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Edalborez

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Everything posted by Edalborez

  1. On Ragna, end 360A with 5B>4D (In fact, one of the combo thread posts shows best things to do off of 360A on all characters I think). Gadget Finger on him is best to avoid if possible since he always has Inferno Divider to beat many options (online, at least. Bait it and it's a free 360.) 360 on his fullscreen Carnage Scissors was good, always punish them for doing that outside of combos. That Ragna was honestly pretty terrible, most of those fullscreen Hell's Fangs were free 360s especially on instant block. If Haku wants to hang back, charge up spark (421B) but don't hold it. Let him come to you. Without meter or a good hit you can block everything low except 6B (overhead foot stomp) and even then I don't think that combos into anything for him (right, guys?) Whenever you knock them away with say 6C>5D, either follow up with a little spark charge or Collider. Delay Collider if needed but if they are dumb enough to mash tech in the air it's a free combo. B Sledge normal hit/A Sledge Counter Hit can be followed with 2B>2C>623C>etc on regular hit (assuming close enough for 2B of course), and B Sledge counter hit can be followed with 6A>2C>623C>etc. You seem to have the basic magnetized BnB down (..stuff>AC>AC whiff>6B>2C>AC>ender) and that's a good meaty chunk of Tager right there. Finding ways into that (6A>2C, 2B>2C, air tech gets AC'd) are the meat and potatoes of your damage. Once you realize most combos are just opener>meat>ender it becomes pretty simple. Even if you get your ass kicked, save replays of opponents who beat you soundly with good execution. Look through and find places where you might say "what could I do differently?" Then try it next time. For all of this to become natural you need opponents who can match up to your next milestone. At this point you should have 2 goals in mind: learning how to turn your random hits into damage like Axis said (anti air CH 2A>AC, random 5A pokes into knockdown/Gadget) and putting those skills to work in training your opponent. Like I said above, if you always end, say, 6C>5D in volt charge they may eventually think it's safe to air tech. On the flip side, once they fall for it once be careful about using the same tech trap again. Same thing from Gadget, don't always do 360s, vary it up with 5/2/6A, j.B, or just blocking if needed. If you make them fear one of the two, air or ground, you can get more leverage out of it. Not as a rule, but still good intimidation. Remember, Tager is all about making your opponent fear you. Methodical unpredictability is a more powerful weapon than 720. edit: Again, this is all just my netplay experience talking. There's more at work in repeated playings and offline so for that I defer to the advice of others in the usefulness of my advice.
  2. I do that FC combo, I believe you're supposed to omit the 6A to have it work on most (all?) of the ones you listed, at least Noel and Haku. Mostly a matter of whose aerial hitbox isn't fat enough to be hit by the 6A, I guess. Though you should just add a 2C or 5C before the first 623C by principle, I think.
  3. Just need to get out MTW faster. Personally I prefer just AC whiff>MTW.
  4. I don't know if all those 6Cs are on purpose or not but throw out more 5Cs. I have no idea why so many of those 6Cs landed, let alone went unpunished. 2B>2C>Collider. 6A>2C>Collider. The simplest of simple starters. Either can be prefaced by a lot of things, notably B Sledge on hit (2B) or counter hit (6A). Vary up your wakeup options. If I saw you throw out a 360 every wakeup I would elbow drop you all day. Spark>5C>Collider. Spark>5C>Collider. Spark>5C>Collider. Spark>5C>Collider. Spark>5C>Collider. Do it. Try it. This is gonna seem like really obscure advice but... learn your normals. Try to get a feel for B Sledge range if only for Lambda. That one left themselves quite open to it many times. If you're having issues with special move inputs, practice them by themselves first. Do them 10 times in a row, facing both sides. Mostly just for Collider and 421B. Normal Gadget enders don't usually work on Arakune, also. Lambda does not have a lot of reason to be in the air at a distance so random colliders are generally unsafe. You're not gonna get better overnight. Keep practicing just a little each day. You will gradually get better, then look back at yourself and wonder why you did what you did.
  5. j.C whiff>j.2c (Instant Elbow), AC>AC whiff>stuff, and Gadget enders are the most notable viable bits. I don't remember the exact challenges but one with airthrow>j.C>stuff probably won't be worth remembering. Their version of a Fatal combo is also pretty silly even though it teaches the mechanics. xB>Spark is also very usable. Like the CT bonus disk combos: it's a place to start. The most important part of Tager that challenge mode will teach you is Collider whiff.
  6. XBL: Edalborez I wouldn't even dare to say I'm decent (lol online only) but there's always room to learn, right?
  7. Not conclusive but just ~ 20 minutes of dicking around in training mode. Tested just by holding up while Tager(training dummy macro) did 3C>2xGadget, except where otherwise noted. I can't really describe what I mean by timing difficulty but just testing non-held 22D on the following (I don't have Makoto, sorry): EDIT: I should say the following are what CAUGHT a jump attempt. Easy (input ASAP): -Jin Rachel Carl(fwd hop) Tao Haku Medium (had to delay very slightly): -Arakune Litchi Hard? (timing on both was longer delay, Ragna longest) -Hazama Ragna Couldnt do it on: -Bang Tager Noel Tsubaki Lambda Mu Again not very conclusive on my part just testing empty jumps but it's somewhere to start I guess. Hope I was of help. EDIT 2: There a pattern here as far as jump startup frames for who is/n't caught?
  8. Trying out Double Gadget and unless I'm just doing it wrong (very possible, only spent a minute just now in training) I could only do just that, 2 Gadgets. Attempting another doesn't seem to come out unless the timing is just tighter. If that's the case it's just tossing them for a slightly more complicated mixup/guessing game and more bonus magnetism, right? Trying it on Hakumen (easy timing) set on constant jumping. Tried it on Ragna and had to delay slightly... but 5B>4D is superior to Gadget on him in any case, right? Still a cool trick though.
  9. Tager will be my main forever. Tech traps all day long, command grabs, the satisfaction of people getting salty over losing to a (relatively) bad character, MTW RC shenanigans, and those epic comebacks. It's never over until Tager is down for the count. Also has a good theme, good VA in either language, and the power of science.
  10. Depends on what issue you're having with it. If it's not coming out at all obviously you're doing it a bit fast. If you're doing it (Tager does a little flick but it doesn't connect) then they are either too far or you "missed" it. There's no harm in holding it,ie: 22[D], as far as I know so if you're just not "hitting" with it, hold the input. (Someone feel free to correct me if I'm being imprecise/wrong.)
  11. Crazy Tager mirror yesterday, already said GG on xbl but GG again heh.

  12. After watching some CS footage I was tinkering around in CT training with the [623C, whiff j.C, instant j.2c] combo, which I previously heard here that it was doable in CT but you couldn't really do anything after it. After some testing I came up with the following: (Opener), 623C, j.C (whiff), instant j.2C, 2B xx 42136D, 2C xx 623C Listing of openers with full combo damage: 2B -> 2C, Combo: 4194 2A(CH)-> 5C, Combo: 4248 (Situational anti-air?) 623C(AA), Combo: 4672 Works on Ragna, Tager, Litchi, Nu. Obviously requires Spark Bolt, but no heat. 5B can be used instead of 2B on everyone but there's nothing to combo with afterward. For comparison, [360B, 2B xx 41236D, 5/2C xx 623C] does 4862/4871 on characters who can be hit by 2B after 360B. Apologies if this is nothing new/usable, just wanted to share.
  13. Hi, fought you this afternoon in Ranked, laggy as it was. You gave me a good thrashing though so I have to say gg to that. Hope to improve both my Tager skill and connection so I might be able to rematch you.

  14. True but you can instead do AC walk > 6C > AC. Depends on whether you want the damage or magnetism more, though I guess magnetism is preferred. Two little tips from what little I've played against Tao: Train yourself to correct the direction of your block in her drive cancel crossups and 2A spam, and train yourself to crouch (or if ballsy, stuff) a random pounce super. I cannot count how many times I jump, block, or just stand there and eat that.
  15. This is probably pretty vague but with the few Carls I've played against, I found I have issues with approaching him and I kind of blank out. I'd chalk this up to lack of experience against him but I'm just unsure of how to punish some things like his keepaway with 5C, and clap when I sj.C (having a feeling I shouldn't really be doing this to him) among other things. In one case I even lost to him while Nirvana was down. If I really need to chase after him how should I be going about it? On the defensive, what are some common strings I can block/IB into 360A/B?
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