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[CP 1.1] Iron Tager Gameplay Discussion

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We need official CP2 threads now since we finaly have the first CP2 Tager arcade gameplay video. It shows off alot. Tager is during the entire first 15 minutes. http://youtu.be/2GVx6XCSFHI

 

i cant wait till we start seeing some realy good combos, eventhough it took a while before they actually figured out CP1 Tagers good stuff.

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It seems that the old backdash is back, at least he doesn't stop midair and flashes a big red "PUNISH ME" sign now. J.B ch ground bounces like pot's j.s, pretty short untechable time tho, rip hammer 2008-2014 :( (although you maybe can combo from an air hit, though not 6C). Also mtw can be emergency teched :(

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what the shit aerial hit counter j.B ground bounced. https://www.youtube.com/watch?v=2GVx6XCSFHI#t=1m10s

 

Also there was a CH hammer in there earlier. Looks like you -might- be able to follow up with 5B? The Tager had the same idea, but did it really late so they teched. He got a few more though. Looks like if you land it from anywhere further than almost point blank, they're too far away to follow up.

 

Huh. https://www.youtube.com/watch?v=2GVx6XCSFHI#t=7m22s : AC looks like it bounces lower, but puts them away further? Definitely looks awkward to me. Does it again into the corner at https://www.youtube.com/watch?v=2GVx6XCSFHI#t=8m30s but doesn't try to follow it up. At https://www.youtube.com/watch?v=2GVx6XCSFHI#t=13m49s he gets a combo into AC then tries to GF. Doesn't hold it, so can't be 100% sure, but it definitely doesn't look like there's enough time there to drag them all the way back. If this is true, the character-specific AC > 6C combos are likely gone for good. AC just keeps getting worse and worse D:

 

Unfortunately that player really didn't even try to adapt to new changes, so very little overall.

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Yeah man that 6A armor seems to activate a tad faster there. Fast enough to make the stronger pull in 6A actually useful at midrange and vs people high in the air. This is precisely the kind of thing I was hoping for.

 

Also regarding the new AC: is it just me or does it seem like it always has the opponent hit the ground and emergency tech? Before, people could tech in the air before hitting the ground. Granted we haven't seen a long combo ending with AC to see if high stun proration still lets them air tech, but if they always have to hit the ground that could open up some possibilities. Such as ALWAYS guaranteeing a 2D finisher, at least.

 

Hammer guard point sounds fun and all but we'll see how the (probable) 5B followup situation works out on it.

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Yeah man that 6A armor seems to activate a tad faster there. Fast enough to make the stronger pull in 6A actually useful at midrange and vs people high in the air. This is precisely the kind of thing I was hoping for.

 

Also regarding the new AC: is it just me or does it seem like it always has the opponent hit the ground and emergency tech? Before, people could tech in the air before hitting the ground. Granted we haven't seen a long combo ending with AC to see if high stun proration still lets them air tech, but if they always have to hit the ground that could open up some possibilities. Such as ALWAYS guaranteeing a 2D finisher, at least.

 

Hammer guard point sounds fun and all but we'll see how the (probable) 5B followup situation works out on it.

 

i was also really hoping for faster 6A armor. So far Tager got alot of buffs that i wanted. Now I really want to see some VoltecHammer counter attacks. You can at least get gadget after it if nothing else.

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6A seems nice, but I'm hating everything else they've shown. So let me see if I got all this right, 6b is useless outside of combo fodder, 6c can't be followed up with A sledge if I saw that Celica fight correctly, AC is iffy, Hammer is abysmal, and our current combo routes are pretty much all dead. Did I miss anything?

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I just realized the damage on 360B has been lowered to an even 3k. Haven't seen anything other than the changelog video for it, so unknown whether we can do anything to a magnetized opponent yet mid-screen, but yeah. Cool, you can get spark bolt + MTW > TB for a little more than you'd get for doing 720 anyway.

 

Except you save 50 meter by doing 720. And 720 also has invincibility.

 

Oh, but you can follow it up in the corner! For 4k.

 

Instead of the 3600 we would've gotten normally.

 

Woop woop.

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I just realized the damage on 360B has been lowered to an even 3k. Haven't seen anything other than the changelog video for it, so unknown whether we can do anything to a magnetized opponent yet mid-screen, but yeah. Cool, you can get spark bolt + MTW > TB for a little more than you'd get for doing 720 anyway.

Except you save 50 meter by doing 720. And 720 also has invincibility.

Oh, but you can follow it up in the corner! For 4k.

Instead of the 3600 we would've gotten normally.uh

Woop woop.

Here is a couple unoptmized day1 360B combos from jbbs and twitter.

B buster> DSpark> OD> MTW> TB> 6B> 6B> Gadget 6450dmg

Corner

B buster> 5C> 6A> 2C>AC>DSpark> OD> MTW> TB> Gadget 6897

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Was that just a distance issue, or does 5D wall splat at any range now? If so, that's gonna really suck to lose that Gadget whiff gimmick. Also, that j.2C combo was just a downgrade from what we have now. 50 meter and it did less than our current meterless no-mag options on fatal.

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Did they even change j.2C's CH properties? That RC was probably a waste of heat. Tager player was just being derpy.

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Not really derpy, just 'Surely this player is not going to mash into this, so allow me to rapid it to make it safe on block. Oh, he mashed into it. Welp.' Didn't need the rapid for that combo, for sure.

 

I'm too lazy to continue doing timestamps, but things I noticed in today's videos from Jourdal that I can actually remember:

 

- Terra Break now has the same wall bounce-ish property that 5D has. No more sliding. This likely means properly timed TB > Spark Bolt is no longer a thing.

- As previously mentioned in the topic, Barrel did a combo that used falling j.D into 5C, so from that we can infer that j.D's knockback has been reduced. j.D used to be an amazing (if rare) starter, so this could be good.

- Can get GF after AC, but not a single player (Under, Sadi, Barrel) even attempted 2D on an unmagnetized opponent. One of them, I believe Sadi, just did jump j.C whiff to get in closer. Likely impossible now due to shorter time in the air. Aforementioned corner combo is AC into corner > tiny step forward > 5C > 5D > B Sledge > 5C > 6A (can't remember if this was in there 100% or not) > 6B > 6B. 5C will whiff without the stutter step in there (happened to Sadi). Am curious if an A sledge could combo after the last 6B.

- 360B same kind of starter as 5/2A, so combo options will always be severely limited. One of the players did 360B, spark bolt, AC into the corner, and they teched about halfway toward the ground, same as using AC in 5/2A combos now. Getting 360B in corner either leads to 3697 (360B > 5D > sledge) and oki, or ~4k (adding hammer to the end) but no time for safe jump j.B.

- Tager is just doing less damage in general now. A lot of chars lost midscreen stuff in trade for further corner options. Tager's lost damage everywhere, since he no longer has 6B to do any kind of jumping chains in corner, hammer no longer bounces, and can't do 6C after AC anymore.

- Confirmed that that you can combo 5B after CH Hammer. However, the distance issue is a thing. Basically need to be within about half a character sprite or so on hammer for 5B to connect.

- Looks like the slight bit of extra pull following a blocked 5D is gone, every time I saw one get blocked it pushed pretty far away.

- Can potentially combo 5D into AC if canceled right away. Barrel got very close, and it looked like if he'd let it go a split second earlier it would've caught. Will be tight timing if it does work, could lead to awkward gimmicky resets if it doesn't.

- Despite the one time I said 6A looked like it might get better pull the longer it's charged, I'm beginning to consider it a fluke of some kind. I've not seen any evidence of particularly strong pull since that one match. A Litchi player jumped out of 6A pull easily and it barely affected her jump trajectory.

 

That's all I can remember. Something may strike me that I missed later.

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I think the 6a buff may be only on juggled opponents and not really for neutral? In combos it does seem like the pull is faster, not so much on neutral. BTW AC GF whiff shenanigans are still there!

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It's pretty fucked up how Tager is losing damage on most of his starters, yet is actually gaining damage on his magnetized 5A. Throw/Low --> Jab/Jab

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New threads made so go nuts in those threads if you wanna talk about 2.0.

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