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ZhePrime

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Everything posted by ZhePrime

  1. I didn't mean that you should block DP with voltic, that's too risky. Besides, I prefer to IB since I may want to sneak in a 720 or D counter with Hakumen. Backdash and blocking is slower, since you don't cancel the 6A into anything. Like when they IB block it. That's what I tend to use it for (but sometimes you don't need to if you have 50% meter). I like canceling. Well you should generally try and charge whenever you can, so long as you don't get punished for it.
  2. Blocking and backdashing is slower and can also get punished, just like the voltic. It's all a gamble, even trying a 360 or AC after a 6A is a gamble. Very little you do with Tager is really safe. I'm not saying everyone should do this, or even 1/5 of all Tager players should do this. I'm merely bringing this up as an option, since it works if you use it properly and guess correctly just like a ton of stuff you already do with Tager, nothing more. If you don't want to use it, then don't.
  3. What is bad? The voltic charge one? It's good if you know what's coming, i.e. a burst or whatever. You shouldn't do anything at random, there should always be a thought behind it. A lot of stuff factor in, many things you can usually do should not be done if say your opponent has 50% Heat and can RC his or hers attack. It is an option that works so long as you know what you're doing.
  4. Don't stop using jumping 720s, do it every now and then (especially online), people tend to brush it off as something only beginners do. Just throw in some j.A spam after your 9 input, after a j.B, etc. So long as you do this rarely, people will rarely expect it. This isn't the optimal way of doing it, but it's good to be unpredictable w. your 720s. Make them feel like you can throw in a 720 anywhere at anytime, because you can. Paranoia can lead to some fun stuff. It's fine if you do it a couple of times, if they start to jump then start using AC. Heck if you're ready for say a shoryuken punish or something you could even do 421B and buffer in a 720 or something.
  5. I agree with what you say, but I think the ones asking for help and giving tips are primarily directed at their friends or people they fight online, those you can win since those players tend to go on auto-pilot. But for serious play then you basically need to be a god and no tips from this thread will offer said god anything worthwhile. But against say online Arakunes it basically boils down to you (trying) to keep your cool and reacting and punishing their sloppy play, oh and being too defensive is a no go, once they start to fill the screen with crap you're bound to get cursed.
  6. I sat myself down and experimented and you were correct rei-Scarred. The combo I tried (amongst several) was when you're right in the corner and you for example do 6A, 2C, 5D, (opponent tech window*), heat, (opponent starts spin floating in the air), follow up with say 5C, heat, etc. Dunno how useful this will be, smells like a gimmick, gonna experiment some more to see if you can create some kind of trap that might make them not wanna tech.
  7. No I meant that the opponent is sorta flying away, then you collider and they float in place and spin around, supending them in the air and then you continue to wack them. It is not a common thing, so it's probably very situational.
  8. Something that I have been wondering for a while now is if there are any combos that involve Tager sending his opponent away but then Tager uses Collider to make them spin and suspend them in the air only to let Tager continue to pummel his opponent? I know I've seen it happen in a few vids and I've managed to pull if off twice, but I don't know how you pull if off and I don't know if it's a legit combo or just a trick. I also know I'm sorta kicking a dead horse by posting in this thread, but I might as well throw it out there before CT is really outdated.
  9. Depends on what kind of pressure and who's doing it. The "easiest" way is to look for gaps and then go on the offensive. Well timed backdashes also help. Also if you're quick enough and have the meter you can IB and 720 punish. It mostly boils down to experience. Oh and when you put on your pressure, don't stick to the classic [C, D, SledgeB] "pressure", it's full of holes and can easily be punished by most of the cast.
  10. Found a new combo, only seems to work on Ragna, Jin, Taokaka and Litchi, though. It's a meterless combo that deals 4155dmg that can be extended with spark bolt. grab, SledgeB (hold), C (delay until last possible second), 6A, 2C, collider Edit: This is without magnetism, with magnetism it should work on everyone. Edit 2: If you do 4+grab you don't need to think about holding the SledgeB or delaying C.
  11. I couldn't find a "Hakumen General" thread, so Im going to try and keep this in one post and it is combo related, so... I managed to do something a bit odd, but it looks like you should be able to replicate it. Basically you manage to get the opponent in the corner and in the air, but Hakumen is facing the left (due to doing j2C) but his opponent is in the corner on the right. What happened was that I could keep hitting him with j2C since j2C pushes Hakumen back (towards your opponent), we slowly made our way down to the ground but I stopped at 11 hits (I could go on for a bit longer, but stopped since it was a friendly match and I didn't want to win in such a way). Has anyone encountered this before? Is this old? In any case, I'm going to try and do it again tonight.
  12. i.m.o. Tager's CA is so bad that no one ever uses it and thus people never really expects it. Same principle why buttonmashers can happen to land a hit when you should've been able to Perfect them (basically), they can throw out an unsafe move or do something no non-buttonmasher would ever do, they're unpredictable. So long as you have a plan behind it, it could work (opponent is magnetized, you CA into 720 or whatever you come up with). Sure it's a gamble, but it's unavoidable to not gamble when playing Tager. Ante up! It's time for Gambling Apocalypse Tager
  13. Well you touched on the most important stuff and I just woke up so I'm still a bit groggy, but... Too many random backdashes for no reason, which hurt you a lot. Tager's backdash is great, but personally it should pretty much only be used to avoid an attack & punish. Like you did at 2:04. You wasted one spark bolt at random (when he was backing up), try and wait until he does something that increases your chances of hitting him, because you usually only have "one shot", so don't waste it. But your second spark bolt however was well used. MTW is great in this match against Jin's jump-ins. Don't overuse slow predictable attacks on block. Example: If another Tager loves going 5C -> 5D, you could block the 5C and backdash & punish the 5D. The Jin player did something similar against you, except he used a dragonpunch. Too few grabs overall, backdashing and 360/grab helps you land them more often and even throwing in some tick throws can be worth it (like SolBadass above me said). Like after your 6A's you should've tried doing some 360's. Your combos looked a bit iffy, I haven't tried them in training yet so I can't tell how much damage they do, but maybe that could use some work. Don't forget to apply magnetism in combos sometimes as well, it can help out more in matches than 200 more dmg. Too much A spam while not enough usage of the B button (I couldn't spot you using the B button at all in any of the rounds) try and work it into your game, it has great uses.
  14. Honestly, on an un-magnetized Arakune I consider this to be way too risky. I've been having some luck with a well timed 2C, which is a bit easier to time compared to AC and I find that you hit Arakune easier with it, but it can cost you bigtime if you miss (as with AC). Is this really Tager's best bet against Arakune's dives?
  15. Edit: @ bjhomles2 post below me, I assume you're aiming at me? I did consider making seperate posts, but I opted not to since I don't like to clutter (but it seems I did that anyway ) since the Tager profile image I posted for this thread was deleted and I decided to re-up it. Sorry if I'm giving you headaches :vbang:Feel free to delete my post. Noticed that the profile image of Tager on the first page was gone, so... >IMAGE<
  16. Ah I must've missed it. I thought I went over it thoroughly... but not thorough enough it seems Oh well. I guess I'll add some other useful stuff after work tomorrow (or on tuesday) I've been working on.
  17. I've been starting to use a new combo vs Bang. It does almost 200 more damge than the "Throw, Sledge(B), 2B -> 2C xx Collider" combo and is completely meterless (both spark and tension). Dunno if this will be of use to anyone, but I thought I'd share. Dmg 3591 (Red combo, of course) Throw, B Sledge, 5C*, 6B, 623C *(Delay 5C until Bang is close to the ground)
  18. Then again, since the Finger is a reset it's just the same situation as if you knew he was going to DP normally, except you have guaranteed magnetism with the Finger. Also, thanks again for all the info there MikeZ! Looking good. Yeah Ranga's pressure can be a bit annoying. The trick is to learn the holes, which is easier said than done
  19. Is it because of his DP? Can you not bait and punish his DP? I haven't check out that many Tager vs Ragna vids so I'm just speculating.
  20. A partial translation of Jin's Arcade Story http://www.youtube.com/watch?v=6_EX1Rf36OY I think people were just confused since no proper reason was given, which is understandable.
  21. Very nice info! Thanks Mike. Yes Gadget Finger seems a bit tricky to use, especially against certain characters. I've seen a bunch of Tager players simply use it to only magnetize their opponents. But after some experimentation I'm sure we'll find some very nice uses for it.
  22. I'm a bit curious, does Tager's AH (King of Tager) have any invincibility? I'm guessing at startup? I checked the frame data and looked over the thread and I couldn't find any mention of this. Sorry if this has been covered before.
  23. Interesting. Throwing some more unpredictability into your game always helps. I'll experiment and see how it works out.
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