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NumeroGaijin

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Everything posted by NumeroGaijin

  1. I did some of the combos listed.....if some are already listed then take what you need and organize it as you see fit. I will start on the 6A ones later. • 5A combos • 5A>5B/2B>3C>GF [888/12] [924/13 with 2B] • 5A>5B>5C>6A>3C>GF [1278/20] • 5A>5B/2B>2C>AC>Egadget [2112/29] [2148/29 heat with 2B]* • 5A>5B/2B>2C>AC>j.C>whiff>j.2C>5B>5C>5D [2394/34] [2430/35 with 2B]* • 5A>5B/2B>3C>SB>5C>6A>2C>AC>GF whiff>6C>j.2C>3C>GF [2369/53] [2405/54 with 2B] • 5A>5B/2B>3C>Asledge>5A>hj.A>j.B>J.D [1422/22] • CH 5A>5C>6A>3C>GF [1208/17] • CH 5A>5C>6A>2C>AC>Egadget* [2333/34] • 5A>2B>2C>AC>j.B>5C>Asledge>hammer>j.2C>5B>4D (facing away from corner only) [2691/45] • 5A>5B>3C>Asledge>hammer>5B>4D (corner only) [1442/21] (listed twice so erase this one due to it being in 5A corner combos too] 5A combos with magnetism • 5A>5B/2B>3C>AC whiff>j.2C>5B>5C>6A>2C>AC>GF whiff>6C>j.2C>3C>GF [5B 2615/63] [2B 2558/56] • 5A>5B>5C>6A>3C>AC whiff>j.2C>5B>5C>6A>AC>GF whiff>6C>j.2C>GF • CH 5A>5C>6A>3C>AC whiff>j.2C>5B>5C>6A>2C>AC>GF whiff>6C>j.2C>GF [2711/61] • CH 5A>5C>6A>2C>ACx2>6C>j.2C>3C>AC whiff>j.2C>3C>GF [2768/47] • 5A>2B>2C>4D whiff>3C>AC whiff>J.2C>3C>GF whiff [We can't 4D after 2C} 5A corner combos • 5A>5B>3C>Asledge>hammer>5B>4D [1442/21] • 5A>5B>3C>Asledge>hammer>5B>5C>5D [1623/27] • 5A>2B>2C>collier>j.B>5C>Asledge>hammer>4D [2516/38] (back to corner only) 2A AA combos (2A has the same combo routes as 5A on the ground.) [ Only difference is that on CH 5A can gatling into 6A and it combos while 2A cannot gatling into 6A. So though 2A is the better AA 5A opens up one more possiblity for more meter and slightly more damage.] • AA CH 2A>5C/2C>(6A)>AC>Egadget (No 2C>6A doesn't gattling but if 5C hits you can do 6A as well.)* [with 5C>AC Egadget [2029/26]] [with 2C>AC Egadget [2084/26]] [with 5C>6A Egadget [2093/29]] • AA CH 2A>AC>Egadget* [1864/21] • AA CH 2A>AC>j.B>5C>Asledge>hammer>j.2C>5B>4D (facing away with corner only) [2550/38] 2A AA with magnetism • AA CH 2A>5C>/2C>(6A)>ACx2>6C>j.2C>3C>AC whiff>j.2C>3C>22D • AA CH 2A>5C/2C>AC>4D whiff>3C>AC whiff>j.2C>3C>GF • AA CH 2A>5C/2C>AC>j.B>5C>Asledge>hammer>j.2C>5B>4D (corner only) • AA CH 2A>MTW>3C>AC whiff>j.2C>2B>5B>2C>AC>GF whiff>6C>j.2C>5B>SB>6C>MTW>TB>GF 5B/2B combos • 5B>5C>6A>3C>GF [1290/18] • 5B/2B>5C>6A>3C>GF [2B 1st then 5B [1541/20] • 5B/2B>2B/5B>3C>GF [2B>5B>2B>5B [1367/18] • 5B>5C>SB>5C>6A>2C>AC>AC whiff>6C>j.2C>3C>GF [2270/52] • 2B>5B>3C>SB>5C>6A>2C>AC>GF whiff>6C>j.2C>3C>GF [2741/54] • 2B>2C>AC>Egadget* [2492/27] • 5B/2B>2C>AC>j.C>j.2C>5B>5C>Asledge>hammer>j.2C>5B>4D (corner only) [3332/48] This can only be done when Tager is in the corner.] • 5B/2B>2C>AC>j.B>5C>Asledge>hammer>j.2C>5B>4D (facing away with corner only) [3188/44] 2B/5B combos with magnetism • 2B/5B>3C>AC whiff>j.2C>5B>5C>6A>2C>AC>GF whiff>6C>j.2C>3C>GF [2B>3C [3002/54]] [2B>5B>3C [2911/57]] [5B>3C [2737/54]] [5B>2B>3C [2688/57]] • 2B/5B>2C>AC>4D whiff>3C>AC whiff>j.2C>3C>GF [2B>2C [2641/34]] [2B>5B>2C [2590/36]] [5B>2C [2401/33]] [5B>2B>2C [2388/36]] • 2B/5B>2C>ACx2>6C>j.2C>3C>AC whiff>j.2C>3C>GF [2B>2C [3078/45]] [2B>5B>2C [2977/47]] [5B>2C [2812/44]] [5B>2B>2C [2753/47]] 5C combos • 5C>6A>3C>GF [1642/15] • 5C>6A>2C>AC>Egadget* [3279/32] • 5C>6A>2C>AC>j.B>5C>Asledge>hammer>j.2C>5B>5C>4D (facing away with corner only) [4157/52] • 5C>6A>2C>AC>j.C>j.2C>5B>5C>Asledge>hammer>j.2C>5B> 5C>4D [4306/57] • 5C>SB>5C>6A>ACx2>6C>j.2C>3C>AC whiff>j.2C>3C>GF [3868/58] • CH 5C>6C>AC>Egadget* [3111/30] • CH 5C>6C>AC>j.B>5C>Asledge>hammer>j.2C>5B>5C>4D (facing away with corner only) [3967/50] • CH 5C>6C>AC>j.C>j.2C>5B>5C>Asledge>hammer>j.2C>5B>5C> 4D/5D (facing away from corner only) [4111/55] 5C combos with magnetism • 5C>6A>3C>AC whiff>j.2C>5B>5C>6A>2C>AC>GF whiff>6C>j.2C>3C>GF [3828/59] • 5C>6A>2C>ACx2>6C>j.2C>(5B)>Asledge>3C>AC whiff>7j.2C>3C>GF [4099/56] (For Litchi, Mu, Lambda, and Noel omit the 5B) [4061/54] • 5C>6A>2C>ACx2>6C>j.2C>3C>AC>j.2C>3C>GF [3913/50] • 5C>6A>2C>MTW>3C>AC whiff>j.2C>2B>2C>collider>GF whiff>6C>j.2C>5B>5C>Spark>6C>MTW>TB>GF [7481/1] • 5C>spark bolt>walk forward 3C>AC Whiff>J2C>5B>5C>6A>2C>AC>GF Whiff>6C>J2C>3C>GF [3693/60] • AA 5C>SB>j.2C>5B>5C>6A>AC>GF whiff>6C>j.2C>3C>AC whiff>j.2C>3C>GF [3806/60] • AA 5C> SB> 6C> J2C> 3C> AC Whiff> J2C> 5B> 5C> 6A> 2C> AC> GF Whiff> 6C> J2C> 3C> GF [3729/72] • AA 5C>ACx2>6C>j.2C>3C>AC whiff>j.2C>3C>GF [3700/41] • AA CH 5C>Bsledge>5C/2C>MTW>3C>AC whiff>j.2C>5B>2C>GF whiff>6C>j.2C>5B>5C>SB>6C>MTW>TB>GF [with all 23 hits after the 1st MTW [7699/1]] any hit less than that decreases damage by around 30 or 40 something damage.
  2. Since I have some free time I am going to do the combo and post their heat gain
  3. Actually it does work on Carl. You have delay it slightly at the right moment. His hitbox is very wonky when doing it.
  4. I like how now I use MTW at any moment I can squeeze it into a mag combo now. Its like gimme me 6k and my 50% meter I wasted right back. I need to find more opponents. EDIT: I am glad that lolnetplay doesn't affect my good connection anymore or as Neo from the Matrix 2 would say....Hmmm upgrades!!!
  5. Ahh ok lol. Kinda makes me want to test every attack to note all the properties that are hidden.
  6. No you misunderstand....during Mu's animation she puts her hands out and a circle forms...that is what blocks spark bolt. I am not talking about the steins. She can destroy Spark without even using steins!!! Edit: And it may be possible to block many other things. If done correctly Spark will not hit you...it will be destroyed. Of course jumping is safer but this is a hidden buff nonetheless. When I get home I will make a video and post what I mean.
  7. Possible Unknown discovery: I don't know if you guys know it or not but that move that Mu uses to detonate the steins can actually stop spark bolt. If you are holding your charge its easier to do but they still get magnetized. It can have practical uses too. Making us Tagers think you are wide open when you are not or on oki if they just charge steins that we wake up into....if we fire a spark and they release the charge it destroys spark like nothing and they can continue to combo. It works for their uncharged version as well but is harder to do. This was not possible in cs2. In cs2, when I felt Mu would detonate steins but she was closer to me I would shoot a Spark bolt and it would always connect even though at the exploding steins and I would get a clean free CH and not take damage though the steins were actively blowing up around me. By the way I am talking about the field in the animation her movement when she is signaling the detonation and not the field created by the steins themselves as the detonate which means she can destroy spark bolt with or without steins. It happened to me and my friend just 2 nights ago.
  8. THIS!!! It is so weird lol. It's like now we have to be prepared to burst bait even after a 5A now. One thing that is really gimmicky but may work is 5A, VC Sledge lol. I love how ANY random hit turns into 50 heat to 100 heat. I find myself using MTW more often just to increase damage because we gain what we spent.
  9. on a standing opponent CH j.B, j.D, rc, lowest j.2C, 5B, 5C, 6A, 2C, AC, stuff (make up your own crap here) or after the lowest j.2C you might be able to do 5b, Asledge, 3C, AC, stuff (again just make up your own crap). You should be able to break 4k with it though on some characters it may not be practical....(on Bang it hits sometimes and sometimes it whiffs). There are other ways of breaking 4k but I was too sleepy last night to find out....today I will be testing if you can combo from 2D into jB, j.D, rc, lowest or almost lowest j.2C....I want contribute the weird stuffz combos lol
  10. I disagree with the current assessment below and I disagree with Tager's complexity being graded at the letter C. Current Assessment: A Rank - Tager has lots of trouble getting in, but once in, he can win by forcing an opponent to make only a few mistakes. My reason for disagreeing: I believe that the new Tager, this time around, is about much more than sitting back and forcing you to make a few mistakes just by getting in. He is now much more of a threat now because he can do damage and with his current heat gain he can now rc mid combo and make it viable for traps and such. You see the complexity of a Tager this time around is definitely centered around whom you are facing. Though he is a grappler he isn't as simple anymore and with the new technology that is being found out about EX Tager he is now much more complex. I think he should be rated a B+ or B-. If you disagree with this tell me your reasons please.
  11. As did mine. I may actually do a combo video this time around. This new Tager has my blood boiling again. It is time I get back to the old me in BB.
  12. Actually Manta this time around that maybe absolutely possible. I saw some Tager hit a counter hit jD and land then 5D on the ground and it comboed. That isn't possible in either version prior to EX. So I guess it is safe to assume that what you are asking is possible. The way I see it is that there is less untech time on the ground when CH'd with a move than in the air so if you get hit in the air in this game by Tager then...yeah you get the picture. So just try it. With the way we gain heat.....rc combos are absolutely viable and are only going to make Tager stronger due to damage and gaining everything we spent back. I too wondered that after I watched the recently updated Tager vids.
  13. Yeah I was like whoa!! Makes me want to fish that out lol.
  14. I was wondering another question. Does anyone have access to Extend frame data???
  15. I know this isn't the thread for this but it is Tager related slightly. I was wondering if you guys could tell me what to buy to be able to stream matches. I am trying to get ready for extend and I want to record and stream my progress for all to see. I do not have a budget at the moment so go high and low and give me some suggestions.
  16. It took me a long time to get proficient with Tager. After dealing with everything Tager had to deal with in CT (Nu and the fact that EVERY character regardless of whether you are in the corner or not they can jump behind you), my defense and awareness greatly rose. I was hype when CS rolled around and my defense carried over into about the mid life of CS then it dropped off due to not having many people to play with. Even my friends that were once better than me in the game (they were GG players but I was a nob to everything GG and BB) quit once I started winning over them. Wow too much rambling.
  17. He did quit Tager but now he went back to him. Now that we have Galileo back we have yet another interesting and different Tager to watch. Akira for defense (though oddly he has been opened up more than I have ever seen lately), Yumura for the combos and tech trap gimmicks, and Galileo for stability and strategy.
  18. It seems like it is saying in version 1.11 that the cancel does not exist. That would explain why I haven't seen it in awhile. I think thats really stupid because that i such a cool tool to have. Even though it pretty much says that I would still recommend testing it still.
  19. So it is 5 frames f startup..ok kool. It should be added in anyway on the frame data table on the site.
  20. What is the startup of Voltic Charge. It is not listed in the frame data at all.
  21. The real thing would shoul dbe asking about is why even on IB after an A sledge no one counters Tager. Not even Ragna has done that yet. Does this mean that A-Sledge is safe or safer. That is what I am wondering. 2D not knocking back on block is a good change because it allows us to actually use 2B finally instead of always using 5B when we get in that close.
  22. I know this is not the discussion thread but I must ask...really what did you learn from that video. All I saw was basic EX Tager stuff. I say that not trying to crap on your opinion nor your level of play.
  23. This matchup I hate. ANd I agree it is a lot like CT Nu in some respects. I cannot express the importance of IBing EVERY chain. Depending on the the distance IBing every chain (or mostly) makes the Hazama afraid to enter your domain in certain instances. In this matchup Hazama can and will zone you furiously fishing out FREE counter hits on whiffed attacks. In this matchup DO NOT whiff moves for no reason EVER. If the Hazama sees that you have IBed his chain at a close-enough distance (a point where the chain starts to bite) then he will not followup unless he does not respect your 2A. Bare in mind that since 2A has a relatively high startup (8frames) he can bait it out by grab cancelling his follow up. You must pay close attention to each and every move that each opponent does in their mix up and look for patterns. REmember Hazama is all about unpreidctability so you need to go into the matchup expecting the unexpected. Do not wasted spark even in combos unless it WILL KILL him because just having it is scary enough for him. When he is magnetized be mindful that if he isnt near you then he might as well not be magnetized because using his chains he has a way around it so that a random collider can't catch him. The best approach in the matchup is to accept his mixup and wait for an opportunity. Remember a closer Hazama is a deader Hazama. You want him to go for his very slightly gimmicky mixup vs us up close. Be mindful of command grab mixups because his is a lot better than ours in that it can beat our 360s and 720s as well as ALL our ground attacks. His heat gain is amazing and since we are HUGE then he gains more meter against us than any other character in the game. ALso Never ever ever ever sledge in this matchup even if you are using it to move close as you might set yourself up to eat a FREE CH combo which will bring closer or to dat BOOT. You might not have an ample to do 360s in this fight so all you have to rely on is gimmicks that lead to guaranteed damage. In this matchup against a good Hazama it is best to not try to do many resets as it may yield him an opportunity to escape. Your main objective is an almost impossible one. You must try to keep him on the ground and close to you. 2A, 5A, 5B, 2B, Spark, and 5C are your friends in this matchup and remember just go for guaranteed damage and maybe GF rc stuff. Every Hazama plays differently so you will always see something new.
  24. You know what I don't like....TGS is over and still NO new info on CSE for any characters. Now with that said there is either a massive amounts of trolling going on or people are withholding info on purpose which is straight up ridiculous. Maybe someone is compiling info that we can't get all our paws on.
  25. Akira just has the best Tager defence. He really isn't that aggressive. He accepts the rushdown then finds openings and demolishes.
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