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ZhePrime

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Everything posted by ZhePrime

  1. Thing is in CT you could cause enough damage to abort the Sledge and damage Tager instead, if it's the same in CS then it could be beneficial for Mu.
  2. Isn't the matchup largely unchanged? If so, the old CT thread should have some helpful stuff: http://www.dustloop.com/forums/showthread.php?6179-Iron-Tager-vs.-Litchi-%28CT%29
  3. I play seriously, I guess. Not many tournaments here though, mostly a few ranbats and one semi-big tourney each year. Even so, I still try and become as good as I can possibly get, trying to count frames, reading up on matchups and whatnot. My Tager was pretty good in early spring of this year (that's when I stopped practicing with him). But I recently started playing a little again on and off and I have been uploading a couple of matches of me and the ones I usually play with. Going to upload some BB:CS matches later as well. But if you're interested in seeing my rusty Tager or my upcoming Hazama and Jin matches in BB:CS, feel free to head on over to my YT channel: www.youtube.com/user/ZhePrimeNameless And nope, no arcades with BlazBlue anywhere near where I live. Arcades are not very common in my country.

  4. I know for a fact that Tager's Sledge move can't absorb an infinite amount of damage in CT and I recall MikeZ mentioning the stuff about the damage. It was not based on hits either since that would prohibit you from Sledging through certain overdrives and moves (which it didn't). So unless they changed it in CS (i.e. allowing all 3 of those moves to absorb an infinite amount of dmg) then it should be the same as in CT. It's not something major, but it could be handy to keep it in mind. A little experimentation in training should solve any questionmarks.
  5. Sledge isn't affected by hits, but by the amount of damage. Sledge absorbs a certain amount damage before it fails (can't recall the exact number, but it isn't above 3000). His Voltic Charge absorbs about 8000 dmg (if I recall correctly) and his 6A can absorb an infinite amount of damage. Some other Tager player can probably fill in with the correct numbers.
  6. PSN: ZhePrime Northern Europe
  7. http://blazblue.byethost13.com/bbcs/characters/tager/bbcs_tager_combo.html
  8. Made a quick one a while ago, nothing grand though. Link
  9. Yup, I hail from central Europe.

  10. Anything that lowers your hitbox works well vs Tager's j.D. His j.D is mostly dangerous in Air vs Air situations (thankfully Jin has a good AvA move in CS) or if you're a bit careless when you're magnetized. Also DP's as always works well vs jump in happy Tager's (I prefer the A version). This is a good tip, get him used to barrier blocking during jump ins and you can catch him in air grabs. This works surprisingly often. Yes, this is one of the most effective ways to take on Tager, only thing you need to worry about is Magna Tech Wheel and if you're playing vs a good Tager, 2C Fatal Counters. If you keep your play as unpredictable as you can and keep your wits about you for a MTW then it should be smooth sailing (easier said than done).
  11. I don't know about "maining" Jin, but I played Tager, Jin and Hakumen extensively in BB:CT, so I'm pretty familiar with him.

  12. Almost feels like that's the case with all of her matchups :P A shame really. But I guess things will go better once people start discovering some things.
  13. Gadget Finger wall bounces? You sure you don't mean Tager's 5D? Tager has pretty crappy AA overall. Psychic Colliders or Fatal CH 2C are the only things you might have to worry about. Those shouldn't be anything to worry about, since they're super slow. So a little practice should solve it.
  14. || MOVE || DMG || P1 || P2 || Cancel || Block || LV || Attr || Sta || Act || Rec || SD || CH || UT || || 6A || 600 || 75 || 80 || DR || HA || 4 || HB || 22 || 3 || 21 || -5 || 33 || 19 || 23F Hit stun on ground hit [TN: Forces 'Bend Back'; forces crouch maybe?], Slams Down on Air hit, Cannot Emergency Roll, Breaks 1 GP Frame Data Terminology (scroll down a little bit)
  15. It's a guessing game, these are you options and his counters (basically): Backdash, Tager catches you with 6A or 720 Jump, Tager catches you with Collider Standing attack (like 5A spam), Tager catches you with 360B (he only needs to hold it since it auto-grabs, so you won't hit him) or 720 DP, Tager blocks and punish (or Voltic Charges to 720) The one that guesses wrong, loses. Personally I'd avoid the 5A spam and do a rock-paper-sciccors with Backdash, Jump and DP and hope for the best. But I think overall DP works "best", so long as you don't get predicatable.
  16. edit
  17. Didn't see the videos listed in the first post, so... Some Hazama combo vids: BB:CS - Hazama Combo Guide rev.2 Blazblue Continuum Shift - Hazama Combo Video (Console) BBCS Hazama Combo tutorial How to Lose with Hazama aka Staple BnBs
  18. Oh I know. It's also easier to get a CH with 2C. Only 5A is fast amongst the AA options, 5C is has 10 startup and 2C has 13 startup. Altough TK j.214B (~15F minimum) and 214D~B (13F minimum) are "better" than 5A and 5C they're (slightly, in the case of 5C and 2C) slower. The slower the moves, the faster you have to be. But what really sets them apart are the options after a successful hit. But you use that which works best for you.
  19. Feels safer than 5C, especially when you look at the hitbox. The good thing about 5C though is that you can follow it up with a bunch of stuff on a hit. I'm used to doing psychic colliders, so maybe I'm just a bit too gung ho about doing risky stuff.
  20. TK j.214B? It has a pretty good hitbox (http://www.youtube.com/watch?v=82PlZ5OEmok#t=6m17s). Then there's always the risky 623D with 41 recovery and -10(+4) on block (barrier block increased it by 4 frames, I think?).
  21. The 10th challenge combo is quite similar: (done mid-screen) 6C (CH), D~D, j.grab (whiff), 236236B, 44, 6D~A, 623D, 66, 3C, 236236B, 44, 214D~C, 5C, 2C, 4D~A, 4D~D, j.C(x5), j.9, j.C(x5), 214B 7990dmg and works on Bang at least (meaning it should work on a bunch of other characters).
  22. Yeah, imo Hazama has a bunch of good colors. MJ, Lupin, Alucard, Joker, and various pimp and stylish ones. I was a bit dissapointed though with some of the other characters, like Tager (his Potemkin colors were a bit meh) and it's a shame they didn't keep Bang's Galford colors... but you can't have em all. Kinda reminiscent, yes. A slight difference is that K' has control over his inferno while Nameless throws away his white glove that keeps the flames in check to simply let loose. Still, kinda wished Nameless made it in KoF13.
  23. Here Gotta love the Joker one.
  24. Which one do you mean? One of them sorta looks like Gunleon.
  25. No, it's not that bad. Carl and Arakune are wayyyy more troublesome. 7-3 feels about right for Nu vs Tager. But our opinions doesn't really matter and this chart and matchups won't matter much soon.
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