kensk
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Everything posted by kensk
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updated first post with clearer + more accurate information.
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yep pretty much, its a cool gimick though, and neat for maybe a combo video speaking of which, i should talk to you about that mike
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http://www.nicovideo.jp/watch/sm8020174 8k damage tager combo ...naturally it only works on tager.
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i managed to do it unbuffered twice, its REALLY hard, however, its humanly possible.
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http://www.nicovideo.jp/watch/sm8027988 technical jargon which may or may not be right, based on what i can tell: do the first part of the 720 (6321478), after this, you typically have SIX frames (how long your prejump animation is) to finish the 720 (another 4 directions, which takes around 9 frames assuming you hit a cardinal + diagonal direction per frame), but if you hit D, this cancels your prejump animation into a standing or crouching D attack, which gives you THREE more frames to kara cancel into a 720. to put it simply: do 63214789632D 1478C roughly. very, very, very fast. it is also very, very, very hard.
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http://www.nicovideo.jp/watch/sm8030897 new galileo set vs ragna, from what i can tell.
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[CT] Bang The Older Hero Threads MERGED: Use the search function!
kensk replied to tataki's topic in Archive
he coulda done BK, which is much safer though :/ -
even though his throws look slow on paper, they're seriously not that much different than guilty gear (universal 0 frame throws, potemkin had a 4f command grab). in this game, throws are 6 or 7 frames, and tagers slowest command grab is 11. dealing with precise, slow movement is a con of his character, but its been a con in any game with a grappler. the biggest thign that makes tager weak is he has a really hard time dealing with aerial opponents, and he just gets wrecked by zoning/clap loop.
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before b sledge but after AC you have time to walk forward, im almost positive this leads to a unversal B sledge -> followup (assuming AC floors them).
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GETB has 5? frames of startup, if she input the super during the 6 frames before it start up (but you were stuck doing it), it will beat GETB. Sometimes this will cause the flash to happen after yours, but that happens with any invincible super with pre-flash startup (most commonly seen with Blood Kain). Edit: If you want to see if a move has pre super flash startup, look in frame data, and look in the start up box, any PRE flash startup is indicated as the first number before a +, and any POST flash startup is indicated after the +. So GET is something like 5+0, meaning that it has 5 activation frames before the flash, and goes active instantly after it (otherwise people would be able to jump out on reaction).
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ill fuck with it in the morning when i wakeup and post results.
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2b is pretty good randomly, a lot of tagers strings become easier to interrupt standing (5d -> b sledge actually gains a hole if they block standing iirc). ive found most midish level players will simply block tager standing 90% of the time because his lows arent threatening at all. btw whats the best combo of 3c RC? assuming spark volt and no spark volt.
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then dont be predictable with your blockstrings
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theres so many solid blockstrings tager has Axwhatever C D, good for magnetism, though if they barrier, it leaves them out of range for the 5D, you can occasionally get away with 2D in this string (much easier if they arent looking to interrupt it). 5D is better though because you can combo into sledge. A B C 6A jump, instant j.B, landing j.C, good if they are standing, if not, delay the j.B so it hits late, you an also delay with j.B regardless of standing but it leaves a big hole. if you do early j.B, you can land 720 and they wont be in hitstun, btw. 720 or 360 after many of these, works well. A A B 720 works pretty solid. early A sledge (after an A or a B), excellent tick into 720, since A sledge doesnt stagger on hit, no need to confirm the block into 720. depending on the character, in a blockstring, mild delay, spark volt is an excellent way to bait backdash. on hit, tager can do: b sledge, CH: 6a, 2c, atomic collider (universal) 2B, 2C, atomic collider (works at most ranges) followup (have to use this on skinny characters on semi-far regular hits or really far away characters) on a sledge i just use followup
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only one of tagers 2-8 matches was there though. D: then again i didnt win ACT given pretty much the exact same circumstance so i guess i suck~
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mash 720 = the ultimate defense (because they'll play defensively and then you'll lose)
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new setup if they are in corner, hit with 6C, A sledge if they tech in either direction (in or out of corner) they are in position for the unblock. tested on noel (small character)
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or better yet do a real attack and punish you with a combo :8/:
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dash cancels it isnt too smart to use 360B, it loses to 5A (unless you IBed the move)
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anything xx atomic collider (doesnt cause air tech), walk forwad, 6C, jD, rc JD(whiff), land 2C collider setups up the situation on back tech this is escapable in like 3 different ways so pretty much only use this if they fall asleep
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use yomi
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thank you