure. Either one of you could be right, both of you are making plausible arguments.
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DPs aren't active on the first frame; Ragna's DP has 7F of start up, and becomes active on the eigth. If your opponent is knocked down and you jump in on them, timing your attack so that it hits them during this 7F window, you will land and block their reversal safely. If they choose to wake up blocking, your j.B will connect with their guard. They could escape with DP > RC, but you still win that exchange because you force your opponent to burn 50 Heat. Many players quickly realize it's not worth the risk of a wake up DP when you prove to them your safe jumps are consistent. They do require tight timing, but I plan on grinding them out until they become second nature.
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If they're magnetized, those are both fine punishes. Now he can punish from long range, without magnetism or Spark Bolt, which is really important. I guess you have 5D, or 2D if you're fast enough, but 6C is a Fatal Counter so we'll probably be able to break 4 - 5K with his new 60% combo rate. Edit: phrasing
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You're right, you need a particular kind of driver fling, and you need to be very precise. If your timing is off and there's a gap in your set-up, your opponent will be able to DP their way out of the mix-up. This is something I'm very used to as an SF4 player; grinding out hours in training mode, perfecting my set ups. I think that's what it'll take to play Tager at high level in CP. He has so many gaps in his game, as all Tager players can attest to, and having true oki in a game without oki is worth practicing.
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It's really awesome that they buffed 6C, as it was pretty useless outside of combos up until now. He needed a long range punish on the ground, I hate backdashing to bait a DP and then not really being able to capitalize off it. Also giving j.2C Fatal Counter properties makes it a stronger high risk, high reward move. Very excited to get my hands on CP.