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[CS1-CS2] Iron Tager Tech-Traps and Resets Guide
Heavy_Mental replied to Heavy_Mental's topic in Archive
Added them. Yes, I am still alive. Still only got CT at the shitty local arcade here and no console or PSP, leaving me little incentive to post here. -
xD Permission to sig, good sir?
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[CS1-CS2] Iron Tager Tech-Traps and Resets Guide
Heavy_Mental replied to Heavy_Mental's topic in Archive
Edited it. It's the video link for the Gadget Flinger setup now. -
[CS1-CS2] Iron Tager Tech-Traps and Resets Guide
Heavy_Mental replied to Heavy_Mental's topic in Archive
That explains it. Thanks. -
[CS1-CS2] Iron Tager Tech-Traps and Resets Guide
Heavy_Mental replied to Heavy_Mental's topic in Archive
That bit sounds interesting. Can someone else confirm this? -
That's pretty much it really. Learn how to IB common blockstrings, multi-hit moves, common pokes, etc. With enough repetition, IBing should become automatic. Thanks for telling me what I already know?
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The only thing that can catch an air neutral tech IIRC is magnetized 2C xx Collider (delayed). It gets beaten by late tech though and you can eat a potentially big combo for it. Speaking from CT experience, if you IB 360A Ragna's stuff enough, that usually scares them into either cutting their blockstrings short or resorting to JC-able moves or Gauntlet Hades. As long as your opponent isn't too close, you can usually 5A/2A them out of Gauntlet Hades if they've got meter to RC. If they don't, 360B will catch non-tk. Gauntlet Hades on normal block, unless your opponent is holding up or something. IB 360B is pretty much a guaranteed punish for non-tk. GH. And while I've never landed it myself because my reactions to JCs are arse, you can probably 2A/2C your opponent after IB'ing 6A or 3C. I guess it depends on what aerial move they choose to throw out. Should beat j.C and j.D at least.
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Work on your defense and mixup. Learn how to tick-throw. 360 off 6A is a pretty huge gimmick since 6A has so much recovery frames during which your opponent can get a CH off you. No one's going to caught by it after the first time. Go with 5A, 5B, 2B, j.A, and j.B instead. I noticed that a lot of the combos you ate happened because you were getting impatient and hitting buttons when you were supposed to be blocking and waiting for their blockstring to finish. Barrier-blocking can be a good idea but also learn IBing if you can. It's online, I realize that, but IB helps out Tager's defense a good deal. EDIT: Also, don't move backwards unless there's a very good reason to. It's smart to not put yourself at risk, but you also want to press the offensive. If your opponent's just jumping back, then there's your chance to get in, which is usually a grappler's biggest problem (but especially with Tager) besides dealing with pressure and zoning.
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Yeah, Ragna is annoying to get off your back. IB makes it easier, but it's still a pain-in-the-ass matchup.
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I don't think that Tager was too good. I don't agree with his corner combos and his tech-trap attempt at the end of round 1. In addition to that, he failed to respect Ragna's DP and was probably mashing tech (hence the two pink throw reject misses). Based on my experience with Ragna and watching match vids, IB 360A makes a lot of Ragna's ground pressure unsafe, so Ragna has to either take to air-to-ground pressure or constantly switch up his blockstrings. Tager has a tough time keeping pressure on Ragna once he's got meter. He doesn't have any good oki options either. Once Ragna builds momentum, Tager's in for a long ride on the pain train if his defense isn't up to snuff. A lot of the damage that that Tager took was from not respecting Ragna's wakeup or similarly dumb mistakes like mashing during Gauntlet Hades or forgetting to barrier block. I guess success in this matchup hinges a lot on Tager's defense and patience. Ragna doesn't have the most life. Tager can deal respectable damage to Ragna, but Ragna can more than return the favor simply because he has many more oppurtunities to get in than Tager. Just my 2 cents.
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[CS1-CS2] Iron Tager Tech-Traps and Resets Guide
Heavy_Mental replied to Heavy_Mental's topic in Archive
Thanks for showing me this. I'll add it to the guide ASAP. -
Definitely not Carl. He has a tiny hitbox. 360A, Gadget Finger works on Makoto as well.
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If Bang can punish your Spark Volt with Drive, then you simply are being far too predictable with it. What some people don't seem to understand is that you DON'T have to use your Spark Volt the instant you've got full meter. If he's trying to bait your Spark Volt from far away, just simply use the oppurtunity to get in. It may seem tempting to use sj.C (whiff) to get in, but don't - just walk over. That way, you can still Spark Volt if he decides to do something unsafe.
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[CS1] Iron Tager Fun Question: The History of the Buster!
Heavy_Mental replied to Pachbel's topic in Archive
My favorite buster has to be Heavenly Potemkin Buster by far, especially done as Psychic or AA. Feels as satisfying as landing a 720 tech-trap. -
Only nicovideo eh? Damn. Redirector can't work for the life of me.