DoomieJ Report post Posted February 3, 2010 just hold gadget finger....and for some people u need to use EGadget, ie arakune i think hes only one i dont know if this has been talked about, but anyone try whiff gadget to 720 setup? I got it atleast once last time when i was at the break, and the kid looked like Anyone else been doing this or is it just my lazy ass tech trap so far? Think it worked because he was already magnetized but he was outside of range of the gadget. than i just slammed circles hard as hell on the stick and it worked out. Share this post Link to post Share on other sites
Mike Z Report post Posted February 9, 2010 Wow. Magnetized 5D (blocked vs air) xx AC is amazingly stupid. :^) Share this post Link to post Share on other sites
A.X.I.S. Report post Posted February 11, 2010 hmm i was looking at the guides but it didn't show all the moves that breaks primer. can someone post all the moves that breaks primer. i see that 6C, j.2C, sledge follow-up, MTW, and terra break breaks primer. does 2C and 6B break primer too? must know! Share this post Link to post Share on other sites
Isorropia Report post Posted February 11, 2010 2C and 6B do break primer, as does spark volt. I believe terra break removes 2 primers, not just 1, as well. Share this post Link to post Share on other sites
g0th1k4 Report post Posted February 11, 2010 most lawlz combo 6B,6B, 6C, optional sparkbolt thats 3-4 primers right there lol and its all over heads, and if anyone of them connect, u can combo into collider Share this post Link to post Share on other sites
Henaki Report post Posted February 11, 2010 after 6c you can do j2C lol Share this post Link to post Share on other sites
g0th1k4 Report post Posted February 11, 2010 6C on block isn't jump cancelable (anymore) Share this post Link to post Share on other sites
A.X.I.S. Report post Posted February 28, 2010 I took a looksie at tager's CS frame chart and here's the few things i nutted myself on. 5A +2 on block. 5D +2 on block. 4D 0F on block. 2C 11~14F head invul. 360B 6F grab. atomic colider 7~16F head invul. well thats if i'm looking at it right... here's a link to it: http://www.j1n.org/veteru/blazblue/quashkanye/IMG098-Tager.jpg special thanks to veteru for getting this...can't wait until its translated so i can actually read all the goodies. Share this post Link to post Share on other sites
Manta Report post Posted February 28, 2010 Thanks for the link, I think it also says the magnetism times at the bottom, all of them are 6 seconds except for 4D which is only 4. Share this post Link to post Share on other sites
Isorropia Report post Posted March 1, 2010 2B is +5 on block.....I know that made my day. :S Also, I'm not quite sure how to read it, can anyone help in finding what's the frame data for 4D on -hit-? It seems pretty solid for mixing up from but I'm wondering just how solid. Share this post Link to post Share on other sites
Leo7 Report post Posted March 1, 2010 Hit stun is determined by the attack level. 4D is a level 4 attack. Also, 2B was +5 in CT =/. Other changes worth noting: - 5A buffed to a Level 1 attack (before it was Level 0) - 5C has only 1 frame faster start-up from CT (That 1 frame really makes a difference!). Recovers 2 frames faster so it's now -3 on block - 5D recovers 15 (!!!) frames faster - 5B, 2B, 2C, j.A buffed so that they now have 100% starting proration 100% starting proration off a low? This is really good to know! Especially since Tager has a 40% combo rate now. After looking at the data, it seems the combo rate is the main reason Tager's damage is somewhat lower in this game when compared to CT. Edit: Actually, why doesn't Tager's 3C have 100% proration everyone else's 3C does. The fact that j.A is 100% starting proration is neat too. Since you can reverse beat Tager's air attacks now, you can cancel a blocked j.B into j.A and sometimes it'll hit the opponent fuzzy since they were trying to block a low after the j.B, and then you can go into a combo right after with 100% starting proration. The amount of head invinc. on 2c is smaller than I thought it would be though. Edit: Collider is a lot longer than I thought it would be as well. 2C still feels a lot more reliable though. Share this post Link to post Share on other sites
GZ-Matthias Report post Posted March 12, 2010 Apparently Aerial CH J.D is an amazing combo starter if you can score it. Meterless Combo J.D Aerial CH > 6A > AC > AC whiff > 6C > j.2C > 2B > 2C > AC - 4008 dmg source: http://www.nicovideo.jp/watch/sm9962851 5:18. I was kind of caught by surprise seeing AC whiff > 6C work outside of a fatal counter combo. Turns out it works when AC is the start of a combo vs a magnetized opponent too. You'll get 3258 dmg in that case and you can end with BGadget. This combo does not end with magnetism though and ends in poor Oki. Assuming it ended where it ended in the match. 100% Meter Combo... with spark bolt late into combo J.D Aerial CH > AC > AC whiff > MTW > Terra Break > 5C > Spark Bolt > 2C > AC - 7030 dmg source: http://www14.atwiki.jp/teigar/pages/70.html Requires you not to be stuck in the corner (if you were in the corner you'd just do 6C > MTW anyway). But... 5C after Terra Break seems pretty new. Plus this does a lot of damage before a burst is possible and before firing a spark bolt. So if you don't want to spend spark, or expect a burst. you can just end at 5C (or do gadget finger or any other post terra break setups you like such as 2B). Even better, do 5C > spark charge to go through a potential burst. Spark would be good for when you absolutely need a last hit and they can't burst. These combos are basically, great round finishers for opponents with no burst. 2C vs an already magnetized opponent can also be a start for the 2nd combo. Also anytime you can do AC > AC whiff> MTW you can do the 5C etc combo after. It's basically anytime you hit someone with MTW while they are on the ground or after spark bolt. But there's no real reason after spark bolt is spent at the combo's start Skimmed the thread to see if this was posted, didn't see it. Share this post Link to post Share on other sites
SOVIET AFRO Report post Posted March 17, 2010 CH 4D, 6A xx AC works everywhere where they bounce far, even if you are cornered, and you can add a 2C before the AC usually. If they are cornered it won't work, but then you can just do CH 4D, 5C etc. So I guess if this works, would you be able to do (Theroy Fighting a bit here) ch.4D->6A->2c>MTW+followup->2B->2C->AC ? {edit} or (with full meter) ch.4D->6A->2C->AC(RC before they hit hand)-> 360B\720 reset Share this post Link to post Share on other sites
NumeroGaijin Report post Posted March 17, 2010 I dont think you can rapid a whiffed AC. Share this post Link to post Share on other sites
Mike Z Report post Posted March 17, 2010 ch.4D->6A->2c>MTW+followup->2B->2C->AC ? {edit} or (with full meter) ch.4D->6A->2C->AC(RC before they hit hand)-> 360B\720 resetYou've...played Tager before, right? I mean you spent all that time making your avatar... Well anyway, 6A->2C xx MTW won't work because they'll be much too high, just like any other time you hit them out of the air; and you can't RC a whiff. However, you could do 6A->2C xx ACx2, MTW; and you can just let the AC whiff and do the usual reset if they tech, yes. Share this post Link to post Share on other sites
SOVIET AFRO Report post Posted March 17, 2010 XD Ok.....stupidity resolved! thanks Mike Share this post Link to post Share on other sites
A.X.I.S. Report post Posted May 6, 2010 woot I looked at that video with akira again. FC 2C>j.2C>2B>2C>623C>j.C wiff J.2C>2B>236A>5C>6C>623C>j.C wiff J.2C>22D 4297 damage siiick. wonder whats stronger than this on carl. Share this post Link to post Share on other sites
Mike Z Report post Posted May 6, 2010 A bit of Tager philosophy: My rounds almost always end with a super. Not only that, but most of them end with me overkilling the opponent by quite a bit - in other words, I hit with something that does 2500 dmg when they only have 500 health left, so it still would have finished them if they had more life. Therefore, I am usually willing to sacrifice a small bit of dmg (300-400) on a combo in the middle of the round to get extra meter. With this in mind, lately my favorite FC combo is: CH 2C, j.2C, 2B xx ASledge, 5C->6C jc j.2C, 5B->5C->6A xx AC, BSledge, 3C. It only does 3600 dmg, but it gives 52 (!) meter, doesn't require magnetism, works on everyone anywhere, even Carl, and forces a bounce-tech at the end or else you can Gadget them before they can roll. Heh. Of course if you are in the corner when you 2C, you want to do the more damaging variant, but this gives quite a bit more meter than any other midstage FC combo, and gets you a tech trap at the end. Share this post Link to post Share on other sites
g0th1k4 Report post Posted May 7, 2010 lol 52 meter thats lawlz.....but imo if u actually ever manage to land a CH 2C...i like to use it to dish out as much dmg as i can lol ps: Carl's hitbox is actually bigger now so saying something works on carl doesnt really matter anymore...imo the stupidest hitbox is arakune gah i hate it when its lying down Share this post Link to post Share on other sites
ShinKaigan Report post Posted May 7, 2010 woot I looked at that video with akira again. FC 2C>j.2C>2B>2C>623C>j.C wiff J.2C>2B>236A>5C>6C>623C>j.C wiff J.2C>22D 4297 damage siiick. wonder whats stronger than this on carl. I watched the video and that was one pretty awesome combo. It gave a hefty amount of meter, about 50~ish although you couldn't tell exactly because he hit 100 heat before the combo was over. I tried to practice this combo but no matter what I did, I couldn't land it. After the j.C whiff, J.2C, the enemy was too far away for 2B to hit. Am I doing something wrong? Or is it a Carl specific combo? (I was practicing on a Bang player) Share this post Link to post Share on other sites
A.X.I.S. Report post Posted May 7, 2010 mike Z 3600 damage for 52 meter is best thing one can do to win quickly, once again you give us new combo's for us to use to end it quickly. I'm pretty sure you can walk a step or 2 before jumping or bangs hit box is dumber than carls. Share this post Link to post Share on other sites
Mike Z Report post Posted May 7, 2010 Akira's FC combo is listed wrong: CH 2C, j.2C, 2B->2C xx AC, step fwd elbow, 2B->ASledge, 5C->6A xx AC, EGadget. It gives 53 meter, and doesn't work on (at least) Hakumen. (^.^) Share this post Link to post Share on other sites
Manta Report post Posted May 10, 2010 (frame Data) http://www.j1n.org/veteru/blazblue/quashkanye/IMG098-Tager.jpg I don't understand a single symbol of Japanese, however I've pretty much worked out what each coloum means in this table: Name Cancelling (Self cancel, revolver action, Rapid, Jump) Base damage Starting proration Combo proration Acceptable blocking methods (High, low, Air, Air barrier) Attack level Hitbox attributes (Air, Head, Body, Foot or the range of the throws (?)) Startup Frames (variable frames are listed for Tager's charge moves like 360A) Active Frames Recovery Frames Frame advantage on block Counterhit hitstun Untechable time Notes (Invulnerable time, guard breaker propeties, Magnetism length, Magnetism active frames etc etc..) At the bottom of the image there are two more tables. The first describes the magnetism time for the D moves (They're all 6 seconds except for 4D which is 4) and then a table for all of the moves which attract a magnetised opponent. I might get around to tabulating all of this if I get bored. I can only really guess at what the notes say based on the numbers that appear. Interesting to see that 360A actually only has one active frame when you let go of the button. I've attached a preliminary translation of the frae data, I'll add in all the notes when i have more time. Share this post Link to post Share on other sites
Manta Report post Posted May 11, 2010 Can I get a little help here? On closer reading, I have no idea what the CH part of the table actually means. Share this post Link to post Share on other sites