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Dacidbro

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Everything posted by Dacidbro

  1. Well if playing your main makes you upset, this game is going to make you die young. I guess that's all I can really say.
  2. They've buffed Tager in every iteration, slightly. He's better in CS2 than he was in CS1, than he was in CT. Same response to Koopa. You guys are just too content to bitch about your character, learn how to win matches or switch. Seriously. It's depressing just posting in this board, except for reading AXIS and Ve, so far.
  3. You imply some "facts" that are just ridiculous. His normals are fucking insane, so if you can't figure that out after 3 iterations, I don't know what to say to you. Every single character is forced to either approach him or begin to lose from the beginning, because Tager charges spark as he rests at neutral, and gains meter for IBing projectiles. Projectiles have no mix up oriented with them, so just sit there and make your opponent approach, or wait for spark and then approach them when they've given you the advantage.
  4. http://www.youtube.com/watch?v=Jk-S25SYQp4 http://www.youtube.com/watch?v=-q0QAdE0MQo http://www.youtube.com/watch?v=2XRX2hJD2WE The first match in all of these videos I play Tager. Some of my opponent's skill is debatable, but that's not really what I'm looking for here; if any of my set ups are inefficient or outdated, please tell me what some better set ups (or extensions on my current set ups) could be, as well as if I used anything outright "incorrectly". Most of my tager play is improvised, and I know that most of these combos are incorrect or slightly less damage than they could be; It's not that I need combo advice, it's that I have never practiced the timing for stronger combos, so please just focus on non-combo aspects. Thanks guys.
  5. He just loses hard to high tiers who know the matchup. Like.. really hard. Lol.
  6. Currently having one of the most balanced fighting games on the current market, I'm offended that you would think a smaller company (That actually needs the money) is muffing their competitive community, especially when Mori is willing to personally make attendance at American Majors. Watch your tongue bro. Also, Ve; they kept Tager in for those dedicated to grapplers, and gave him pretty even matches for most characters.. I think that's a perfect choice for anyone who likes pure grappler, and then they also have the hybrids for the rest of the people who don't like having such disadvantaged matches.
  7. I think they recognized that Potemkin single handedly pushed every casual player out of Guilty Gear and wanted to avoid that in future games. Even though he wasn't broken. Just.. bad matchups against grapplers makes casual players fucking -rage-
  8. I would imagine they designed the characters first (Calamity Trigger) then re-balanced it (CS1) Then realized the easy characters being nonsensically powerful (CS1 Bang) wasn't fun for casual players, and wanted to rebalance it in a way that most characters are mostly equal, just where easy characters tend to be underwhelming if anything (CS2 oops noel makoto)
  9. Actually, I just like him because when I call something out my opponent dies, unlike Bang, where it doesn't even matter if I know what's about to happen on defense, I have no option.
  10. Haha.. I also just really, really like playing Tager. I have the most fun playing him of any character.
  11. Stay free spirit juice ^_^ Carl is a little underwhelming, but definitely potent in the right hands. Capable enough of a character to help Zong reach 3rd at Rev, despite top tier competition. He does have some notable unfavorable matchups though.
  12. Well thank god you really have no idea what you're talking about, otherwise we might have a problem. Bang (Rating relatively easy) tier: bad Plat (Rating moderate) tier: low mid Noel (Rating easy) tier: high (Confirmed to be a mistake already, why you would further comment on that is beyond me) Makoto (Rating moderately easy) tier: top (Again mistake) Ragna (Rating easy) tier low to very low mid Everything lines up except for the ones they already confirmed to be errors. Jin might be a bit out of whack too.
  13. If you're godlike on reacting, reacting to Dead spike with her gigantic gauntlet-hades like dive thing can score you a counter hit that rewards you quite nicely if Ragna is anywhere near the corner. Consider it if your opponent is not hiding his Dead spikes well. I'd also say approach this matchup as a zoner, since you gain advantage the longer you're at neutral for the ability to use projectiles.
  14. WELL You've come to the right place. Tager is and forever will be low to bottom tier. Confirmed by Mori himself! He commented that "the easier characters are supposed to be generally worse, in terms of power [and we messed up with Noel and Makoto]", spoken at Revelations.
  15. Bang went from the second most powerful character, in S to S+ tier, to the second worst character, in either high C or low B tier. So don't worry about him being buffed lol
  16. You must not have ever played Zidane..
  17. When Hazama gets to the corner, if he's playing a strict runaway game, it's possible to force him to block (or counter hit to jD) by meeting him with jC or jD, dependant on spacing. This is a pretty important chokepoint in his runaway game. I wouldn't say by any stretch it's largely dangerous for him, but it's one of the only ways to catch him other than sparkbolt. Unless he has the lead, Tager is winning at neutral from the start, so most Hazamas will approach you at first. Try to make it count, focus hard on their patterns and try to use as many decisions that cover multiple facets as possible. Sledge > followup extends his projectile invulnerability and frequently clashes with chains, allows for some extremely odd cancels that can catch Hazama off guard (Sledge > Followup > clash colider/2C are pretty potent) Air grab is high reward, low risk for when you're near him and you think he may jump, compared to colider which can get 3C counter hit for 4.5kish damage (Honestly if 3C counter hit hits you have to burst or you pretty much lost the round unless you get lucky) On gadget finger, you can walk back and punish both his flash kick (2D as soon as he animates) and his hotenjin (go nuts) on reaction, if they're thrown. Just a safe option if you have the lead and want to maintain it. This matchup fucking sucks, but so do most American Hazamas (on blast). good luck, especially you guys on the east coast playing Zidane.
  18. Well just apply the recommendations and see how you do ^_^
  19. It's (Jin's pressure) is not anything like it used to be. It used to be extremely fragile to IB, but taking 2 frames off the IB makes it extremely scary, especially since his reward for getting hits is the same as it used to be where your reward is extremely lackluster. jA loses to most of his air normals, and so does grab, assuming he's spacing intelligently. Sometimes jA is useful, but most often I would recommend jB to punish specific failures at max range, like a whiffed space-controlling jC or j2C where you know he won't be able to put you in block stun or counter hit you. Maintaining that distance where Jin has to make reads is important, and make sure to IB 2D if he uses it as a poke or pressure option so he can't just walk on you by continually resetting his pressure. Skye's advice to: use 5A to stuff bad run ins is suicidal. space 5B is suicidal driving DPs is high risk low reward compared to other options capable of baiting them This matchup is 65-35, it's his hardest, along with Hazama. Good luck. EDIT: Also, I retract my earlier statement about 6D, his hitboxes were designed by someone who can't draw in the lines, so even if you use 6D perfectly and teleport behind an attack, you'll just get counterhit into 4k+ damage. Don't even use it unless your read is incredible and you not only know what you're first guardpointing, but also what he is going to gatling into afterwards, and that it's safe to be behind. Alternatively, you can use it and test his reflexes by 6D C teleport to possibly get out.
  20. With what poke? 5B is too slow in that context, isn't it?
  21. I don't think assault through beats it if you press it quick enough, 4D definitely seems like it should whiff if 5A is pressed as fast as possible, but good point. If anyone has training mode and could test these individual points, that would be great. (Of course, making sure the 5A is pressed at "just frame" timing, and so are Noel's followups)
  22. If you block 2D and IB during the multi hit, you get a free counter hit unless she spring raids, I believe (Press 5A, as soon as the blockstun ends; it's early than it looks). That will probably help you turn the tide, call out 2D to remove some of her mashability. Use poison nail dash to approach and beat anti air Use bumpers if given space Recognize her 2A is +1 and 3C is +3; IB will be necessary.
  23. VID1 Starting with TKDnails is generally ineffective, it costs too much and there are far too many ways for your opponent to react that will make it a waste, especially when most of those options are what your opponent would naturally be doing even without a read. At 2:20, good poison nail dash, she had a lot of reasons to commit, and even if she didn't chances were you'd have the upper hand after that. I would definitely agree with comments about running 5B 6A, but also use other ways to 6A, like 5A 6A, or even empty 6A. The +1 is one of the only frame advantaged spots Bang has, so make sure to use it. Then when the are conditioned to IB it, the 5C will have more effectivity when used from the same spots you were using 6A. (NOTE If they do IB 6A, be very careful with your follow up, because you're -2. I would recommend, at least a few times, cancelling IB'd 6A to TK Dnails to condition your opponent to respect it anyway) Also, I didn't see any frame traps in your offense, which makes mashing out of overheads very easy for your opponent. Try things like 5A 2B, and 2A 2B, especially now that they can gatling to 5B afterwards for a safe hit confirm. Never combo to jD in the corner, it makes the scaling go to absolute garbage (only exception is if it's the only way to make a combo 2 seal, and you want FRKZ) Those are my most important recommendations. Keep it up.
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