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toanenadiz

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Everything posted by toanenadiz

  1. You have your PS3 working again?
  2. Pretty much. You are just gonna have to find the few who don't. You are pretty safe fighting any Haku. They don't really troll. I haven't seen any Lambda or Jin troll either yet.
  3. Am I the only one who doesn't have problems finding people to play online?
  4. GGs Blacktricity. Valk is an incredibly annoying match-up. And GGs to Haven and everyone in his room earlier.
  5. Training dummy is amazing. He is always there to play you when you need it.
  6. #16. No better color than Gold.
  7. Are you talking about the palette stuff or the hitbox stuff? Edit: That's weird. For some reason, I though Aigis's equipment would have some sort of hitbox but I guess it makes sense that they don't.
  8. Wait...wha???? That seems like its gonna be fun to find out though.
  9. HHHHHHHHHIIIIIIIIIIIIGGGGGGGGGEEEEEEEEEEEE You are too amazing
  10. 3 out of 4 Jin so far hate Lambda.
  11. I hate Jin because Jin mains hate Lambda.
  12. Added
  13. It's okay for you to hate her. You can hate every character if you wanted to. It seems like everyone else hates every character besides their main anyway so you aren't alone.
  14. Match-up Ranking: 6-4 General Strategy Zone. There isn't a real need for you to get close so spend your time keeping him out and controlling the pace of the match. Tager's mobility is ass so you are going to be able to get into the range you want whenever you feel like it unless you let yourself get hit or backed into a corner. Make him frustrated by keeping him out and capitalize on his mistakes while making sure you don't make any. If you are made to block, try to backdash and make his moves whiff and use that time to escape. Tager's moves tend to have huge recovery. Run away, press D and avoid him to beat Tager. Long range: If Tager doesn't have spark bolt, you are pretty much free to do anything you want. 5D and 6D are amazing against Tager at this range and there is no way he can get close enough to bother you even if you manage to whiff a sword. 214D~C is a good choice as well. Make sure to punish his sledge attempt and if he jumps, push him back with air swords and try to make him land on 236D~C. Tager can't do much about it. He will most likely be walking forward to get into mid-range or charging for spark bolt. If he gets spark bolt, don't play around with him. You can't use 214D anymore and whiffing swords could be dangerous if he punishes with spark bolt. Mid range (midscreen): This range means that if he sledges a sword, it will either hit you or put him right next to him. Try to back away from this range. You don't want to enter a guessing game with Tager. Your normals at this range are generally faster and would stuff most of his. But you only need to make one mistake to lose to Tager. Mid range (Lambda's back to the corner): Try to figure a way out. Run under a jump, 236A through him, IAD over him. Anything to avoid being in the corner and losing the ability to put space between you and Tager. Mid range (Opponent's back to the corner): I would still venture to say stay away from him but since you can easily get a corner combo, you can do some mix-up and try to get that hit into a good combo here. Just always be mindful of his moves. Close range (Lambda in charge): You probably don't want to be here at all. Run away. First chance you get to jump cancel, do it and never look back. Going for the occasional 4B[2] or tick throw mix-up is fine but your strength is zoning and the risk of getting command grabbed is too great. Close range (Opponent in charge): Backdash, 5A and jump. Those are your options to get away. If Tager guesses right, you will take damage, get knockdowned, magnetized and the same thing happens again. If just try to block, you would get 360'd. Do your best to get away and don't let Tager do shoddy pressure on you (like 5D > 236B) Your Best Tools (For This Match-up) 5D: Forces Tager to stop walking forward for a moment and leads into stalling moves like 236D, 214D and gravity well 6D: Will hit Tager standing from almost full screen away. Shuts down jumping and gives you the option to jump cancel into more pressure 2D: If Tager does his superjump C, this will hit him and you can go into 6D to pretty much push him back to where he started. j2D: Makes punishing sledges extremely easy and pretty much risk free 214D: Tager can't do much to stop this without spark bolt except jump (which doesn't do much), block (which loses him a primer), or sledge A (you would be able to punish sledge B easily) Gravity well: Slows Tager down alot. He is pretty much not going anywhere with this on him. Recommended when you get magnetized to burn down the magnetized time Opponent Reversals? Has A DP? No. But he does have 360A, which has 7 invincibility frames from frame 3 to frame 10. His backdash also has 19 frames of invincibility (23 total frames). Has A DP With Heat? Not exactly. He has 720C which is a 5 frame move that is completely invincible before super flash and if you are within range during the superflash, there isn't anything you can do to not lose over half of your health. But it is a command throw so it doesn't work if you are in the air. You can also use gravity well if you know they are going to do it. He also has Magna Tech Wheel(236236B). It has full body guard point from frame 1 to 51. He can RC it for mix-up as well. Will beat out of wake-up gold bursts so it can be used offensively if he has 100 meter. Things To Look Out For Magnetism: When Tager does a D move, he magnetizes you. This gives special qualities to any moves where Tager's hand glows (6A, D moves, Atomic Collider, command grabs) and he draws you closer to him. Try to stay grounded while you are magnetized to prevent Atomic Collider and do things like making him block 236D or placing a gravity well to eat up the time. 5A: 7 frames of start-up and its +4 on block. Used for pressure and is the starting point of his pressure typically. 2D: Travels a great distance and has a huge number of active frames. It is -1 when done at point blank range but he is going to be further away usually so it will be plus. Slow enough that you should be able to hit him out of it easily unless he does something like 5C > 2D as a blockstring. Try to avoid blocking or being hit by this move. If you are magnetized, this has a ridiculous pull on you and can mess up your timing for stuffing the move. 360A: 10 frames of start-up and has 7 invincibility frames from frame 3 to frame 10. Command grab 360B: 6 frames of start-up. Command grab. Atomic Collider (623C): The main draw of this is that it is unblockable so if you are in the air and in range, you will be grabbed. When you are magnetized and in the air, it can pull you clear from across the screen in a matter of frames. Can set up for Tager tech traps or catching you for jumping out. Sledge hammer and follow-up(236A/236B > 236A): One of the few things that gives Tager an approach against Lambda. Projectile invincible throughout the active frames. Moves him across the screen. He can hold and charge it. He can then cancel into the follow-up to gain another 19 frames of invincibility so punishing his sledge hammer with a projectile is typically risky. 236B is plus on block and 236A is minus. However, he has a guessing game where he can do the follow-up and counter hit you out of whatever move you were going to do to punish 236A. Or he could just 360A and be invincible through your move. However, doing j2DD > delay j214D will punish it for free assuming you have the spacing right regardless of what he does and it can be done on reaction to a sledge. 3C works good as well and will counter hit for a free combo into 236D, 236C or 214D Gadget Finger (22D): Picks up off the ground and leaves Tager at +3. Tager's standard oki midscreen. Magnetizes you. His options and how you can escape them are explained below. 720C: Explained above. 50 heat. Has a ridiculous pull-in before the superflash. This can turn around matches Spark Bolt (63214D) : Tager's projectile. Will eat any of Lambda's projectiles except for 236236D. Is fast enough to pretty much punish anything you throw out at full screen and he can combo from it. However, don't worry about that. It doesn't have projectile invincibility so it is easy to stuff the start-up. It also has a recharge time. If he throws it out and you block it, just try to throw down a gravity well to prevent him from approaching you and waste out the magnetism time. Magna Tech Wheel(236236B): Explained above. 50 heat. To elaborate, he can RC anytime during the move for a high/low/command grab mix-up. It is essentially like GF oki except he is more plus on block Gadget Finger oki This is kind of important for this match-up. Read this analysis of how Tager stops certain things after GF from Axis (Tager mod): They try: Mashing A It beats: You using Collider, 5C or 6A. You beat it with: Your own A mashing (you have frame advantage), MTW or 360/720, with the added bonus that if you hit them too early with the grabs (and get purple !!s) they can't tech it because it's a throw counter. They try: Jumping away and using barrier It beats: Throw attempts of all kinds, Goes neutral: if you use a normal since it forces them to land. Using gadget finger again will catch them. You beat it with: Atomic Collider, Air throw. MTW RC can lead to its own mixup but MTW on its own very much loses here. They try: Backdash It beats: 360B, Goes neutral: with A mashing, Gadget finger. You beat it with: Varies on backdash, but held 360s can beat it and a held 720 almost certainly will. (Toan edit: Tager can also punish Lambda's backdash with 6C or if he does GF, it will actually drag her back in and he can punish it for free with 360B) They try: Reversal move (DP, Super or Gold burst) It beats: everything except blocking and MTW, which beat it unless they can rapid cancel (This is the safest option they have, if they even have it). They try: Jumping at you and attacking It beats: Throws, You beat it with: Mashing A, blocking might let you squeeze a 2C in for big damage. Conclusion Patience is a virtue. Tager can't do much full screen while you can so aim to spend most of your match there zoning him and occasionally going for mix-up if you think you can get away with it. Be mindful of spark bolt and being magnetized and just generally play a risk free game and you will most likely be able to win. But if he gets close, you have a rock, paper, scissors situation in which a wrong guess leads to life loss and the same situation. Other Edit: Work in progress. Will go over and double check for grammatical errors as well as flesh out some ideas that I don't think I articulated properly tomorrow. [*] Can either 5A, 5B, or dash 5B to combo after 236B in the corner [*] 236C > 236D doesn't work midscreen no matter what [*] 5A hits Tager crouching, regardless of if he is in blockstun or not. [*] Counter Hit 236B can combo into 6DD > 236C on Tager
  15. It's godlike when I am spamming 6D without thinking.
  16. I heard there was KOS-MOS talk in here but I am disappointed it was only a passing reference.
  17. That's the american release date of it.
  18. I was thinking about more in terms of people not wanting to go to a different thread. Sort of like how Mac uses the PSN thread to get matches on XBL and when Skullgirls came out, I remember people in the old PSN thread asking for matches. They just go to the thread they already know people will be checking out.
  19. I wonder if P4U will get its own netplay thread or if everyone is just gonna use this one.
  20. I'm not sure if I even have room on my friends list but I'll delete some people and add you. BGs to you as well Tempest
  21. So you're the dude who always has the invite only rooms that I have a good connection with. I wondered what character you used.
  22. Just use the shoulder buttons like you have used the face buttons.
  23. I'd rather be your enemy. I don't have enough of those.
  24. How tiny? 1 frame tiny?
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