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bjholmes2

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  1. bjholmes2

    [CS2] Hazama Online Play

    This thread is for anyone who plays as Hazama to post their online handles so others looking to fight Hazama players know where to look to find them. When you post, please also include your location so others can know what kind of connection quality to expect with you. Xbox Live bjholmes2 - bjholmes2; Powder Springs, Georgia Klaige Revant - Klaige; West Des Moines, Iowa KrisDF2K - DF2K; Western Canada Zearoz - Ouroboros; New Hampshire Aftermath1349 - Aftermath1349; Peachtree City, Georgia pchu13 - PCHU; Jackson, Tennessee Ghaleon109 - ghaleon109; Moreno Valley, California PhoenonX - PhoenonX; Michigan Terumi the Hero - Edge Reaper; Arlington, Texas FlyingVe - FlyingVe; Southern Illinois iRhino v2 - PapaRhino; Michigan NoSoapRadiohead - Ghost Beef; Murfreesboro, Tennessee Infectellect - Infectellect; Cincinnati, Ohio RedefinitionVE - Redefinition; Oregon AtaeruCDX - AtaeruCDX; Houston, Texas Fox Pocket - Fox Pocket; New York Pyro90x - Pyro90x Seon Panther - Xill; Michigan HepatitisZed - PSOInvictus; Montgomery, Alabama asianpride528 - asianpride528; Pasadena, Texas drillkid31 - drillkid31; Indiana NeWxGoD - piskooooo; Philly, New Jersey DarkJester916 - DarkJester916; East Sacra, California Oreo Wolf - OreoTheWolf; Bel Air, Maryland xI TageProto Ix - Tage*Proto; Denver, Colorado Scilin - Scilin; Longmont, Colorado mikeomak - Mikeomak; Binghamton, New York BlackblazeQ - BlackBlazeQ; North County, Montana Playstation Network ZhePrime - ZhePrime; Northern Europe Marthwon - Marthwon; Eastern North America Shahenzan - Goldnail; Southern California BastianKnowsBest - ikeTATARI; Tucson, Arizona hotenjin - Black Onslaught; Michigan PhoenixBR - PhoenixBR; Rio de Janiero, Brazil not_kidviper - kid viper; Texas Jacomus1220 - Jacomus; Oceanside, California Ekleipsis-XI - Eclipse; New York DecoyPengiun - El Tigre; Arizona Nu_me_ro_gai_jin - Numero Gaijin; Atlanta, Georgia J-Man_MKII - J-Man; Statesboro, Georgia K-9000 - Kane; Manchester, United Kingdom kazukifafner - kazukifafner; Toledo, Ohio redsilversnake - redsilversnake; Austin, Texas TaiIs340 - tailstreeforty; Newnan, Georgia Zinac - Zinac; Lexington, Kentucky ixRenegade - ixRenegade; San Jose, California AlmightyNam - AlmightyNam; Falls Church, Virginia Zephyl - Zephyl; Bellingham, Washington GBauer_ - g.Bauer; São Paulo, Brasil AJSmith325 - AJSmith325; Philadelphia, Pennsylvania Athrael - Zomby; Boston, Massachusetts Mata-retro - Arifureta; Berkeley, California
  2. bjholmes2

    [CS1] Hazama vs. Iron Tager

    For discussion of the Hazama vs. Iron Tager matchup.
  3. bjholmes2

    [CS1] Iron Tager Video Thread

    Match Videos http://www.youtube.com/watch?v=-ToAa1FCOY8 http://www.youtube.com/watch?v=EqR8GqDJrcI http://www.youtube.com/watch?v=GtKVEkx3PAI http://www.youtube.com/watch?v=StjZ1947rBU http://www.youtube.com/user/Maho1378
  4. bjholmes2

    [CS1] Iron Tager Complete Guide

    Iron Tager Height: 240 cm Weight: 550 kg Blood Type: Natural Oil Origins: Unknown (doesn't remember) Birthday: November 27 (date of creation) Hobby: Bottle-ships Likes: Kokonoe (his creator) Dislikes: Salt Water Originally the leader of a battle unit which revolved around physical combat, Tager was forced to withdraw from the front lines after sustaining a mortal wound in the Ikaruga Civil War. He was brought back from the brink of death at the hands of the scientist "Kokonoe" and revived as a cyborg, and is currently assigned to a combat unit under the direct control of Kokonoe. He seems to be pursuing Ragna, though his goals are entirely unclear. Guide Information This guide represents the combined efforts of all contributors to the Tager board. Special thanks to Mike Z! Feel free to inform me of changes that need to be made. Thank you! Table of Contents Move List at a GlanceNotationGameplay SpecificsChanges from Calamity TriggerNormal Move OverviewDrive OverviewSpecial Move OverviewDistortion Drive OverviewMove PropertiesCombosMatchup DataTips and TricksMisc. NotesTo Do Section Move List at a Glance Special Attacks Gigantic Tager Driver (360+ or ) Atomic Collider (+) Sledge Hammer (+ or ) Additional Attack (+) Spark Bolt (+) Voltic Charge (+) Gadget Finger (:d:+ on downed opponent) Distortion Drives Magna-Tech Wheel (+) Terra Brake (+) Genesic Emerald Tager Buster (720+) Astral Heat King of Tager (1080+) Notation A 2B 6C xx Special Move(Button Used, Notes), D - Example combo - A, B, C, and D are used to represent those respective buttons. - The numbers represent joystick postions in the following manner: 7 8 9 4 5 6 1 2 3 With 2 being down, 5 being neutral, etc. - The "->" symbols indicate gatlings, or cancels between two normals. - The "xx" indicates a cancel that doesn't involve two normals, i.e. from a normal to a special. - The commas indicates a link, or two full actions that combo without cancelling. Some of Tager's moves have received nicknames. These are: Gigantic Tager Driver: 360, Tager Buster Atomic Collider: Heat, Collider, AC Sledge Hammer: Sledge Additional Attack: Follow-Up, Hammer Spark Bolt: Shot, Tager Shot, Spark Voltic Charge: Charge Gadget Finger: Rocket Finger, Finger Magna-Tech Wheel: Spinny-super, MTW Terra Brake: Follow-Up (again) EGadget: [j.C(whiff) j.2C(lowest) xx 22D] BGadget: [236B, 22D] Genesic Emerald Tager Buster: 720, GETB King of Tager: AH, Astral Changes from Calamity Trigger New Moves: 4DGadget Finger (22D on downed opponent) Changes: 5A now combos into 2B.5C is much faster.3C now has vacuum effect, pulling opponents toward Tager on hit.6C breaks one guard primer.j.2C now breaks one guard primer.5D no longer blasts opponent away, allowing a combo on hit.2D is now much faster.360A links into Gadget Finger.Sledge followup breaks one guard primer.Atomic Collider is now invincible to head attribute moves during startup.Spark Bolt combos now do less damage.Magna-Tech Wheel now breaks one guard primer.Terra Brake now does much less damage.Astral Heat motion is now 1080DTager now walks and jumps faster.Magnetism does not last as long. Gameplay Specifics Pros: Easy character to learnShort and damaging combosHas the highest health in the game (13000)Huge damage outputGreat close-ranged combatStrengthened greatly against magnetized opponentsHas a slew of difficult to understand mindgames Cons: Has difficulty dealing with "zoning" tacticsAll grabs can be teched by opponents in hit- or block-stunRather immobileRequires access to Spark Bolt for several tactics The biggest step to learning Iron Tager is how to get close enough to the opponent to knock them down or magnetize them. Against projectiles, you can use Sledge Hammer to plow through them, Voltic Charge to avoid them, or Spark Bolt to override the projectile and nail the opponent with a counter hit combo. Make good use of Tager's backdash, as it can avoid most attacks and allow you to counter with a Tager Driver or 720. Tager's jump is also an invaluable tool, as it allows you to avoid the opponent's attacks while getting closer and gives you access to powerful moves, such as j.2C. Also, when paired with j.C, it allows you to move closer to the opponent. Another big chunk of Tager's game lies in knowing when to throw and when not to. If you can't nail the opponent with a combo, catch moves during recovery frames or, if you can predict them, during startup. Also, adding tick throws to your mindgames will greatly increase your effectiveness with Tager. If you have time to start a combo, however, that will almost always be the better option. In order to get the most out of your command throws, you need to be able to consistently pull them off. A popular trick is to jump, input the required motion (usually 720), and press the necessary button to execute the throw upon landing. However, this technique is not very efficient and is very dated; most advanced players will see right through it. How do you combat this? Well, with 720s, about all you can do is buffer the motions, usually in either ticks or on wakeup. However, it is possible to perform a standing 360 motion. To do this, you must very quickly input a 270 degree motion (not a full circle, as the name would have you believe) and press the appropriate button for your throw. If done quickly enough, the move will execute before the jump can come out. This allows you to punish moves you wouldn't be able to otherwise. Learning to utilize magnetism is a vital tool. Whenever you strike the opponent, hit or blocked, with any of Tager's D attacks, they will be magnetized for a short period of time. During this time frame, certain attacks are modified to "suck in" the opponent. This removes some of the need of getting in by bringing the opponent to you. Tager's new move, "Gadget Finger", is a strong part of his oki game. After most combos, Tager has the opportunity to use gadget finger, which will put the opponent into a guessing game. Against most opponents, you can use 360A to beat attacks, 623C to beat jumps, and 720s or 6Cs or whatever to beat backdashes. Against opponents with dragon puches, things get a little more complicated, but gadget finger is shaping up to be a strong tool nonetheless. Normal Move Overview A: Your average mid-height poke. One of Tager's faster moves, so use mainly to slow rushdowns or stuff fast moves. Be aware, however, that this move will whiff against characters that are low to the ground. 2A: Another basic poke. Can be used as an anti-air. 6A: A farily fast move that pulls the opponent in on hit or block. This move is also affected by magnetism, and negates projectiles, making it a possible way to get in, with practice. Useful for extending combos. j.A: A fast, horizontal aerial attack. B: A relatively fast poke. It can OTG opponents after 360s, and functions as a very valuable 720 buffer 2B: A low-hitting move. Useful for mixups and its chain into 2C. Another useful 720 buffer, although it is slightly more difficult than 5B. 6B: A slow overhead that breaks one guard primer. Use occasionally in mixups. j.B: A very useful aerial. Hits airborne and grounded opponents. Useful for its crossup and combo-starting properties. C: A very useful move. Deals good damage and opens up several combo opportunities, and is much faster than in CT. 2C: A situational anti-air with head attribute invincibility during most of the startup. Use occasionally, but only if you know it will hit. 3C: A low-hitting poke. Knocks the opponent down and pulls them towards Tager. 6C: A long-ranged overhead that breaks one guard primer. Used mainly in old-school OTG combos. j.C A horizontal aerial. Moves Tager forward a little bit. Used in Gadget Finger setups. j.2C A very useful aerial that breaks one guard primer. Upon execution, Tager drops to the ground with a full-body hitbox. When used immediately prior to landing, it becomes active immediately. Drive Overview Tager's Drive, Voltic Battler, involves magnetism. All D moves magnetize the opponent on hit or block and suck in opponents who are already magnetized. D: A very large, slow poke. Useful in combos and blockstrings, and allows for wall-bounce combos on counter-hit. Useful on occasion as a long-ranged anti-ar on a magnetized opponent. 2D: Moves Tager forward a fairly large distance. Works well as a 720 tick, and is handy for OTG hits and pessuring magnetized opponents. Much faster than in CT. 4D: A fast move that can be combo'd into from 2A that knocks the opponent away on CH. j.D: An aerial with a fairly large hit-box. Useful in air to air situations. When used after the peak of Tager's jump, it will be cut short by his landing, pulling magnetized opponents closer and allowing for a 720. Special Move Overview Gigantic Tager Driver (360A/B): A heavily damaging command grab. The A version doesn't do as much damage as the B one, and it isn't quite as fast, but it has a lot of range and the ability to "suck in" magnetized opponents if the button is held for a much longer period of time than the B version. It also links into Gadget Finger. The B version, on the other hand, does significantly more damage, comes out faster, and can be combo'd from on most characters, at the expense of the range and invincibility of the A version. Atomic Collider (623C): An anti-air grab that is head attribute invincible on startup. It works very well on anticipated jumps, but done too late and it will probably get stuffed. However, this move is extremely useful in combos. When the opponent is airborne and magnetized, this move will "suck" them in for as long as C is held, although the grab will not activate until the button is released. Sledge Hammer (236A/B): A useful attack that nullifies projectiles and moves Tager forward. The A version comes out faster, but does not cover much distance. The B version, while it has longer startup, covers a large amount of space and staggers the opponent on hit, leaving them open to a combo. Additional Attack (236A After Sledge Hammer): An overhead attack. Not very useful outside of combos, as it is unsafe on block, although it can catch some opponents off guard and breaks one guard primer. Spark Bolt (41236D): A fast-moving projectile that consumes a full energy guage and breaks one guard primer. This move can plow through other projectiles and cause wall-bounce on hit. Because it is a D attack, it will magnetize the opponent on hit or block. Useful for long-distance punishes and in combos, although combos from this attack aren't as strong as they were in CT. Try not to be too predictable with this. Voltic Charge (421B): A move that charges the energy guage for as long as the button is held. When the button is released, an additional chunck will be added to the meter. This move has upper-body autoguard and will automatically guard against all projectiles. As a result, this move makes for an effective buffer into the 720, especially against bursts and aerials. Gadget Finger (22D on downed opponent): Tager magnetizes the opponent and gains a couple frames of advantage. Do note that this move does no damage. On hit, it opens up a guessing game for the opponent. If they jump, you can anti-air them with something like AC. If they backdash, you can 6C or 720. If they stand there like an idiot, you can do whatever you want. Distortion Drive Overview Magna-Tech Wheel (236236B): A useful super move that has 50 frames of auto-guard. When used against a magnetized opponent, Tager will gravitate towards them, in violation of the laws of physics. Useful in combos and as a counter to jump-ins. On block, it should be RCed and followed-up with pressure or mind games. Breaks two guard primers. Terra Brake (236236B After Magna-Tech Wheel): Does much less damage than in CT, so isn't very useful except for catching opponents off-guard. Genesic Emerald Tager Buster (720C): A highly damaging super grab, and the super you will probably be using most often. Invincible on startup, and can be held to "suck in" magnetized magnetized opponents, although it will not be invincible during this time. Combos Magnetism Combos 2C xx 623C, 623C(whiff), 6B -> 2C xx 623C, BGadget - 3820 dmg, basic BnB 2C xx 623C, 623C(whiff), 6B xx 236A, 2B -> 2C xx 623C, BGadget - 3957 dmg, works on everyone 2C xx 623C, j.D(whiff), j.2C(late), 2B xx 623C, EGadget - 4000 dmg 2C xx 623C, 623C(whiff), 2B -> 2C -> 5D xx 41236D, 5C -> 6A -> 2C xx 623C, 5D - 4435, can cancel into Gadget whiff, uses charge meter 2C xx 623C, j.D(whiff), j.2C(late), 2B -> 2C -> 5D xx 41236D, 5C -> 6A -> 2C xx 623C, 5D - 4621 dmg, uses charge meter 2C xx 623C, 623C(whiff), 6B xx 236236B xx 236236B, 22D - 6550 dmg, 100% heat Other Combos B+C xx 236B, 5C 6A xx 623C, BGadget 360A, 22D 360A, 5C 6A xx 623C, BGadget - vs. Rachel only 4D(CH), 5C 6A xx 623C, BGadget 623C(AA), j.C(whiff), j.2C(lowest), 2B 2C xx 623C, BGadget Matchup Data Λ-11: 6.0 Arakune: 5.0 Bang: 3.5 Carl: 3.5 Hakumen: 4.5 Hazama: 4.5 Iron Tager: 5.0 Jin: 4.5 Litchi: 4.0 Noel: 5.5 Rachel: 6.5 Ragna: 4.0 Taokaka: 4.0 Tsubaki: 6.0 Tips and Tricks Buffering Circular Motions (360s and 720s) Because performing a full 360 of 720 degree motion requires the player to press in the upwards direction, a jump will be performed at some time during the motion, thereby causing the command to fail. Because of this, it is important for a Tager player to know how to buffer their command throws. This means that the motion for the throw is inputted during another action (such as a jump, block, or attack) so that you can execute the throw without jumping. As far as 720 degree motions go, this is about all that you will be able to do. In this case, useful buffers include 5B, 2B, Sledge, 2D, backdashes, guards, hitstun(!), and even the screen freeze from the opponent's supers. Jumps are also pretty useful, but that trick is old, and is rather predictable. Do note that it actually is possible to perform an unbuffered 720, but this method is rather unreliable due to the difficulty in performance. For 360 degree motions, however, you have another powerful tool at your disposal. The although listed as needing a full circle, the stick only needs to be move 270 degrees for the input to be successful. For example, you could input the motion 6321478A and have a Tager Buster come out. This technique is very useful because it allows the throw to come out before the jump registers, allowing you to perform a Tager Buster without the need to buffer. For more information on buffering circular motions, click here. Resets Before learning how to perform a reset, it is important to understand what a reset is. In this case, it refers to a method of offense that catches opponents with attacks or grabs by baiting and punishing their recoveries. It is called a "reset" because it sets the combo counter back to zero. For example, if you hit the opponent with [Collider, 6C, superjump], you can hit them with an airthrow if they tech towards you. Because use of resets often involves predicting the opponent's behavior, it is important to observe their teching habits and use an appropriate reset to counter them. For more information on throw resets, click here. Tick Throwing Tick throwing is landing a grab on the opponent immediately after they come out of hit- or block-stun. Because it can hit on the first frame of their recovery, it can be difficult to avoid, especially for opponents who do not have invincible start-up moves to use as a reversal. For example, when the opponent blocks the B Sledge Hammer, you can wait a moment and use a 720 to catch them as soon as they return to a normal state.
  5. bjholmes2

    [CS1] Hazama vs. Hakumen

    For discussion of the Hazama vs. Hakumen matchup.
  6. bjholmes2

    [CS1] Hazama Gameplay Discusson

    For posts that relate to Hazama's gameplay.
  7. bjholmes2

    [CS1] Iron Tager vs. Hazama

    CS matchup discussions are now open!
  8. bjholmes2

    [CS1] Iron Tager vs. Rachel

    CS matchup discussions are now open!
  9. bjholmes2

    [CS1] Hazama Complete Guide

    Hazama Height: 183 cm Weight: 61 kg Blood Type: AB Birthplace: Unknown Birthday: April 29 Hobby: Collecting Silver Accessories Likes: Boiled Eggs Dislikes: Cats An officer attached to the NOL's intelligence department. His rank is captain, and the name "Hazama" is an alias. When Jin Kisaragi set out for "Kagatsuchi" alone, he was put in charge of the case and worked with Noel, but on the eve of Ragna the Bloodedge's terrorist bombing, began acting towards a different goal. Because of his constantly smiling expression and carefree demeanor, it's impossible to get a read on him. He's very talkative, though he has humble manners. He dislikes hassles and combat, and the completion of the mission is always his top priority. Guide Information This guide represents the combined efforts of all contributors to the Hazama board. Special thanks to CrimsonDisaster, MisterBadguy, and this wiki! Feel free to inform me of changes that need to be made. Thank you! Table of Contents Move List at a GlanceNotationGameplay SpecificsFrame DataNormal Move OverviewDrive OverviewSpecial Move OverviewDistortion Drive OverviewMove PropertiesCombosMatchup Data Move List at a Glance Special Attacks Jabaki (+) Jasetsu (+) Ressenga () Gashoukyaku () Zaneiga () Stance Cancel () Hirentotsu (in air +) Gasaishou (+) Jakou (+) Distortion Drives Jayoku Houtenjin (+) Mizuchi Rekkazan (+) Astral Heat Thousand Souls (+ or +) Notation A 2B 6C xx Special Move(Button Used, Notes), D - Example combo - A, B, C, and D are used to represent those respective buttons. - The numbers represent joystick postions in the following manner: 7 8 9 4 5 6 1 2 3 With 2 being down, 5 being neutral, etc. - A space indicates a gatling, or cancel between two normals. - The "xx" indicates a cancel that doesn't involve two normals, i.e. from a normal to a special. - The "~" incicates a follow-up from one move, i.e. "D~A" - The commas indicate a link, or two full actions that combo without cancelling. - The term "j.214B#" indicates performing the following: [j.C x 5] [dj.C x 5] xx dj.214B Normal Move Overview 5A: A fast punch. Not very useful except when a fast combo starter is needed, as it scales combo damage and length. 2A: A very fast punch. Useful for pressuring the opponent when used with 5B, but suffers the same problem as 5A. 6A: A relatively slow elbow that hits overhead. Cancel into 236236B on hit. Removes one guard primer. j.A: An aerial punch that has long horizontal reach. Almost useless. 5B: Knee attack, less range than 5A. Very useful as a combo starter, poke, pressure tool, and occasional anti-air. 2B: A low hitting kick with relatively long reach. 6B: A slow, low hitting kick. Not very useful. Removes one guard primer. j.B: An aerial with good diagonal reach. A great aerial poke; useful after D hitcomfirms. 5C: A quick, X-shaped slice with the knife. Hits twice and can be cancelled on either hit. Useful as a combo starter, anti-air, and occasional poking. 2C: A diagonal slice with the knife. Can be used as anti-air, as it has a little invincibility. 3C: A decent-ranged, low-hitting slash with the knife that knocks down. One of Hazama's most important combo tools. 6C: Hazama hops back and throws three knives diagonally. Causes stagger on CH and removes one guard primer. Very slow, but leads to huge combos on CH. j.C: A short-ranged aerial. Can be be mashed for up to 5 hits, the last of which prorates 110%. j.2C: A downward aerial slash with short reach. Works well as a crossup, and has a lot of hitstun, allowing 3C to be comboed afterward fairly easily. Drive Overview Hazama's drive, Ouroboros, is a two part technique. With the first press of D, he will launch out Ouroboros. After either extending to its max range, clashing with a projectile, hitting the opponent, or being followed up, it will stop. Follow-ups are available at any time during the Ouroboros' travel. Every followup (except for D~A) consumes one Ouroboros stock. Stocks are regenerated by either remaining on the ground for a certain amount of time or by hitting the opponent with the chain. When the Ouroboros stock is depleted, followups cannot be performed (except for D~A). When the chain hits the opponent at close range, it will inflict very litte hitstun. However, when it connects from a distance, it will inflict inflict large hitstun to the opponent, allowing you ample to to pull yourself to the opponent and combo. D: Ouroboros is launched straight ahead. 2D: Ouroboros is launched straight up. 4D: Ouroboros is launched at a 70 degree angle. 6D: Ouroboros is launched at a 30 degree angle. j.D: Ouroboros is launched straight ahead. j.2D: Ouroboros is launched straight down. j.4D: Ouroboros is launched at a -70 degree angle. j.6D: Ouroboros is launched at a -30 degree angle. j.9D: Ouroboros is launched at a 30 degree angle. D ~A: Hazama retracts the Ouroboros. D~B: Hazama pulls himself to the grapple point, following a parabolic path. Very slow and not recommended. D~C: Hazama pulls himself to a point slightly beyond the Ouroboros and stops. Useful for crossups when mixed with D~D. D~D: Hazama pulls himself straight towards the grapple point and is affected by significant momentum, which can be cancelled by using any attack. Most often used followup. Special Move Overview Jabaki (236D): Hazama emits a very long-ranged energy wave directly in front of himself. Removes one guard primer, and slides the opponent on CH, which allows for combos in the corner. Jasetsu (214D): Hazama enters a stance that can be followed up with an additional input. Delaying the follow-ups for about 1/8th of a second will result in higher damage output and, in the case of Zaneiga, fatal counter properties. Hazama is in CH state while in the stance. Ressenga (A after Jasetsu): Hazama performs a lower-body invincible heel drop that combos into 2A. Gashoukyaku (B after Jasetsu): Hazama performs a Trap Kick-esque maneuver. Useful as anti-air and untechable on FCH, but does not seem to be invincible and has slow recovery. Use with caution. Zaneiga (C after Jasetsu): Hazama performs a slow low attack that removes one guard primer. Combos from 3C, and combos into 5C. Stance Cancel (D after Jasetsu): Hazama returns to his normal position. Recovery time makes "mist cancelling" impossible. Hirentotsu (214B in air): Hazama performs an aerial heel drop that causes knockdown. Removes one guard primer. Gasaishou (236C): Hazama performs a short-ranged command throw that staggers the opponent, allowing for a 5B combo. Invincible in the latter part of the move, but the proration is bad. Jakou (623D): Hazama tosses Ouroboros diagonally upwards. On hit, it slams the opponent down. Air unblockable. Distortion Drive Overview Jayoku Houtenjin (236236B): Hazama disappears briefly and reappears with an upward kick. Invincible on startup, fast, very useful for escaping pressure, and allows for a [short dash, 5C] combo on hit. Removes one guard primer. Mizuchi Rekkazan (632146C): Hazama summons a portal to the opponent that starts an auto-combo on hit. Please note that it can be blocked. Combos Bread and Butter Combos 5B/5C 3C xx 214D -> C, 5C 2C xx 623D 5B/5C 3C xx 214D -> C, 5C 2C (JC) j.B [j.C x n] [dj.C x n] xx dj.214B 6A xx 236236B, 214D -> C, 5C 2C 4D, 623D 6A xx 236236B, 214D -> C, 5C 2C 4D (jump) [j.C x n] [dj.C x n] xx dj.214B 5B/5C 3C xx 214D -> C, 2C (JC) [j.C x n] (land) 2C xx 623D, 632146C - 50% Heat j.D -> C, j.B (land) 5B 3C xx 214D -> C, 5C 2C 4D, 623D, 632146C - 50% Heat 214D -> B (FC), 623D, dash, 3C xx 236236B, 214D -> C, 5C 2C 4D -> D, [j.C x n] [dj.C x n] xx j.214B - 50% Heat 5B/5C 3C xx 236236B, 623D, 632146C - 100% Heat 5B 3C xx 214D -> C, 5C 2C 4D xx 1632143D - 100% Heat, requires Astral conditions Throw Combos B+C, 6D -> D (jump) j.B [j.C x n] [dj.C × n] xx dj.214B 4B+C, 5D -> D (jump) j.B (land) 5C xx 623D - Can add optional 4D before 623D 4B+C xx 632146C - 50% Heat, can add optional 5D before super. 236C, 5B 3C xx 214D -> C, 5C 2C 4D -> D [j.C x n] [dj.C xn] xx dj.214B Matchup Data vs. Λ-11: vs. Arakune: vs. Bang: vs. Carl: vs. Hakumen: vs. Hazama: vs. Iron Tager: vs. Jin: vs. Litchi: vs. Noel: vs. Rachel: vs. Ragna: vs. Taokaka: vs. Tsubaki:
  10. bjholmes2

    [CS1] Hazama Gameplay Discusson

    I know what he means; he's having difficulty connecting j.214B#. I had similar problems; I would either cross the opponent up or miss them altogether. Here are some things that I've observed: - If you cross up your opponent, that means you started pressing C too early and started the j.214B# too low. Wait a little longer so you can be pulled a little higher. - If your combo before the launch is too long, it will fail at some point. - Don't be afraid to improvise. If you see that you messed up in your combo, resist the temptation to keep going and try to end it with something that you know will work, even if it means sacrificing damage. - Practice, practice, practice. There are some characters that can be learned in one day (CT Hakumen and Tager), but Hazama isn't one of them. Just keep trying until you can nail your combos and setups every time.
  11. Don't worry, it's not so much that the game is more difficult, it's just that the system is different. We all need time to adjust. There is no "easy" way to learn, you'll just have to practice until you can't get it wrong. I tell ya, Hazama was not easy to learn. I'm still flubbing his BnBs after a whole day of practice. Also, Hakumen is very different.
  12. I'll let you do your own thing, but just let me know if you need any help! Thanks for doing this, by the way!

  13. Sounds good! I'm excited about tomorrow; we'll be able to get so much information flowing into the forums!

  14. bjholmes2

    [CS1] Hazama Combo Thread

    Aren't we all.
  15. Thank you very much for keeping up such a fantastic combo thread in the Hazama forum! I greatly appreciate what you (and everyone else active in that forum) have done in there. "j.214B#"? Genious. Also, lol @ 10k Tager combo. I'll learn that first when the game is released. ;)

  16. bjholmes2

    Site Feedback/Suggestions

    There is still a glitch that logs out anyone who follows the link from the guides to the forums.
  17. bjholmes2

    [CT] Iron Tager Complete Guide

    Iron Tager Height: 240 cm Weight: 550 kg Blood Type: Natural Oil Origins: Unknown (doesn't remember) Birthday: November 27 (date of creation) Hobby: Bottle-ships Likes: Kokonoe (his creator) Dislikes: Salt Water Originally the leader of a battle unit which revolved around physical combat, Tager was forced to withdraw from the front lines after sustaining a mortal wound in the Ikaruga Civil War. He was brought back from the brink of death at the hands of the scientist "Kokonoe" and revived as a cyborg, and is currently assigned to a combat unit under the direct control of Kokonoe. He seems to be pursuing Ragna, though his goals are entirely unclear. Guide Information This guide represents the combined efforts of all contributors to the Tager board; special thanks to kensk, Mike Z, Gwyrgyn Blood, and the folks at Zetaboards! Feel free to inform me of changes that need to be made! Thank you! Table of Contents Move List at a GlanceNotationGameplay SpecificsNormal Move OverviewDrive OverviewSpecial Move OverviewDistortion Drive OverviewMove PropertiesCombosMatchup DataTips and TricksMisc. NotesTo Do Section Move List at a Glance Special Attacks Gigantic Tager Driver (360+ or ) Atomic Collider (+) Sledge Hammer (+ or ) Additional Attack (+) Spark Bolt (+) Voltic Charge (+) Distortion Drives Magna-Tech Wheel (+) Terra Brake (+) Genesic Emerald Tager Buster (720+) Astral Heat King of Tager (hold ++, tap repeatedly) Notation A 2B 6C xx Special Move(Button Used, Notes), D - Example combo - A, B, C, and D are used to represent those respective buttons. - The numbers represent joystick postions in the following manner: 7 8 9 4 5 6 1 2 3 With 2 being down, 5 being neutral, etc. - The "->" symbols indicate gatlings, or cancels between two normals. - The "xx" indicates a cancel that doesn't involve two normals, i.e. from a normal to a special. - The commas indicates a link, or two full actions that combo without cancelling. Some of Tager's moves have received nicknames. These are: Gigantic Tager Driver: 360, Tager Buster Atomic Collider: Heat, Collider Sledge Hammer: Sledge Additional Attack: Follow-Up Spark Bolt: Shot, Tager Shot Voltic Charge: Charge Magna-Tech Wheel: Spinny-super Terra Brake: Follow-Up (again) Genesic Emerald Tager Buster: 720 King of Tager: AH, Astral Gameplay Specifics Pros: Easy character to learnShort and damaging combosHas the highest health in the game (13000)Huge damage outputGreat close-ranged combatStrengthened greatly against magnetized opponentsHas a slew of difficult to escape mindgames Cons: Has difficulty dealing with "zoning" tacticsAll grabs can be teched by opponents in hit- or block-stunHighly immobileRequires access to Spark Bolt for several tacticsTerrible matchups, especially against Nu and ArakuneHorrible Astral Heat The biggest step to learning Iron Tager is how to get close enough to the opponent to knock them down or magnetize them. Against projectiles, you can use Sledge Hammer to plow through them, Voltic Charge to avoid them, or Spark Bolt to override the projectile and nail the opponent with a counter hit combo. Make good use of Tager's backdash, as it can avoid most attacks and allow you to counter with a Tager Driver or 720. Tager's jump is also an invaluable tool, as it allows you to avoid the opponent's attacks while getting closer and gives you access to powerful moves, such as j.2C. Also, when paired with j.C, it allows you to move closer to the opponent. Another big chunk of Tager's game lies in knowing when to throw and when not to. If you can't nail the opponent with a combo, catch moves during recovery frames or, if you can predict them, during startup. Also, adding tick throws to your mindgames will greatly increase your effectiveness with Tager. If you have time to start a combo, however, that will almost always be the better option. In order to get the most out of your command throws, you need to be able to consistently pull them off. A popular trick is to jump, input the required motion (usually 720), and press the necessary button to execute the throw upon landing. However, this technique is not very efficient and is very dated; most advanced players will see right through it. How do you combat this? Well, with 720s, about all you can do is buffer the motions, usually in either ticks or on wakeup. However, it is possible to perform a standing 360 motion. To do this, you must very quickly input a 270 degree motion (not a full circle, as the name would have you believe) and press the appropriate button for your throw. If done quickly enough, the move will execute before the jump can come out. This allows you to punish moves you wouldn't be able to otherwise. Learning to utilize magnetism is a vital tool. Whenever you strike the opponent, hit or blocked, with any of Tager's D attacks, they will be magnetized for a short period of time. During this time frame, certain attacks are modified to "suck in" the opponent. This removes some of the need of getting in by bringing the opponent to you. Frame Data Normal Move Overview A: Your average mid-height poke. One of Tager's faster moves, so use mainly to slow rushdowns or stuff fast moves. Be aware, however, that this move will whiff characters that are low to the ground. Opens up several combo opportunities on counter-hit. 2A: Another basic poke. In some matchups, this functions as Tager's main anti-air. Opens up several combo opportunities on counter-hit. 6A: A farily fast move that pulls the opponent in on hit or block. This move is also affected by magnetism, and negates mid-hitting projectiles, making it a possible way to get in, with practice. Useful for extending combos. j.A: A fast, horizontal aerial attack. B: A relatively fast poke. It can OTG opponents after 360s, and functions as a very valuable 720 buffer 2B: A low-hitting move. Useful for mixups and its chain into 2C. Another useful 720 buffer, although it is slightly more difficult than 5B. 6B: A slow overhead. Use occasionally in mixups. Opens up several combo opportunities, and can endlessly chain into itself. j.B: A very useful aerial. Hits airborne and grounded opponents. Useful for its crossup and combo-starting properties. C: A very useful move. Deals good damage and opens up several combo opportunities. 2C: A situational anti-air. Use occasionally, but only if you know it will hit. 3C: A low-hitting poke. Knocks the opponent down. 6C: A long-ranged overhead. Vital for OTG combos. j.C A horizontal aerial. Moves Tager forward a little bit. j.2C A very useful aerial. Upon execution, Tager drops to the ground with a full-body hitbox. When used immediately prior to landing, it becomes active immediately. Opens up some good combos. Drive Overview Tager's Drive, Voltic Battler, involves magnetism. All D moves magnetize the opponent on hit or block and suck in opponents who are already magnetized. D: A very large, slow poke. Useful in combos and blockstrings, and allows for wall-bounce combos on counter-hit. Useful on occasion as a long-ranged anti-ar on a magnetized opponent. 2D: A slow move that moves Tager forward a fairly large distance. Not very useful as a stand-alone poke, but functions well as a 720 tick. It is also handy for OTG hits and pessuring magnetized opponents. j.D: An aerial with a fairly large hit-box. Useful in air to air situations. When used after the peak of Tager's jump, it will be cut short by his landing, pulling magnetized opponents closer and allowing for a 720. Special Move Overview Gigantic Tager Driver (360A/B): A heavily damaging command grab. The A version doesn't do as much damage as the B one, and it isn't quite as fast, but it has a lot of range and the ability to "suck in" magnetized opponents if the button is held for a much longer period of time than the B version. It is also invincible from frames 3-11. The B version, on the other hand, does significantly more damage, comes out faster, and can be combo'd from on most characters, at the expense of the range and invincibility of the A version. Use this move if you instant block or backdash in the middle of a tight pressure string, but otherwise, try to nail the opponent with a combo. Atomic Collider (623C): An anti-air grab. It works very well on anticipated jumps, but done too late and it will probably get stuffed. However, this move is extremely useful in combos. When the opponent is airborne and magnetized, this move will "suck" them in for as long as C is held, although the grab will not activate until the button is released. This move is used in a lot of Tager's tech traps as well. Sledge Hammer (236A/B): A useful attack that nullifies projectiles and moves Tager forward. The A version comes out faster, but does not cover much distance. The B version, while it has longer startup, covers a large amount of space and staggers the opponent on hit, leaving them open to a combo. Additional Attack (236A After Sledge Hammer): An overhead attack. Not very useful outside of combos, as it is unsafe on block, although it can catch some opponents off guard. Spark Bolt (41236D): A fast-moving projectile that consumes a full energy guage. This move can plow through other projectiles and cause wall-bounce on hit. Because it is a D attack, it will magnetize the opponent on hit or block. Useful for long-distance punishes and in combos. Try not to be too predictable with this. Voltic Charge (421B): A move that charges the energy guage for as long as the button is held. When the button is released, an additional chunck will be added to the meter. This move has upper-body invincibility and will automatically guard against all projectiles. As a result, this move makes for an effective buffer into the 720, especially against bursts and aerials. Distortion Drive Overview Magna-Tech Wheel (236236B): A useful super move that has 50 frames of auto-guard. When used against a magnetized opponent, Tager will gravitate towards them, in violation of the laws of physics. Useful in combos and as a counter to jump-ins. On block, it should be RCed and followed-up with pressure or mind games. Terra Brake (236236B After Magna-Tech Wheel): In most situations, this follow-up is very useful, as it adds extra non-burstable damage and opens up further combo opportunities. Genesic Emerald Tager Buster (720C): A highly damaging super grab, and the super you will probably be using most often. Invincible on startup, and can be held to "suck in" magnetized magnetized opponents, although it will not be invincible during this time. Move Properties Legend: 6C: sp, j; D, 2D - "sp" represents the ability to special-cancel - "j" represents the ability to jump-cancel - Everything following the semicolon represents gatlings A: sp, j; A, 2A, 6A, B, 2B, 6B, C, 2C, 6C, 3C, D, 2D 2A: sp, j; 2B, 2C, 3C, D, 2D 6A: sp, j; 6B, C, 2C, 6C, D, 2D j.A: j.B, j.C B: sp; 6A, 6B, C, 2C, 6C, 3C, D, 2D 2B: sp; B, 2C, 3C, 2D 6B: sp; 2C, 6C, D j.B: (None) C: sp; 6A, 6B, 6C, 3C, D, 2D 2C: sp; D, 2D 6C: sp, j; D, 2D 3C: (None) j.C: (None) j.2C: (None) D: sp 2D: (None) j.D: (None) Combos Bread and Butter Combos Throw xx Collider, Step Forward, 6C -> 5D - Basic combo, does not work on Carl or Taokaka without magnetism. Throw xx Atomic Collider, 2D - Variation of the above for use on Carl and Taokaka. Throw xx B Sledge, 2B -> 2C xx Collider Collider(AA), Step Forward, 6C -> 5D - Does not work on Carl or Taokaka without magnetism. Collider(AA), 2D - Variation of the above for use on Carl and Taokaka. Sledge(CH), 6A -> 2C xx Collider, Step Forward, 6C ->5D Sledge(CH), 6A -> 2C xx Collider, 2D - Variation of the above for use on Carl and Taokaka. A(xN) -> B xx Shot, 5C -> 6A -> 2C xx Collider [Followups] C/2C xx Collider, Step Forward, 6C -> D - When a combo has the letter "F" in it and has 3 or less hits, it means follow up with this. 6A -> 2C xx Collider - When a combo has the letter "F" in it and has 4 or more hits, it means follow up with this. 2C -> D - An alternate follow-up for use in 4 or more hit combos; allows you to gain more magnetism. [A Combos] A -> 2A -> 2B -> 3C A(xN) -> B xx Shot, F 2A -> 2B -> 2C xx Collider, 6C -> D 6A -> 2C xx Collider, 6C -> D [Normal Combos] A(x1-3) -> B xx Shot, F A -> C xx Sledge(A) - Only works on crouching opponents. 2A(CH) -> C xx Shot, F 2A -> C -> 6A xx Sledge(A), 2A -> C -> 6A xx Sledge(A), A -> B xx Shot, F - Only works on crouching opponents. 2C(CH) -> C xx Collider, 2D 2C(CH) xx Charge, j.D, land, F j.2C(CH) -> 2B -> 2C xx Collider, 2D, 2D [3C Combos] 3C, 5B xx Volt Spark, F - Works if you are fairly close. Hard to time but it only needs a Volt Spark. 3C RC, 6C xx Collider, 6C -> D - Reliable but weak. 3C RC, Sledge(B), 2B -> 2C xx Collider, Volt Spark, 2C xx Collider - Strong and reliable but needs Volt and Meter. (6A ->) 3C RC, 6A -> 2C xx Collider, Volt Spark, 2C xx Collider - Very strong but somewhat funky. Might not work on some characters or at distances without magnetism. [Throw Combos] Throw, Collider, 2D - Easy to hit Taokaka with. Throw, Collider, Walk Forward, 6C -> D - D will not hit Carl, and will sometimes miss Taokaka and Arakune. Throw, Sledge(B), 2B -> 2C xx Collider - Easy combo, works on everyone. Throw, Sledge(B), C -> 6B xx Collider, F - Works on everyone but Carl, Arakune, and Hakumen. Throw, Sledge(B), C xx Sledge(A) xx Additional Attack - Nets you 25% additional meter. Throw, Sledge(B), C xx Sledge(A), 2B 2C xx Collider - For Front Throw, delay 5C very late to make the 2B connect. Won't hit Carl, or Arakune on front throw(?). Throw, Sledge(B), C xx Sledge(A) xx Additional Attack, Rapid Cancel, Sledge(B), 2C xx Collider - If you begin the combo with 25% meter, you will have sufficient meter to perform the RC. Throw, Sledge(B), 2C xx Collider, Volt Spark, 2C xx Collider - Strong damage and Magnetism, only needs a Volt Spark. Throw, Sledge(B), 5C 6B xx Collider, Volt Spark, 2C xx Collider - Exact same as above but slightly stronger. Doesn't work on Carl, Hakumen, Arakune. Throw, Sledge(B), C xx Sledge(A), 2B 2C xx Collider, Volt Spark, Collider - Works on a few characters (Hakumen, Tager, ?). Very long, so you can take extra time to build up Volt Meter. [Gigantic Tager Driver Combos] 360(A), 2B xx Shot, F - Only works on Tager. 360(A), 3C, Rapid Cancel, Shot, F - Works on Bang, Hakumen, Jin, Ragna, and Taokaka. Make sure to buffer the RC into the Shot motion (3C 41236ABC~D) so the Shot will come out quickly enough. 360(B), Sledge(A) xx Additional Attack 360(B), 2B xx Shot, F - Works on Bang, Litchi, Noel, Ragna, Tager, and Taokaka. 360(B), 3C(RC), Shot, F - Works on Carl, Hakumen, and Jin. Make sure to buffer the RC into the Shot motion (3C 41236ABC~D) so the Shot will come out quickly enough. 360(A), 5C -> 5D - Rachel only. Big damage, free magnetism! 360(A/B), 5C xx Volt Spark, F - Rachel only. 360(B), 5C -> 6A - Rachel only. Use as a tech trap setup. [sledge Hammer Combos] CH Sledge(A/B), 6A 2C xx Collider, F Sledge(B), 2B -> 2C -> D xx Shot, C -> 6A -> 2C xx Collider - Works only on magnetized opponents who's names aren't Carl Matchup Data vs. Ragna: 4.0 vs. Jin: 3.5 vs. Noel: 4.0 vs. Taokaka: 4.0 vs. Rachael: 3.0 vs. Arakune: 2.5 vs. Litchi: 4.0 vs. Bang: 4.5 vs. Carl: 2.0 vs. Hakumen: 5.5 vs. v-13 (Nu): 3.0 vs. Iron Tager: 5.0 Tips and Tricks Buffering Circular Motions (360s and 720s) Because performing a full 360 of 720 degree motion requires the player to press in the upwards direction, a jump will be performed at some time during the motion, thereby causing the command to fail. Because of this, it is important for a Tager player to know how to buffer their command throws. This means that the motion for the throw is inputted during another action (such as a jump, block, or attack) so that you can execute the throw without jumping. As far as 720 degree motions go, this is about all that you will be able to do. In this case, useful buffers include 5B, 2B, Sledge, 2D, backdashes, guards, hitstun(!), and even the screen freeze from the opponent's supers. Jumps are also pretty useful, but that trick is old, and is rather predictable. Do note that it actually is possible to perform an unbuffered 720, but this method is rather unreliable due to the difficulty in performance. For 360 degree motions, however, you have another powerful tool at your disposal. The although listed as needing a full circle, the stick only needs to be move 270 degrees for the input to be successful. For example, you could input the motion 6321478A and have a Tager Buster come out. This technique is very useful because it allows the throw to come out before the jump registers, allowing you to perform a Tager Buster without the need to buffer. For more information on buffering circular motions, click here. Throw Resets Before learning how to perform a reset, it is important to understand what a reset is. In this case, it refers to a method of offense that catches opponents with grabs by baiting and punishing their recoveries. It is called a "reset" because it sets the combo counter back to zero. For example, if you hit the opponent with [Collider, 6C, superjump], you can hit them with an airthrow if they tech towards you. Because use of resets often involves predicting the opponent's behavior, it is important to observe their teching habits and use an appropriate reset to counter them. For more information on throw resets, click here. Tick Throwing Tick throwing is landing a grab on the opponent immediately after they come out of hit- or block-stun. Because it can hit on the first frame of their recovery, it can be difficult to avoid, especially for opponents who do not have invincible start-up moves to use as a reversal. For example, when the opponent blocks the B Sledge Hammer, you can wait a moment and use a 720 to catch them as soon as they return to a normal state. Pressure Pressure is, in essence, a string of attacks that lock down the opponent on block and lead to a combo on hit, leaving little opporunity for the opponent to escape or counter-attack. Because Tager's moves are rather slow, his mixups aren't as strong as, say, Bang's, but his moves leave the opponent stuck in blockstun for quite some time, and his Drives magnetize on block. To get the most out of your pressure, it usually helps to throw out a few quick moves and follow-up with either a drive, sledge, or a well-timed throw. Here is a very basic example: (A/2A x n, B/2B, C/6A/6B, D xx Sledge(A)/360(A)/720(Hold)) x n Remember to throw things in, or remove them, to keep your pressure fresh and unpredictable, and be sure to always be able to start a combo off of any random hit. To practice, I recommend using the "Random" blocking function in Training Mode. Misc. Notes Tager's Magna-Tech super seems to be a play on the word "magnetic".Tager's theme, MOTOR HEAD, is likely named after the rock band of the same name.Tager is about 7'10" and weighs almost 1,213 pounds.Tager is voiced by Kenji Nomura in Japanese and Jamieson Price in English.
  18. bjholmes2

    NeoGeo Battle Coliseum

    I haven't really tried the online play yet, but this game is amazing aesthetically; all of the sprites and illustrations are actually smooth.
  19. bjholmes2

    NeoGeo Battle Coliseum

    I'm scared that the netcode will be crappy like it is on the other SNK games, but I'll still buy it; I just can't play KoF on my PS2 pad. There are some fun characters in this game, though; I really love it.
  20. bjholmes2

    NeoGeo Battle Coliseum

    Oops, I misread the 2010 on Wikipedia as 2011 somehow. Even better!
  21. bjholmes2

    NeoGeo Battle Coliseum

    Reeeeesurrectiooooooon!!! Just for those who didn't know, this is scheduled for a XBL release early next year in Japan. In preparation for this upcoming release, I've blown the dust off of my PS2 and played most of my old fighters once again. Mizuchi is fun; he's the only zoning character I've ever enjoyed playing as, actually.
  22. bjholmes2

    [CS1] Hazama Combo Thread

    Erm, yes, sorry; I forgot to notify you. I'm really picky when it comes to organization.
  23. bjholmes2

    [CS1] Hazama Combo Thread

    Great job!
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