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PostPosted: Sun Nov 21, 2010 6:40 pm 
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Well Here's what I've seen so far.
Loketest #1
Possible hitbox adjustment (Litchi's jB, immediately done from a straight jump up, won't hit)
6A faster start up, super armor, chargeable(won't pull in mid-charge), no longer jump cancellable (needs more insight)
5D has a stronger pull

Loketest #2
voltic charge command now 214D
+ magnetism pull now stronger
+ 6A can now be held to pull in opponent
+ can gadget after 360A
+ sledge hammer much faster
+ 4D pulls more
+ Sledge follow up as anti-projectile armor
- 5D only pulls opponent during active frames
- 5C cannot combo into 6A

Loketest #3
- Sledge followup slower than in the previous loketest.
+ Sledge followup has Fatal property.
+ 5C air unblockable (can be barrier guarded).

Loketest #4
???????

Loketest #5
* No confirmed corner bounces.
* Appears ridiculously strong, according to information from Yuumura-sensei. Charged 6A is surprisingly useful.
+ 22D does 100 damage
+ 2C>3C added
+ B-Tager Buster connects with more characters. Rachel eats 4800 from a B-Buster and gives Tager oki, but was it like this in CS already? I saw Arakune picked up with Gadget Finger after B-Buster.
+ Backthrow launches opponent straight upward, easier to follow up after.
+ 3C recovery reduced.
+ j.2C CH causes knockdown, made slower, easier to follow up after.
+ Sledge followup has superarmor halfway through.
+ Can easily sneak 720 from 421B (lit. charge cancel)
- 2C > 4D gatling removed
- j.D magnetism pull weaker
- no follow up combo from regular throw

Final Changes for CS2 Tager wrote:
BUFFS WILL BE LISTED WITH A "+" IN THE LIST, NERFS WITH A "-", NEUTRAL CHANGES OR CHANGES WITH MULTIPLE POSITIVES AND NEGATIVES WITH A "o".

6A: Has upper body super armor with infinite(?) amount of hits. Loses to lows. Has higher pull in and charge up.
+ J.C>j.b works on hazama, litchi, valk, and hazama.
+ 360B damage increase?
+ ASledge buffed (either speed or distance).
- 6A loses jump cancel property.
o Charge is 214D
o 2C has not gatling besides into 3C
o GETB has changed magnetism properties (unsure).

More will be updated (if there's more)

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Main: Noel Vermillion
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PostPosted: Sun Nov 21, 2010 6:41 pm 
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Main: Noel Vermillion
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(5A)•5A > 5B/2B > 3C> GF
•5A > 5B/2B > 3C > 5B > 4D
•5A > 5B/2B > 3C > 2B > 2C > AC > Ender
•5A > 5B > SB > 5C/2C > AC
•5A > 5B/2B > 3C > 5C > 6A > AC > 2D (RC/TG only)
•5A > 5B/2B > 2C > AC > AC whiff > 2B > 6B > 2C > B/Egadget
(2A)•air CH 2A > 5C/2C > AC > Ender
•air CH 2A > 5C/2C > AC > 6C > j.2C > 5B > 4D (Near but Facing Away from Corner)
•air CH 2A > 5C/2C > AC > AC whiff > 2B/6B > 2C > AC > j.C whiff > j.2C > GF/2D
•air CH 2A > 5C/2C > AC > AC whiff > MTW > TB > 5C/2C > AC (Can add 5C/2C>AC at the end with proper timing on TB)
(5C)•5C > 3C > GF
•5C > 6A > 2C > AC > B/Egadget
•5C > 6A > 3C > 2B > 2C > AC > B/Egadget
•5C > 6A > 3C > 5C > 6A > AC > B/Egadget (RC/TG only)
•5C > 6A > 2C > AC > AC whiff > 2B/6B > 2C > AC > B/Egadget (Magnetized only)
(CH 5C)•CH 5C > 2D
•CH 5C > SB > 5C/2C > AC > B/Egadget
•CH 5C > 6C > AC> B/Egadget
•CH 5C > 6C > AC> j.C whiff > j.B > 5C > AC > B/Egadget/2D (BA, RG, JI [Hard], LI, TG, RC, AR, HK only)
•CH 5C > 6C > AC> Walk B Sledge > 2B(C) > AC > B/Egadget/2D (LI, NO, TS[Hard] only)
•air CH 5C > AC > B/Egadget
•air CH 5C > B Sledge > 5C/2C > AC > B/Egadget
•air CH 5C > delay 6A > AC > B/Egadget
•air CH 5C > AC > AC whiff > 2B/6B > 2C > AC > B/Egadget (Magnetized Only)
(Crouching Opponent)•5A > 5B > 5C > A Sledge > 2A > 2B > 3C > GF
•2A > 5C > 6A > A Sledgex2 > 5A > 5B > 3C > GF
•2A > 2B > 5B > 5C > A Sledge > 2A > 2B > 3C
•2A > 5C > 6A > A Sledge > 2A > 2C > AC
•6B > 6C > AC > E/Bgadget
(Spark Bolt)•SB > 5C/2C > AC > Ender
•SB > 5C/2C > AC > AC whiff > 2B/6B > 2C > AC
(Normal Throw)•B+C > SB > AC > Ender
•B+C > SB > 6B > 2C > AC > 4D whiff > GF
•B+C > 2D > 2B > 2C > AC > AC whiff > 6B > 2C > AC (Corner)
•B+C > AC > AC whiff > 6B > 2C > AC > 4D > 22D
(Back Throw)•4B+C > j.2C > 2B > 2C > AC > Ender (RG, NO, TK, TG, AR, BA, LA, HZ, MU, PL, JI, VK only)
•4B+C > 6B > 2C > AC > Ender (JI, TS, PL, VK [walk a step after throw] only)
•4B+C > *5C > 6A > 2C > AC > Ender (*5C only for LI, MK, HK)
•4B+C > j.2C > 5C > 6A > 2C > AC > Ender (RC only)
•4B+C > 6C > j.2C > 4D (Corner)
•4B+C > 5C > 2D (Corner)
•4B+C > j.2C > 5C > 2D (Corner, RC Only)
•4B+C > AC > AC whiff > 6B > 2C > AC > 4D whiff > *GF (Magnetized Only; *Can replace with Ender)
•4B+C > 2C > AC > AC whiff > *(6B)2C > AC > 4D whiff > 4D (*6B not needed with VK, RC, AR, BA, TG)
(Air Throw)•j.B+C > j.2C > 2B > 2C > AC > Ender
•j.B+C > j.C > 5C > 6A > AC > Ender
•j.B+C > 2C > AC > AC whiff > 6B > 2C > AC > 4D whiff > GF
•j.B+C > j.C > 2C > AC > AC whiff > 6B> AC > 4D whiff > GF
(Atomic Collider)•AC > j.C whiff > j.2C > GF [2202]
•AC > B Sledge > GF [2202]
•AC > Walk 6C > 5D [2252]
•AC > Walk 6C > j.D [2262]
•AC > 2D [2234]
•AC > AC whiff > MTW > TB (Magnetized only) [6117]
•AC > AC whiff > 6B > 2C > AC > B/Egadget [3043]
•AC > AC whiff > 6B > 2C > AC > j.C whiff > j.2C > B/Egadget [3043]
•AC > AC whiff > 6C > j.2C > 2B > 2C > AC > j.C whiff > j.2C [3298]
(360A/B)•360A/B > A Sledge > GF (CA, BA, PL, HK, AR only)
•360A/B > 2B > SB > 2C > AC > 4D whiff > GF
•360A/B > 2B > 2C > AC > Ender (NO, TK, LI, LA, TG; Works on magnetized VK, TS, HZ)
•360A/B > 2B > AC > Ender (RG, JI, MU, LI, MK only)
•360A/B > 5B > 2B > AC > Ender (TS and HZ only)
•360A/B > 6A > 2C > AC > Ender (RC only)
•360A/B > 2B > GF (JI and TG only)
•360A/B > 5C > RC 5C > AC > 4D whiff > GF (Magnetized RC only)
•360A/B > 2B > AC > 4D whiff > 4D (Magnetized only)
•360A/B > A Sledge > 5B > 4D
•360A/B > *2B > 2C > AC > AC whiff > 6B > 2C > AC > 4D whiff > 4D (*2B not needed after 360B with TG, RC, VK)
•360A/B > 2C > MTW > 2C > MTW (RC, VK, TG only)
•360A/B > 2C > MTW > 2C > AC > SB > 5C > MTW > 5C > 4D (RC, VK, TG only)
•360A/B > 2B > AC > AC whiff > 6B > 2C > AC > 5C > SB > MTW > TB (Magnetized RG, RC, TK, LI, BA, CA, HK, PL with opponent in corner only)
•360A/B > 2B > 2C > AC > AC whiff > 6B > 2C > AC > SB > MTW > TB (Magnetized JI, NO, TG, LA, TS, HZ, MU, MK, VK only)
•360A/B > 2B > AC > j.D whiff > j.2C > 2B > 2C > AC > SB > MTW > TB (Magnetized AR only)
•360A/B > 2C > AC > AC whiff > 2C > AC > 5C > SB > MTW > TB
(Fatal Counter)•FC 2C > j.2C > 2B > A Sledge > 5C > 6C > j.2C > 5B > 5C > 6A > AC > B Sledge > 3C
•FC 2C > 2C/5C > AC > walk A Sledge > walk 5B > 5C > 6A > AC > Egadget
•FC 2C > 5C > AC > j.C whiff > j.2C > 5B > 5C > *6A > AC > Egadget (*Remove 6A for NO, HK)
•FC 2C > J.2C > 2B > 2C > AC > j.C whiff > j.2C > 2B > A Sledge > 5C > 6A > AC > j.C whiff > lowest j.2C > GF (Doesn't work mid-screen against HK, BA, RC) [4297]
•FC 2C > 5C > 6B > 2C > AC > j.C whiff > J2C > 2B > A Sledge > 5C > 6A > AC > j.C whiff > j.2C > GF (Doesn't work when done close to RC, BA, HK, CA, JI, NO, TG, HZ, LA, TS, AR in corner)
•FC 2C > 5C > 6A > AC > walk forward > j.C > j.2C > 5B > 5C > 6A > AC > j.C > j.2C > GF [4124/45]
•FC 2C > 5C > 6A > *AC > j.C > j.2C > 2B > A Sledge > 5C > 6A > AC > j.C > j.2C > GF (Works on everyone but HK and RC; *Must walk slightly forward before first AC on BA) [4220/49]
•FC 2C > 5C > 6A > 2C > AC > *j.C > j.2C > 2B > A Sledge > 5C > 6A > 2C > AC > j.C > j.2C > GF (Magnetized Only; **replace with j.D for HK, RC, BA [can walk forward before first AC on Bang]) [4419/58]
•FC 2C > 5C > 6B > 2C > AC > AC whiff > 6C > j.2C > 2B > A Sledge > 5C > 6A > 2C > AC > 5D (Magnetized only) [4472]
•FC 2C > J.2C > 2B > 2C > AC > j.C whiff > j.2C > 2B > A Sledge > 5C > 6A > AC > j.C whiff > j.2C > GF (Doesn't work mid-screen against HK, BA, RC) [4297 / 53]
•FC 2C > 2C > AC > SB > 5C > 6C > j.2C > 2B > 2C > AC > B/Egadget
•FC 2C > 2C > AC > AC whiff > 5B > 5C > 6A > 2C > AC > B/Egagdet [4117]
•FC 2C > 2C > AC > AC whiff > 6B > A Sledge > 5C > 6A > 2C > AC > *B/Egadget (*Can replace with Ender)
•FC 2C > AC > AC whiff > 6C > j.2C > 2B > A Sledge > 5C > 6A > 2C > AC > SB > 2C > AC [4311/62]
•FC 2C > *2C > AC > 6C > SB > j.2C > 2B > A Sledge > 5C > 6A > 2C > AC (*Not needed but adds to damage and heat gain) [4252/51]

Enders:
Walk 6C > 5D
Walk 6C > j.D
2D
4D whiff > 4D
4D whiff > GF
Bsledge > GF
Elbow > GF



CH 5A > 5B > 3C > GF 613 11

CH 5A > 2B > 3C > GF 652 11

CH 5A > 5B > 3C > 2B > 2C > AC > Bgadget 1731 29

CH 5A > 5B > 3C > 2B > 2C > AC > Walk 6C > 5D 1741 28

CH 5A > 5B > 3C > 2B > 2C > AC > Walk 6C > j.D 1745 28

CH 5A > 5B > 3C > 2B > 2C > AC > 2D 1644 24

CH 5A > 5B > 3C > 2B > 2C > AC > 4D whiff > 4D 1591 22

CH 5A > 5B > 3C > 2B > 2C > AC > 4D whiff > GF 1585 24

CH 5A > 5B > 3C > 2B > 2C > AC > J.C whiff > j.2C > GF 1731 29

CH 5A > 2B > 3C > 2B > 2C > AC > Bgadget 1808 29

CH 5A > 2B > 3C > 2B > 2C > AC > Walk 6C > 5D 1822 28

CH 5A > 2B > 3C > 2B > 2C > AC > Walk 6C > j.D 1826 28

CH 5A > 2B > 3C > 2B > 2C > AC > 2D 1722 24

CH 5A > 2B > 3C > 2B > 2C > AC > 4D whiff > 4D 1667 23

CH 5A > 2B > 3C > 2B > 2C > AC > 4D whiff > GF 1657 25

CH 5A > 2B > 3C > 2B > 2C > AC > J.C whiff > j.2C > GF 1808 29

CH 5A > 5B > SB > 5C > AC 1440 17

CH 5A > 5B > SB > 2C > AC 1460 18

CH 5A > 5B > 3C > 5C > 6A > AC > 2D 1652 24 (Only works on Rachel and Tager)

CH 5A > 2B > 3C > 5C > 6A > AC > 2D 1732 24 (Only works on Rachel and Tager)

CH 5A > 2B > 2C > AC > AC whiff > 2B > 6B > 2C > AC > Bgadget 2252 39



5A > 5B > 3C > GF 613 11

5A > 2B > 3C > GF 652 11

5A > 5B > 3C > 2B > 2C > AC > Bgadget 1731 29

5A > 5B > 3C > 2B > 2C > AC > Walk 6C > 5D 1741 28

5A > 5B > 3C > 2B > 2C > AC > Walk 6C > j.D 1745 28

5A > 5B > 3C > 2B > 2C > AC > 2D 1644 24

5A > 5B > 3C > 2B > 2C > AC > 4D whiff > 4D 1591 22

5A > 5B > 3C > 2B > 2C > AC > 4D whiff > GF 1585 24

5A > 5B > 3C > 2B > 2C > AC > J.C whiff > j.2C > GF 1731 29

5A > 2B > 3C > 2B > 2C > AC > Bgadget 1808 29

5A > 2B > 3C > 2B > 2C > AC > Walk 6C > 5D 1822 28

5A > 2B > 3C > 2B > 2C > AC > Walk 6C > j.D 1826 28

5A > 2B > 3C > 2B > 2C > AC > 2D 1722 24

5A > 2B > 3C > 2B > 2C > AC > 4D whiff > 4D 1667 23

5A > 2B > 3C > 2B > 2C > AC > 4D whiff > GF 1657 25

5A > 2B > 3C > 2B > 2C > AC > J.C whiff > j.2C > GF 1808 29

5A > 5B > SB > 5C > AC 1440 17

5A > 5B > SB > 2C > AC 1460 18

5A > 5B > 3C > 5C > 6A > AC > 2D 1652 24 (Only works on Rachel and Tager)

5A > 2B > 3C > 5C > 6A > AC > 2D 1732 24 (Only works on Rachel and Tager)

5A > 2B > 2C > AC > AC whiff > 6B > 2C > AC > Bgadget 2252 39


air CH 2A > 5C > AC > Bgadget 1864 21

air CH 2A > 5C > AC > Walk 6C > 5D 1932 20

air CH 2A > 5C > AC > Walk 6C > J.D 1938 20

air CH 2A > 5C > AC > 2D 1784 16

air CH 2A > 5C > AC > 4D whiff > 4D 1704 15

air CH 2A > 5C > AC > 4D whiff > GF 1642 17

air CH 2A > 5C > AC > Egadget 1864 21

air CH 2A > 2C > AC > Bgadget 1894 21

air CH 2A > 2C > AC > Walk 6C > 5D 1962 20

air CH 2A > 2C > AC > Walk 6C > J.D 1968 21

air CH 2A > 2C > AC > 2D 1814 16

air CH 2A > 2C > AC > 4D whiff > 4D 1734 15

air CH 2A > 2C > AC > 4D whiff > GF 1672 17

air CH 2A > 2C > AC > Egadget 1894 21

MechaIronTager wrote:
Combo thread:
http://www.dustloop.com/forums/showt...r-Combo-Thread.

Tech trap guide/Gimmick guide:
http://www.dustloop.com/forums/showt...de-Compilation

Table of Contents

FRAME DATA!
http://dustloop.com/guides/bbcs2/frameData/tager.html

Approaching
As Tager your job is to get close and start an offense and your options are:
•Walking: The normal and safest form of movement for Tager, leaving you with the most defense options.
•Jumping: Fastest but most risky option for getting close with Tager, since Tager only has one jump you can't really do too much to stuff AA's except for the occasional J.2C.
•2D: The middle ground between jumping and walking, the bad thing about 2D is that you have to be in range for it to connect, the good thing is if your opponent blocks it they get magnetized and if they are already magnetized you can 2D from further away to get in.


Close Range
You got in close range! Now we are cooking with gas! Lets light them up!
Lets talk about the things you can do once your in shall we:
•5A: Your fastest poke, generally safe on block, and leads into high/low/throw mix up!
•Its jump cancelable on block so you can actually jump after people who thinks they can mash jump to get away. Say no to that!
•5B/2B your lows: 5B is great for buffering 360/720 since its not jump cancelable and gattlings into 2B, while 2B is safe on block and can also be used for throws and frame traps.
•4D: A safe way to end your pressure and gain easy magnetism, in CS2 its -3 on IB meanng you are safe regardly of your opponent! (unless its Tager churning 720s.)
•6A: This move is used for many things: drawing people in for tick throws and primer breaking is only a couple of things you can do with this move, use sparingly as it lost jump cancel property.
•Throws: 360/720 are your primary choices although regular throw is fine too! man up and throw them!

Long Range
Oh wow you are away from your opponent what to do now?
•Spark bolt is your only long range move either to punish wrecklessness or to gain magnetism so you can Work your way in.
When your opponent is Magnetized you can use 5D to "zone" your opponents since magnetism messes with spacing...learn when you should 5D and where, knowing when to do it can lead to victory or utter defeat.

Defensive
Oh wow you are not the aggressor well have no fear we can talk about what you should do in these situations!
•Blocking: get good at this and fast, block overheads and practice IBing blockstrings, this creates gaps in other wise safe pressure, also makes moves thats hard to punish actually punishable.
•5C: A poke for defense? Yes 5C has a nice large frontal hitbox and used right makes your opponent think before charging in full force on CH it combos into 2D allowing a free in.
•6A: if your opponent is jumping around magnetized then use them to pull them in, in some situations they fly right to the corner...right where you want them.
•2A: Its a situational anti-air use it on poorly spaced jump in's, mess with it in practice to learn its hitbox.
•2C: Primary anti air! risky but effective, land this and you are gonna put on some hurt and gain a lot of heat!
•Atomic Colider: The yomi anti air, Use it on obvious jump in's when you are feeling psychic, keep in mind its not invulnerable on frame 1.

Gadget Finger
As Okizeme goes, Gadget finger is probably the most obvious one of them all due to the length the move takes to perform. In that regard you will probably find quite a few opponents who know how all of the different options out of the mixup and you'd do well to know these options yourself. However with the exception of one case, nothing they do is 100% safe and generally revolves around a nasty game of rock-paper-scissors (Albeit somewhat more complicated). Here are the things they can try and do and what moves of yours beat it:

(Please note that there is a 4 frame gap after they are free to move where all throws you do are purple throws)

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.

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.

Gadget finger is a interesting move as it is not affected by proration and you can rapid cancel it allowing you to go for even stronger mix up.
We have a guide on it you should check it out when you get down the basics.


Big Tidbits.

From Manta:
Spark bolt
It comes out fast, wallbounces, adds magnetism, always lets you combo into it and from it, travels at an insane speed and demolishes all non-super projectiles on its way, yet the best use for spark bolt is often not to use it at all. If you're wondering how this makes any sense, think about it. Your opponent can see you have the best projectile ever charged and ready to use in the blink of an eye, they're now forced to respect you from any range, why throw away such a powerful threat just to have it blocked? Use the fear to advance upon your opponent instead like the glacier you are and use spark bolt at some unexpected time instead. Just as a quick reference, the following times are NOT unexpected:
•Immediately after your opponent techs
•Immediately after you tech
•At max range (They can just see it coming)
•After a poke (5D is particularly obvious)
Writing a list of when spark bolt is unexpected would rather defeat the point, so it's up to you to be creative as the situation demands.

B Sledgehammer
Whilst it looks like a heavier version of A sledge and shares its useful projectile guard point, you'll find their purposes to be quite different. This move is functionally little different to CS1, but its interaction with additional attack has been improved slightly (see below). However, in a bid to reduce Tager scrubbiness everywhere I must make this point; what remains true of B Sledge all the way back in CT remains true now...

B Sledgehammer is not a command dash! Do not use it in neutral situations to cover ground as you WILL get punished for it

To clarify, Sledgehammer only has a projectile guard point, any other kind of attack will beat it and with its long recovery and big startup, don't be surprised if you get hit with a fatal counter combo for your recklessness. This move is actually pretty bad in combos too, with very poor P1 and P2 values (70/70) and a repeat proration of 55% so don't expect to gain massive damage from it. This doesn't mean never use it as it does punish reckless projectile use and is advantageous on block. As well as all things that are obviously projectiles (Jin's ice swords, Lambda's drive etc), here are some attacks that Sledge's guard point will protect against even though they don't look like they are projectiles.
•Noel's Bolverk attacks (That yellow muzzle flash you often see)
•Anything Nirvana does
•Tsubaki's DP moves
•Jin's drive moves
•George XIII's electric attack
•Lambda's 5C attack (But none of her other C moves)
•Rachel's 5B and 2B (as of CS2)

Additional Attack
Additional Attack now also has projectile guard, meaning your opponent now cannot simply wait for sledge to end and hit you with a projectile for a free punish since you may or may not do additional attack. This obviously doesn't help you if they have a well ranged non-projectile poke but can catch people off guard if you use this move sparingly. Unlike Sledgehammer, this move has excellent proration values and on counterhit it is possible to follow it up with some pretty big damage. Despite its appearance, it has a deceptively long active time (16 active frames!) which means it sometimes hits opponents that think you've entered the move's recovery.

From your lovely mod:
To do 360s standing you just need to start from a desired direction (usually right or left)
and spin the stick in a 270 degree angle.
You can also do this with 720 as well but you still need to spin the stick in a 360 before doing so.
Meaning you don't have to do a complete 360/720 to get the move out.

XYH can cancel into 720 now which is a good gimmick when your opponent thinks you are open with 50 meter.
It also makes it possible for you to do a near instant 720 on the ground without the crazy buffering.

_________________
New Youtube Channel.
Main: Noel Vermillion
Persona 4 Arena: Yukiko Amagi
Melty Blood: Current Code: C- Satsuki/F-Ryougi
Under Night In-Birth: Linne/Yuzuriha


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PostPosted: Sun Nov 21, 2010 6:50 pm 
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There is more buffs and changes than explained here anyhow those are still loketest changes and none yet are confirmed in CS2, yet.

_________________
Tager Japanese vs Usa

- Tsukamaeta zo! Inori wa sunda ka? Kisama wa kore de owari da!!

-Got you! Have you done your prayers? Because now, you're finished!

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PostPosted: Sun Nov 21, 2010 7:26 pm 
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Main: Noel Vermillion
Sub: Ragna the Bloodedge
XBL: New Jack Fan 187
PSN: TrueGunnerShadow
I guess we have to wait and see if these changes are official or not.

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Main: Noel Vermillion
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PostPosted: Mon Nov 22, 2010 5:42 am 
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Refresh Guide Post for CS2

post 1 Reserved

NOTES: Guide will be updated etc, after CS2 starts, Until that time Consider No new info will be in the Refresh posts. Work in progress for CS2 Some of the info may change or be incorrect.


Iron Tager

Height: 240 cm
Weight: 550 kg
Blood Type: Natural Oil
Origins: Unknown (doesn't remember)
Birthday: November 27 (date of creation)
Hobby: Bottle-ships
Likes: Kokonoe (his creator)
Dislikes: Salt Water

Originally the leader of a battle unit which revolved around physical combat, Tager was forced to withdraw from the front lines after sustaining a mortal wound in the Ikaruga Civil War. He was brought back from the brink of death at the hands of the scientist "Kokonoe" and revived as a cyborg, and is currently assigned to a combat unit under the direct control of Kokonoe. He seems to be pursuing Ragna, though his goals are entirely unclear.


Notation
A 2B 6C xx Special Move(Button Used, Notes), D - Example combo

- A, B, C, and D are used to represent those respective buttons.
- The numbers represent joystick postions in the following manner:

7 8 9
4 5 6
1 2 3

With 2 being down, 5 being neutral, etc.

- The "->" symbols indicate gatlings, or cancels between two normals.
- The "xx" indicates a cancel that doesn't involve two normals, i.e. from a normal to a special.
- The commas indicates a link, or two full actions that combo without cancelling.

Some of Tager's moves have received nicknames. These are:

Gigantic Tager Driver: 360, Tager Buster
Atomic Collider: Heat, Collider, AC
Sledge Hammer: Sledge
Additional Attack: Follow-Up, Hammer
Spark Bolt: Shot, Tager Shot, Spark
Voltic Charge: Charge
Gadget Finger: Rocket Finger, Finger
Magna-Tech Wheel: Spinny-super, MTW
Terra Brake: Follow-Up (again)
EGadget: [j.C(whiff) j.2C(lowest) xx 22D]
BGadget: [236B, 22D]
Genesic Emerald Tager Buster: 720, GETB
King of Tager: AH, Astral




Pros:
•Easy character to learn
•Short and damaging combos
•Has the highest health in the game (13000)
•Huge damage output
•Great close-ranged combat
•Strengthened greatly against magnetized opponents
•Has a slew of difficult to understand mindgames

Cons:
•Has difficulty dealing with "zoning" tactics
•All grabs can be teched by opponents in hit- or block-stun
•Rather immobile
•Requires access to Spark Bolt for several tactics

The biggest step to learning Iron Tager is how to get close enough to the opponent to knock them down or magnetize them. Against projectiles, you can use Sledge Hammer to plow through them, Voltic Charge to avoid them, or Spark Bolt to override the projectile and nail the opponent with a counter hit combo. Make good use of Tager's backdash, as it can avoid most attacks and allow you to counter with a Tager Driver or 720. Tager's jump is also an invaluable tool, as it allows you to avoid the opponent's attacks while getting closer and gives you access to powerful moves, such as j.2C. Also, when paired with j.C, it allows you to move closer to the opponent.

Another big chunk of Tager's game lies in knowing when to throw and when not to. If you can't nail the opponent with a combo, catch moves during recovery frames or, if you can predict them, during startup. Also, adding tick throws to your mindgames will greatly increase your effectiveness with Tager. If you have time to start a combo, however, that will almost always be the better option.

In order to get the most out of your command throws, you need to be able to consistently pull them off. A popular trick is to jump, input the required motion (usually 720), and press the necessary button to execute the throw upon landing. However, this technique is not very efficient and is very dated; most advanced players will see right through it. How do you combat this? Well, with 720s, about all you can do is buffer the motions, usually in either ticks or on wakeup. However, it is possible to perform a standing 360 motion. To do this, you must very quickly input a 270 degree motion (not a full circle, as the name would have you believe) and press the appropriate button for your throw. If done quickly enough, the move will execute before the jump can come out. This allows you to punish moves you wouldn't be able to otherwise.

Learning to utilize magnetism is a vital tool. Whenever you strike the opponent, hit or blocked, with any of Tager's D attacks, they will be magnetized for a short period of time. During this time frame, certain attacks are modified to "suck in" the opponent. This removes some of the need of getting in by bringing the opponent to you.

Tager's new move, "Gadget Finger", is a strong part of his oki game. After most combos, Tager has the opportunity to use gadget finger, which will put the opponent into a guessing game. Against most opponents, you can use 360A to beat attacks, 623C to beat jumps, and 720s or 6Cs or whatever to beat backdashes. Against opponents with dragon puches, things get a little more complicated, but gadget finger is shaping up to be a strong tool nonetheless

_________________
Tager Japanese vs Usa

- Tsukamaeta zo! Inori wa sunda ka? Kisama wa kore de owari da!!

-Got you! Have you done your prayers? Because now, you're finished!

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PostPosted: Mon Nov 22, 2010 5:43 am 
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Normal Move Overview (subject to change)

A: Your average mid-height poke. One of Tager's faster moves, so use mainly to slow rushdowns or stuff fast moves. Be aware, however, that this move will whiff against characters that are low to the ground.
2A: Another basic poke. Can be used as an anti-air.
6A: A farily fast move that pulls the opponent in on hit or block. This move is also affected by magnetism, and negates projectiles, making it a possible way to get in, with practice. Useful for extending combos.
j.A: A fast, horizontal aerial attack.

B: A relatively fast poke. It can OTG opponents after 360s, and functions as a very valuable 720 buffer
2B: A low-hitting move. Useful for mixups and its chain into 2C. Another useful 720 buffer, although it is slightly more difficult than 5B.
6B: A slow overhead that breaks one guard primer. Use occasionally in mixups.
j.B: A very useful aerial. Hits airborne and grounded opponents. Useful for its crossup and combo-starting properties.

C: A very useful move. Deals good damage and opens up several combo opportunities, and is much faster than in CT.
2C: A situational anti-air with head attribute invincibility during most of the startup. Use occasionally, but only if you know it will hit.
3C: A low-hitting poke. Knocks the opponent down and pulls them towards Tager.
6C: A long-ranged overhead that breaks one guard primer. Used mainly in old-school OTG combos.
j.C A horizontal aerial. Moves Tager forward a little bit. Used in Gadget Finger setups.
j.2C A very useful aerial that breaks one guard primer. Upon execution, Tager drops to the ground with a full-body hitbox. When used immediately prior to landing, it becomes active immediately.

Drive Overview

Tager's Drive, Voltic Battler, involves magnetism. All D moves magnetize the opponent on hit or block and suck in opponents who are already magnetized.

D: A very large, slow poke. Useful in combos and blockstrings, and allows for wall-bounce combos on counter-hit. Useful on occasion as a long-ranged anti-ar on a magnetized opponent.
2D: Moves Tager forward a fairly large distance. Works well as a 720 tick, and is handy for OTG hits and pessuring magnetized opponents. Much faster than in CT.
4D: A fast move that can be combo'd into from 2A that knocks the opponent away on CH.
j.D: An aerial with a fairly large hit-box. Useful in air to air situations. When used after the peak of Tager's jump, it will be cut short by his landing, pulling magnetized opponents closer and allowing for a 720.

Special Move Overview

Gigantic Tager Driver (360A/B): A heavily damaging command grab. The A version doesn't do as much damage as the B one, and it isn't quite as fast, but it has a lot of range and the ability to "suck in" magnetized opponents if the button is held for a much longer period of time than the B version. It also links into Gadget Finger. The B version, on the other hand, does significantly more damage, comes out faster, and can be combo'd from on most characters, at the expense of the range and invincibility of the A version.
Atomic Collider (623C): An anti-air grab that is head attribute invincible on startup. It works very well on anticipated jumps, but done too late and it will probably get stuffed. However, this move is extremely useful in combos. When the opponent is airborne and magnetized, this move will "suck" them in for as long as C is held, although the grab will not activate until the button is released.
Sledge Hammer (236A/B): A useful attack that nullifies projectiles and moves Tager forward. The A version comes out faster, but does not cover much distance. The B version, while it has longer startup, covers a large amount of space and staggers the opponent on hit, leaving them open to a combo.
Additional Attack (236A After Sledge Hammer): An overhead attack. Not very useful outside of combos, as it is unsafe on block, although it can catch some opponents off guard and breaks one guard primer.
Spark Bolt (41236D): A fast-moving projectile that consumes a full energy guage and breaks one guard primer. This move can plow through other projectiles and cause wall-bounce on hit. Because it is a D attack, it will magnetize the opponent on hit or block. Useful for long-distance punishes and in combos, although combos from this attack aren't as strong as they were in CT. Try not to be too predictable with this.
Voltic Charge (421B): A move that charges the energy guage for as long as the button is held. When the button is released, an additional chunck will be added to the meter. This move has upper-body autoguard and will automatically guard against all projectiles. As a result, this move makes for an effective buffer into the 720, especially against bursts and aerials.
Gadget Finger (22D on downed opponent): Tager magnetizes the opponent and gains a couple frames of advantage. Do note that this move does no damage. On hit, it opens up a guessing game for the opponent. If they jump, you can anti-air them with something like AC. If they backdash, you can 6C or 720. If they stand there like an idiot, you can do whatever you want.

Distortion Drive Overview

Magna-Tech Wheel (236236B): A useful super move that has 50 frames of auto-guard. When used against a magnetized opponent, Tager will gravitate towards them, in violation of the laws of physics. Useful in combos and as a counter to jump-ins. On block, it should be RCed and followed-up with pressure or mind games. Breaks two guard primers.
Terra Brake (236236B After Magna-Tech Wheel): Does much less damage than in CT, so isn't very useful except for catching opponents off-guard.
Genesic Emerald Tager Buster (720C): A highly damaging super grab, and the super you will probably be using most often. Invincible on startup, and can be held to "suck in" magnetized magnetized opponents, although it will not be invincible during this time.

_________________
Tager Japanese vs Usa

- Tsukamaeta zo! Inori wa sunda ka? Kisama wa kore de owari da!!

-Got you! Have you done your prayers? Because now, you're finished!

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PostPosted: Mon Nov 22, 2010 5:43 am 
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Combos

Magnetised
to be updated

Unmagnetised
to be updated

Tips and Tricks

Buffering Circular Motions (360s and 720s)
Because performing a full 360 of 720 degree motion requires the player to press in the upwards direction, a jump will be performed at some time during the motion, thereby causing the command to fail. Because of this, it is important for a Tager player to know how to buffer their command throws. This means that the motion for the throw is inputted during another action (such as a jump, block, or attack) so that you can execute the throw without jumping. As far as 720 degree motions go, this is about all that you will be able to do. In this case, useful buffers include 5B, 2B, Sledge, 2D, backdashes, guards, hitstun(!), and even the screen freeze from the opponent's supers. Jumps are also pretty useful, but that trick is old, and is rather predictable. Do note that it actually is possible to perform an unbuffered 720, but this method is rather unreliable due to the difficulty in performance.

For 360 degree motions, however, you have another powerful tool at your disposal. The although listed as needing a full circle, the stick only needs to be move 270 degrees for the input to be successful. For example, you could input the motion 6321478A and have a Tager Buster come out. This technique is very useful because it allows the throw to come out before the jump registers, allowing you to perform a Tager Buster without the need to buffer.


Resets

Before learning how to perform a reset, it is important to understand what a reset is. In this case, it refers to a method of offense that catches opponents with attacks or grabs by baiting and punishing their recoveries. It is called a "reset" because it sets the combo counter back to zero. For example, if you hit the opponent with [Collider, 6C, superjump], you can hit them with an airthrow if they tech towards you. Because use of resets often involves predicting the opponent's behavior, it is important to observe their teching habits and use an appropriate reset to counter them.



Tick Throwing

Tick throwing is landing a grab on the opponent immediately after they come out of hit- or block-stun. Because it can hit on the first frame of their recovery, it can be difficult to avoid, especially for opponents who do not have invincible start-up moves to use as a reversal. For example, when the opponent blocks the B Sledge Hammer, you can wait a moment and use a 720 to catch them as soon as they return to a normal state.

_________________
Tager Japanese vs Usa

- Tsukamaeta zo! Inori wa sunda ka? Kisama wa kore de owari da!!

-Got you! Have you done your prayers? Because now, you're finished!

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PostPosted: Mon Nov 22, 2010 5:43 am 
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Additional info:

There is a big difference in how Tager is played is Japan and elsewhere. In Japan he is played quite defensively and capitializes on mistakes, however in the rest of the world he is played more aggressively trying to "force" mistakes.

There is advantages to both styles of play. The Defensive style, is much much harder to hit, however being so defensive opens up alot of offensive options for the opponent (esp. for zoners), and increases the likelyhood of being gaurd crushed and mix-ups. They play the game safely and make mistakes hurt when they know the punish will land.

The Aggressive format however still has times where it is quite Defensive, yet they tend to take a more risk in the hopes of a big payofff. There are some match-ups that being Aggressive can really affect match-up ratio instead of defensive.



This is nice notice on Lambda match-up, (from Cs-1)
Quote:
If Tager begins to play defensive, you win. Sure he'll block all of your moves, but if he doesn't risk it, he won't reap the benefits.



What is a ender ?
•Its the attacks you use to end your combo which are:
•walk 6C > 5D
•walk 6C > J.D
•2D
•4D whiff > 4D
•4D whiff > GF
•Bsledge > GF
•Elbow > GF

Any combo that ends with B/Egadget can be replaced with 2D.

Axis why use 2D instead of 5D?
2D moves your position and pushes your opponent closer to the corner and when you are doing corner combos with your opponent you should use 2D instead of gadget since you get knock down which is better than gadget.

How do you do 623C>whiff 623C? it won't work for the life of me! and sometimes when I do I can't combo!
first off to collider whiff's your opponent has to be magnetized, next after you hit with collider you input it during colliders recovery and hit C...keep in mind when you do collider whiff's you only need to tap the collider because the magnetism has such a strong pull.


What does xx means in the combo's?
xx is simply filler for preference or when the situation demands it.
for example after spark you can do 5C>6A before the collider or 2C hell 6B may work.
its just improvisation incase your looking for damage if the combo is too long.

How do you do a standing 360?
what you want to do to pull off a standing 360 is to spin the stick 270 degrees, not as hard as you think...think of it like this: if your holding back and you want to do a 360 then you start from 4 to 1 to 2 to 3 to 6 to 9 fast...remember to hit the button so your jump is canceled by the move coming out...or you can spin the whole 360, either way blazblue's buffering system will let it come out.

I can't combo after 360A/B what am I doing wrong?!
Buffer your inputs at the end of the move so it comes out immediately.

What does Bgadget Egadget mean?
B gadget means B sledge to gadget and E gadget means elbow drop to gadget.

This combo isn't working on xx character! why!?
hit boxes my friend, every character has a different hit box and thanks to CS tager has even more character specifics and some combo's won't work unless magnetized like certain combo's with 6A in it.

J.C>J.B and J.D>J.2C is not working! it comes out too late or not at all!
you have to do the J.C/J.D at the first possible frame you can or they will whiff, also j.D>j.2C works only on magnetized victims.

Notes: Back throws sends opponent straight up allowing you to combo with 5C/2C etc etc into collider while normal throw sends people sailing through the air.
Gadget gives 5 heats...abuse this.
360A leaves your opponent a closer to you now.

Special move Key:

AC=Atomic Collider
SB=Spark Bolt
MTW=Magna Tech Wheel
TB=Terra Break (follow up to Magna Tech Wheel.)
GF=Gadget Finger

Credit to Dustloop.

_________________
Tager Japanese vs Usa

- Tsukamaeta zo! Inori wa sunda ka? Kisama wa kore de owari da!!

-Got you! Have you done your prayers? Because now, you're finished!

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PostPosted: Mon Nov 22, 2010 10:35 pm 
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Main: Noel Vermillion
Sub: Ragna the Bloodedge
XBL: New Jack Fan 187
PSN: TrueGunnerShadow
Some Useful Info you gathered. Thanks, this will be a big help to people.

Also I would like to point out other Tricks.
Like Burst-Baiting, Walking 720 (Without Buffering), AC after Rapid Cancel Gadget Finger.

Baiting Burst with Voltic Charge: [ Demonstration ] [ Demonstration on HD ]
Walking 720: [ Demonstration ]
Atomic Collider Trick after Rapid Canceling Gadget Finger: [ Demonstration ]
^Side Note: This doesn't work on Tager.

For More Gimmicks: [ Look in Here ]

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PostPosted: Wed Nov 24, 2010 5:03 pm 
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COMBOS (W.I.P.)


http://www.youtube.com/watch?v=wABPraComTs

Now with video references, special thanks to Dustloop/iOryan for taking the time to do this.

5A combo's.
5AxN>5B>3C>GF. [5XX] damage
5A>5B>3C>5B>4D. [742] damage
5A>5B>3C>2B>2C>623C>ender [1685] if you use Bgadget.
5A>5B>Spark>5C/2C>AC
5A>5B>3C>5C>6A>AC>2D-rachel/tager specific.[1738]
5A>2B>3C>GF[585]
5A>2B>3C>5B>4D[814]
5A>2B>3C>2B>2C>AC>ender [1768]-bgadget.
5A>2B>3C>5C>6A>AC>2D-rachel/tager specific [1820]

2A combo's
air CH 2A>xx>AC>Bsledge>GF[1990]
air CH 2A>5C/2C>AC>j.C whiff>j.2C>GF[1990]
mag only: air CH 2A>5C/2C>AC>AC whiff>2B/6B>2C>AC>j.C whiff>j.2C>GF[1990]
air CH 2A>5C/2C>AC>AC whiff>MTW>TB>5C/2C>AC[4325]

crouch only combo's
5A>5B>5C>Asledge>2A>2B>3C>GF
)2A>5C>6A>Asledge)x2>5A>5B>3C>GF
2A>2B>5B>5C>Asledge>2A>2B>3C
2A>5C>6A>Asledge>2A>2C>623C
6B>6C>AC>E/Bgadget

spark bolt combo's
SB>5C/2C>AC>ender
SB>5C/2C>AC>AC whiff>2B/6B>2C>AC.


Normal Throw Combo
B+C>SB>AC>ender
B+C>SB>6B>2C>AC>4D whiff>GF
B+C>2D>2B>2C>AC>AC whiff>6B>2C>623C
^Corner only.
Magnetized: B+C>AC>AC whiff>6B>2C>623C>4D>22D

Back Throw Combo
4B+C>j.2C>2B>2C>AC>ender
^Ragna, Noel, Tao, Tager, Ara, Bang, Lambda, Hazama, Mu, Platinum, Jin, and Valk.
4B+C>6B>2C>AC>ender
^Jin Tsubaki, Valk, Platinum. note: seems you have to walk a step for this to work on Valk.
4B+C>6A>2C>AC>ender
^you can use 5C>6A>2C>AC on Litchi, Makoto, and haku.
4B+C>j.2C>5C>6A>2C>AC>ender
^Rachel specific
4B+C>6C>j.2C>4D
^Corner only
4B+C>5C>2D
^Corner only.
4B+C>j.2C>5C>2D
^Corner only on Rachel.
Magnetized 4B+C>AC>AC whiff>6B>2C>AC>4D whiff>GF.
^You can use the standard ender instead.
4B+C>2C>AC>AC whiff>(6B)2C>AC>4D whiff>4D
^Valk, Rachel, Arakune, Bang, and Tager gets hit by 2C after collider pull.

Air Throw C
j.B+C>j.2C>2B>2C>AC>ender
j.B+C>j.C>5C>6A>AC>ender
j.B+C>2C>AC>AC whiff>6B>2C>AC>4D whiff>GF
J.B+C>j.C>2C>AC>AC whiff>6B>AC>4D whiff>GF

Collider Combo's.

AC>j.C whiff>j.2C>GF[2202]
AC>236B>GF[2202]
AC>walk a step 6C>5D[2252]
AC>walk a step 6C>j.D[2262]
AC>2D[2234]
with mag: AC>AC whiff>MTW>TB[6117]
AC>AC whiff>6B>2C>AC>B/Egadget[3043]
AC>AC whiff>6B>2C>AC>j.C wiff j.2C>B/Egadget[3043]
AC>AC whiff>6C>j.2C>2B>2C>AC>j.C whiff>j.2C[3298]


360A/B combo's.
360A/B>236A>GF
^Carl, Bang, Plat, Haku, and Arakune.
360A/B>2B>SB>2C>AC>4D whiff>GF
360A/B>2B>2C>AC>ender
^Noel, Tao, Litchi, Lambda, Tager will work on Valk, Tsubaki, and Hazma when magnetized.
360A/B>2B>AC>ender
^Ragna, Jin, Mu, Litchi, and Makoto.
360A/B>5B>2B>AC>ender
^Tsubaki and Hazama.
360A/B>6A>2C>AC>ender
^Rachel only
360A/B>2B>GF
^Jin and Tager only.
360A/B>5C>RC 5C>AC>4D whiff>GF
^Rachel only must be magnetized.
360A/B>2B>AC>4D whiff>4D
^Magnetized only.
360A/B>236A>5B>4D
360A/B>2B>2C>AC>AC whiff>6B>2C>AC>4D whiff>4D
^can do 360B>2C on Tager Rachel and Valk.
360A/B>2C>MTW>2C>MTW
^Rachel, Valk, and Tager only.
360A/B>2C>MTW>2C>AC>SB>5C>MTW>5C>4D
^Rachel, Valk, and Tager only.
360A/B>2B>AC>AC>whiff>6B>2C>AC>5C>SB>MTW>TB
^Magnetized Ragna, Rachel, Tao, Litchi, Bang, Carl, Haku, and Platinum when opponent is in the corner.
360A/B>2B>2C>AC>AC whiff>6B>2C>AC>SB>MTW>TB
^Magnetized Jin, Noel, Tager, Lambda, Tsubaki, Hazama, Mu, Makoto, and Valk.
360A/B>2B>AC>j.D whiff>j.2C>2B>2C>AC>SB>MTW>TB
^Magnetized Ara combo.
360A/B>2C>AC>AC whiff>2C>AC>5C>SB>MTW>TB

fatal counter combo's.
FC 2C>j.2C>2B>236A>5C>6C>j.2C>5B>5C>6A>AC>236B>3C
FC 2C>2C/5C>AC>walk 236>walk 5B>5C>6A>AC>EGadget
FC 2C>5C>AC>j.C whiff>j.2C>5B>5C>6A>AC>Egadget
^must remove 6A for it to work on noel and haku-men.
FC 2C >J.2C>2B>2C>AC>J.C whiff>J2C>2B>236A>5C>6A>AC>J.C whiff>lowest J.2C>GF [4297]
^ Center: Other than Hakumen, Bang and Rachel, Works on all characters in the corner.
FC 2C>5C>6B>2C>AC>JC whiff>J2C>2B>236A>5C>6A>AC>JC whiff>J.2C>GF
^ Done close to opponent in the corner, won't work on Rachel, Bang, Hakuman, Carl, Jin, Noel, Tager, Hazama, Lambda, Tsubaki, or Arakune.
FC 2C>5C>6A>AC >walk forward>J.C>J.2C>5B>5C>6A>AC>j.C>J.2C>GF [4124][45]
FC 2C>5C>6A>AC>J.C>J.2C>2B>236A>5C>6A>AC>J.C>J.2C>GF [4220][49]
^ Works on everyone except Haku and Rachel. Must slightly walk forward after first 623C for it to work on Bang.
FC 2C>5C>6A>2C>AC>J.C>J.2C>2B>236A>5C>6A>2C>AC>J.C>J. 2C>GF [4419][58]
^ Magnetized. Replace first JC with JD for Haku, Rachel, and Bang (or just slightly walk forward after first 623C to still hit Bang).
FC 2C>5C>6B>2C>AC>AC whiff>6C>J.2C>2B>236A>5C>6A>2C>AC>5D [4472] <-- with magnetism
FC 2C>J.2C>2B>2C>AC>J.C whiff>J.2C>2B>236A>5C>6A>AC>J.C whiff>J.2C>GF
[4297 / 53]
^ Center: Other than Hakumen, Bang and Rachel, Works on all characters in the corner.
FC 2C>2C>AC>SB>5C>6C>j.2C>2B>2C>AC>B/Egadget
FC 2C>2C>AC>AC whiff>5B>5C>6A>2C>AC>B/Egagdet [4117]
FC 2C>2C>AC>AC whiff>6B>Asledge>5C>6A>2C>AC>B/Egadget
note: you can do a standard ender instead of gadget
FC 2C>AC>AC Whiff>6C>j.2C>2B>ASledge>5C>6A>2C>AC>Spark>2C>AC
[4311/62]
FC 2C>AC>6C>SB>j.2C>2B>ASledge>5C>6A>2C>AC [4252/51]
^You can add a second 2C after the FC to get more heat and a bit more damage

As of CS2 the damage values to these combo's are wrong, will update when CS2 hits console.

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Tager Japanese vs Usa

- Tsukamaeta zo! Inori wa sunda ka? Kisama wa kore de owari da!!

-Got you! Have you done your prayers? Because now, you're finished!

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