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Darlos9D

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Everything posted by Darlos9D

  1. Darlos9D

    [CP 2.0] Iron Tager Gameplay Discussion

    Well, I don't think his defensive options really got much better. You still have to play the same patient game. Its just that if you do, your chances to go on the offensive are a lot more threatening in a wider variety of situations. If the lack of defensive options bother you, then you'll probably always be disappointed. I don't see him ever getting a good quick anti-air, or a proper reversal. Same thing with mobility options.
  2. Darlos9D

    [CP 2.0] Iron Tager Video Thread

    Ah man, ducking cross-unders are so cool.
  3. Darlos9D

    [CP 2.0] Iron Tager Video Thread

    I had the same thought. It might just be character specific though. Problem with these fancy combo videos is that they don't explain much
  4. Darlos9D

    [Xrd] Potemkin Video Thread

    Yeah, comboing into ICPM was what I figured. Thanks. With the new 5P I wonder if we can get away with a 6P > 5P > jc > something > ICPM. Like, even off of a non-counterhit 6P. ... somebody's probably already talked about this. I just wonder if its shown up in video.
  5. Darlos9D

    [Xrd] Potemkin Video Thread

    Ah, everyone's favorite game: Let's Kill Chipp In One Combo. Anyone know if Pot's got anything new and interesting going on midscreen combo-wise?
  6. Darlos9D

    [CP 2.0] Iron Tager Gameplay Discussion

    Hasn't the latter been the case for GG for years?
  7. Darlos9D

    [CP 2.0] Iron Tager Gameplay Discussion

    So, actually watching the latest videos, it looks like Tager players are occasionally ending combos with 6A into B Sledge, with B Sledge acting as some sort of wakeup pressure that's guaranteed to catch a backroll. I saw it often enough to wonder if its safe to do even if they neutral tech.
  8. Darlos9D

    [CP 2.0] Iron Tager Gameplay Discussion

    I had to rewatch it like four times to figure out what the hell happened. He cancelled a 5D into AC but she was so low to the ground that the AC whiffed. But the AC still messed up her trajectory. And she still wall bounced thanks to the 5D.
  9. Darlos9D

    [CP 2.0] Iron Tager Gameplay Discussion

    I feel the same way. It's so weird.
  10. Darlos9D

    [Xrd] Potemkin Video Thread

    Man, it's nice to watch a really good Pot mess up his buster input constantly. Not because I want him to fail or anything, but because it makes me feel a bit less like trash, lol. I guess you could get worse things than a backward mega fist for a failed input. I usually get a forward one though, since I totally just fatfinger my way from 4 to 6 (pad user) and hit every downward direction on the way there.
  11. Darlos9D

    [Xrd] Potemkin Combo Thread

    Is that even worth anything? First I've seen of it.
  12. Darlos9D

    [CP 2.0] Iron Tager Gameplay Discussion

    Link? Looks like a straight-up cancel. I remember back in loktests there was talk about how 6C bounces people too far away for a lot of old followups. Maybe you can't jump cancel into GP anymore from 6C.
  13. Darlos9D

    [CP 2.0] Iron Tager Gameplay Discussion

    You know your character is good when you start trying to come up with style combos.
  14. Darlos9D

    [CP 2.0] Iron Tager Gameplay Discussion

    Oh HAMMER. I was looking at A/B sledge. Derp. I think it'd be super weird for an attack to have guard point vs attacks, but somehow be unable to guard point vs projectiles. Is there anything in the game like that at all? I feel like its just pointing out what I said: that all lows, including low projectiles, will beat it.
  15. Darlos9D

    [CP 2.0] Iron Tager Gameplay Discussion

    Where does it say it lost projectile guard point? Also, wouldn't high/mid guard point be effectively the same thing? Unless they do a low projectile, which do exist.
  16. Darlos9D

    [CP 2.0] Iron Tager Gameplay Discussion

    So 6C is in fact faster? I remember people debating about it during loktests. Also yeah I'm not losing sleep over 6B. I never really went for overheads anyway. Nor do I recall any Tager players going on about how good of a tool it was. It was always just sorta there. Though if 6C is as amazing as it seems then maybe I WILL start going for overheads, lol.
  17. Darlos9D

    [CP 2.0] Iron Tager Gameplay Discussion

    I didn't know what you meant by getting a combo off of air hit jD at first. Then I watched the video. Then I came. Also I was thinking earlier how I guess we can turn a max range 5C counterhit into a combo without spark pretty darn easily now. Maybe not so much on a regular hit.
  18. Darlos9D

    [CP 2.0] Iron Tager Gameplay Discussion

    Eh, these change are so drastic that we just kinda need to wait and see what new stuff people come up with. His combos are really up in the air at the moment.
  19. Darlos9D

    [CP 2.0] Iron Tager Gameplay Discussion

    Okay these midscreen wallbound combos are making me wet. This is the kind of crap I've been wanting from Tager since forever: just relentlessly bashing the opponent against every available surface. Also I'm sorry if it makes 6B worse overall, but being able to just mash it repeatedly in a combo looks like the most satisfying thing ever. Also, heyo, AC is decent again. And jeeze, that P1 on 5D is suddenly looking a lot nicer now that randomly tagging somebody with the move at ANY screen position can yield a legit combo. Again: exactly what I was hoping for. I am excite. ... dangit and I said I wasn't coming back to this game.
  20. Darlos9D

    [CP 1.1] Iron Tager Gameplay Discussion

    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.
  21. Darlos9D

    [CP 1.1] Iron Tager Gameplay Discussion

    Damn, yeah, it might become a midrange poke that demands proper respect for once. After years of dealing with Litchi and other characters pulling midscreen crap like that casually and converting into full combos, it'll be a nice change of pace. Put your big arms to use Tager! Take a lesson from Waldstein. Also holy shit Tager mirrors will look a million times dumber, lol.
  22. Darlos9D

    [CP 1.1] Iron Tager Gameplay Discussion

    K. Just making sure it wasn't a very small wallbounce or something. Also I'm at work for a few more hours. If anyone else can try this out in the meantime that'd be appreciated. Just 4D (air hit) > RC > [AC] in the corner should do the trick, to simulate a special cancel.
  23. Darlos9D

    [CP 1.1] Iron Tager Gameplay Discussion

    I swear 6C looks faster but I could be UTTERLY wrong about that. Maybe I just never truly payed attention to its speed before. I suppose I could fire up the current version, get in the corner, do something with wall bound, and then follow it with AC to see what happens. 4D wall bounds vs airborn, right?
  24. Darlos9D

    [CP 1.1] Iron Tager Gameplay Discussion

    Does magnetic pull affect opponents who are in the air after a wall bound? If not I guess my ideas on 5D midscreen followups are faulty.
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