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Mucky

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About Mucky

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    lag spike into 720
  • Birthday 11/04/1988

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    direwolfnotinbed

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    Ocean, NJ
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  1. Mucky

    [CPEX] PSN Match Finder/GGs Thread

    > Celica trips on Hakumen "NO"
  2. Mucky

    [CP 2.0] Iron Tager Gameplay Discussion

    You know, with all the Tagers doing 6A>6C links now, I'm surprised none of them are going for GP enders. Is the damage not worth it anymore?
  3. Mucky

    [CP 2.0] Iron Tager Gameplay Discussion

    CH 4D into 3555 damage: http://youtu.be/1nUVktEC9J8?t=8m4s Might actually be worth using for once. Also, best commentator reaction: http://youtu.be/1nUVktEC9J8?t=10m
  4. Mucky

    [CP 2.0] Iron Tager Gameplay Discussion

    "Oh man, I fucked up... JUST KIDDING, I'M TAGER."
  5. Mucky

    [CP 2.0] Iron Tager Gameplay Discussion

    Combo tech aside, it's nice to see Tager can still win vs Nu.
  6. Mucky

    [CP 2.0] Iron Tager Gameplay Discussion

    Hammer P2 changed from: 85 -> 90 Added guard point against high and mid attacks (Block Bursts) Elimination of guard point for projectiles Causes forced down (Can follow up with 5B in case of a CH) Combo Rate Time: Normal -> Fast I was kind of confused as well. High/mid guard point could imply it still blocks projectiles (aside from low hitting ones), but then why would it have been mentioned as a nerf in the first place?
  7. Mucky

    [CP 2.0] Iron Tager Gameplay Discussion

    Damn, they buffed the shit out of 2D. I'm assuming the extra active frames mean longer recovery unless they adjusted that as well. I didn't realize they removed hammer's projectile guard point in the process of giving it high/mid guard point. I'm not sure if I'm going to like that trade-off very much in zoner matchups. The change to normal throws is just weird.
  8. Mucky

    [CP 2.0] Iron Tager Gameplay Discussion

    Yes, that is what I'm saying. If someone gets hit by a 6B, it means two things: 1) They were blocking low. 2) They didn't try to jump/mash/DP/whatever. You'll notice that this is the same situation you want to setup when going for 360. Since you mention purple throws, let me clarify; adjusting the timing for tick throw situations, 360B is 11 frames. Also, I never claimed that the two are the same. This is me evaluating two moves with similar conditions for landing and deciding that one is always better. You mean you rely on 6B's startup animation to keep people from mashing out? This statement gives me the impression that you are looking at the two moves in a vacuum instead of considering Tager's entire moveset. You don't use 6B to keep people on the ground; that's what 5B and 2B are for. Instead of looking at only the overhead/throw properties of the two moves, look at the conditions you try to setup when you use either move. I find there's no difference in their usage, hence no difference in mix-up. Or do you think adding, say, an unblockable would enhance Tager's mix-up? Personally, I don't. I don't see Tager's mix-up game as anything but low/throw, and I don't see anything wrong with him being that way. I use jabs and lows to keep people on the ground, then go for the 360 when I feel confident it'll work. If I end up getting mashed/jumped out, it doesn't mean 6B would've been the better choice, it just means I should have done something else, like 2B > delay 5B, or 5B > jc. It's a simple mix-up game, yes, but simple doesn't mean it isn't hard for the opponent to read, or that it doesn't force them to make a hard choice. When it comes to Tager's mix-up, 360B does one thing and does it well. I can't say the same for 6B. And now that I'm not being facetious, perhaps we can try to have a meaningful discussion about this.
  9. Mucky

    [CP 2.0] Iron Tager Gameplay Discussion

    guys why do you care that 6B is not an overhead anymore you have a 6 frame grab that still does 3k unburstable damage at midscreen and 4.3k in the corner, but you'd rather use a move that is as slow and easy to read as ragna's 6B? if you want to use ragna overheads, just play ragna instead god
  10. Mucky

    [CP 2.0] Iron Tager Gameplay Discussion

    well i'm retarded then So what's going to happen to GP? Now that 6B ground bounds and 6C doesn't link after AC anymore, the two main ways of going into it are gone now. Seems like an indirect nerf to one of Tager's best combo enders.
  11. Mucky

    [CP 2.0] Iron Tager Gameplay Discussion

    100 p1 2D... holy mother of FUCK
  12. Mucky

    [CP 1.1] Iron Tager Gameplay Discussion

    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
  13. Mucky

    [CP 1.1] Iron Tager Gameplay Discussion

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

    [CP 1.1] Iron Tager Gameplay Discussion

    I'm not too worried. On offense you should only be using A and B normals anyway. Unless you're talking about midscreen stuff like 5C > 2D or 5C > 5D > Bsledge. Both of which have risks regardless.
  15. Mucky

    [CP 1.1] Iron Tager Gameplay Discussion

    GF whiff stuff is nice and all, I just hate how AC's previous role as an anti-air/anti-jump-while-magnetized tool has been marginalized. Because it's not worth the risk of whiffing AC or getting CH'd just to get a measly 1k-ish damage. 360C has pretty much superseded AC in this regard. I mean, when I first saw the new 360C move, I figured it was going to supplement Tager's anti-jump game as the air-to-air version of AC. Instead it became the replacement to AC, and AC was relegated to being a combo tool/ender. Which is rather lame. It still leads to good damage in the corner. But then again... everything does. The change to AC took away quite a bit, and gave very little. IMO.
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