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Everything posted by mikenapalm
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I only use it with my back to the corner and they try to start flying around on me. I normally hit them out of an air dash or something. I don't really play good Bangs though. Lol
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5C is a very situational anti-air. I honestly wouldn't throw it too much out except against Hakumen, or Tao. If it gets baited you're in recovery FAH DAZE. 214DB anti air is also pretty useful against Hakumen, Bang, and Hazama. Doing 664C will get you a dashing 5C everytime. This is universal unless your character has a 4X move. (ex. Rachel has a 4B, so 664B will just give you a dashing 4B) You can also do 63X for faster dashing low inputs. This helps a lot with dashing 3C(input 63C) after Jakou, or dashing 2A(input 63A) after 5B. And for faster dashing 6X inputs you can just input 66X. This helps a lot with some of the tighter dashing 6Cs you have to do with Hazama( dashing 6C after Jabbaki, throw in corner, and for J6DD relaunch come to mind.) You can add a quick 56 at the end of a special input for dashing specials too. 23623656B for a dashing Jayoku or 23656 for a dashing command grab.
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Sometimes super flash will fuck the ever living hell out of your follow up input. Hold that shit to make sure it comes out properly. I can't tell you how many times I've just fallen into a properly baited super due to super flash.
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This guy gets it. With the ability to special cancel moves that you can't jump cancel to 214DA you just took Tagers biggest tool away from him.
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2A, 5B, 214DA, 236D all have frame advantage. 5A is even.
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You have the advantage anytime you're in 5A range. And I never said to do stupid shit against Tager. Play up close but very smart. Doing strings that shut down multiple options like the ones I've listed about will frustrate Tagers to no end.
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Zidane once told me to just hold up back AB on her pressure. Lol If she does the D version ground rush thing, input 214214 slowly, then press B. I think you can also 2B under her various DPs. Im not sure if that's range dependent though.
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Or just get in the cause your everything is considerably better. I like playing a game where Tager can't press buttons more than I like Tager doing things.
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Being obvious about being in the air is asking to get 2C'd. Tager's 2C is the bane of my existence. Relatively fast start up, instant low profile, fatal counter hit, fat hitbox and hits behind him. Bait this shit whenever you can.
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5D xx Jayoku is also a good one to use. I personally don't like playing keep away against Tagers. I feel like I'm putting the match in their hands and letting them run their gameplan. I feel that a healthy dose of RTSD is exactly the cure for throwing Tager off. Do your 214DA enders and have your oki. Don't let Tager think for a moment it's his turn to press buttons. 3C is an amazing tool against a ton of Tagers moveset. Fuck you, sledge, 2D, 6A, 5D, 4D, and Collider. Thanks for playing. JA is too good in this match up. It gets you out of gadget mix up almost free. You can also do like 5 of them on him before landing or jump cancel it into another string of JAs! JA x N> airthrow if you catch him barrier blocking in the air for some TRM shit. 6C oki should beat back dash, 360/720, normal throw, gold burst, and collider on wake up if you time it right. I like using 214DB to anti-air him more than 2C because of the way his J2C moves his hitbox up more. Well timed command grabs can ruin some of Tagers tick 360s and wake up 720s. You can also catch him out of sledge and maybe 2D with it. 214DA throw this out in your strings to keep Tager honest. It'll beat him churning or mashing throw. J5DD dj J5DD. this worked a lot better in CS1 when the Oroborous gauge refilled to 2 on hit or block, but it should still work just as well in CS2. It works by jumping and aiming a chain right for tager's head, use the D follow up to fling yourself over him. Once you're well on the other side, double jump(you dont need to double jump if you use super jump to start) to change sides and launch another one. Use the D follow up once more and fling yourself over him again. From here on out, you'll automatically side switch. Just launch another chain whenever you see Hazama face Tager and repeat. As far as I know, Tager can do nothing about this aside from instant blocking the chain and an air throw attempt. If you see the IB and think he'll try it just A cancel on him. Natural wake. By teching with down while you're on the ground, you'll do a natural wake up. This wake up is throw invulnerable. I don't think I need to say much more on that. Pressure strings: 2A x N - anti buttons 5B JA x N - overhead anti buttons, pressure extension JA x N dJA xN - more overhead anti buttons, mix up 2A 214DA- anti throw 214DA 214DA - anti throw/ 360 2A 236C- standard tick throw 2A J2147B - anti command grab punish, anti 360/ throw and maybe even anti buttons. Tager notes: Never never roll tech on Tager. You'll eat tech traps all day. Neutral tech is the least punishable I believe. Learn his 720 traps. Ive seen people still use B sledge (combo) A sledge (whiff) 720 from back in CT. Gadget RC something or another into 5D. Stop pressing buttons and be ready to throw tech. Out of gadget fingers with meter, smart Tagers will MTW to beat out Jayoku. If they have the meter to rapid it, slowly buffer 236236( I believe you're in auto guard through till the last hit.) as soon as you see that red flash finish the motion and press B+C. This should get you a Jayoku if they go for a 360, or tech if they mess up or try to purple throw you. Alright I think I'm done for the night.
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Low to ground J5D > 5D works wonders. Tsubaki has a lot of trouble moving around chains without charge. She's either gonna jump or do one of those grounded running specials. (236X?) If you're in the corner and she SJ charges, just hold back. Her dive will beat you out of trying to chain her. Learn to watch for her unblockable and either SJ barrier or gold burst that shit.
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iirc, if you touch Mu lasers don't come out at you. Hitting her before the shot goes active or moving really fast and forcing her to block will stop her stein disruption. Stein explosion is really really active and will hold you down for a while. Bait DP? Bait DP again. Both hits of her 6B are overhead. Ball special doesn't dissipate, and will really fuck up trying to move in on her. Trying to Mizuchi her steins is rather difficult, I wouldnt recommend trying it. If you have the meter try to knock her out of the startup of giant laser special. Giant laser special > buttons. If she starts playing starcraft just hold that shit and force her to make a move. Pressure her with a lot of anti jump strings. Most Mus won't feel comfortable playing up close. Expect them to hold up-back and mash on DP if you've gotten in on them.
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Hokuto no Jersey thread: Fist-pump of the North Shore
mikenapalm replied to bbq sauce's topic in East Coast
This. -
Tick throws and frame traps work wonders in this match up. 2A> 5A, 2A>2C, 2A> 5C, should all neutralize her drives and Dead Angle attempts if she has meter. They should stop wake up ground super as well but I'm not sure. 5B 5B is an amazing pressure tool in this match. Just keep an eye on your spacing and throw in a 5C if she has room for a 4D If you throw out a chain, bait 4D. Never pressure her with 3C > stance. Hell I think her 5D even beats 3C > delayed jabbaki.
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Hokuto no Jersey thread: Fist-pump of the North Shore
mikenapalm replied to bbq sauce's topic in East Coast
Nigga I'm gonna do that shit with the song playing irl. -
[CS1] Top Hat Top Hat Top Hat Top Hat: Top Hat Top Hat (fedora)
mikenapalm replied to Zidane's topic in Archive
Congrats on the promotion, man. -
Hokuto no Jersey thread: Fist-pump of the North Shore
mikenapalm replied to bbq sauce's topic in East Coast
You've just given me the most genius idea, that may or may not ruin my sex life for all eternity.