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Brother Mojo

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Everything posted by Brother Mojo

  1. Brother Mojo

    [CT] Iron Tager Video Thread

    A couple of Tager matches here, but they're kind of depressing: http://www.nicovideo.jp/watch/sm8966215 It's like the guy didn't realize he was playing Continuum Shift. A bunch of that old walk forward, 6C 5D followup to Atomic Collider. He tries the j.C whiff, lowest j.2C a couple of times, but always screws it up by superjumping. Only one Gadget Finger, and he wasted it on a purple 720C.
  2. Brother Mojo

    [CS1] Iron Tager Complete Guide

    Yeah, this is confirmed over in Spirit Juice's thread in BB:General. Sad, but understandable. However, he also said that (so far as he can tell) Atomic Collider works as a true anti-air reversal. Head invincible from frame 1. Combined with the fact that it's unblockable and has a Gigantic Tager Hitbox, people might actually be afraid to jump in at Tager now... at least until they figure out which of their air moves have Body attribute.
  3. Brother Mojo

    [CS1] Iron Tager Complete Guide

    You mean when the hit first could come out? That would be consistent with 360A and 720C. If held, I'd assume Collider's head invincibility would wear off as soon as you passed the earliest possible hit.
  4. Brother Mojo

    [CS1] Iron Tager Complete Guide

    Saw a nice combo in the third match of this vid. Apparently, if you land Atomic Collider as a starter, you can: 623C, j.C (whiff), lowest j.2C, 2B 2C xx 623C, j.C (whiff), lowest j.2C xx 22D 3.2k meterless damage into Gadget mixups. Looks like it'd work on basically the whole cast, too, but it'd require some testing. In the match it's against Taokaka. EDIT: Wow, even more hilarious... in the vid it was escapable after the first hit, but could probably work off of a lowest j.2C: With magnetism, (lowest?) j.2C, 2B 2C xx 623C, 623C whiff, 6B 2C xx 623C, j.C (whiff), j.2C xx 22D Comedy goldmine. 3.9k of comedy gold, also meterless.
  5. Brother Mojo

    [CS1] Hazama Complete Guide

    Saw a nice combo Ora did in the start of the third round in the first of the above videos. If I've got his moves right, it was: 3C (ch) xx 214D -> C, 2C (JC) j.C x5 (land) 2C 4D -> D, j.C x5 (DJC) j.C x5 xx j.214B Worked on Bang for 21 hits and 2790 damage. Can someone confirm this? I'm not sure I got the right normals or if the followup he used from Ouroboros was D. EDIT: Immediately after that, he performs a combo that looks like 236C, 5B 3C xx 214D -> C, 5C 2C 4D -> D, j.C x5 (DJC) j.C x4 18 hits and 1700 damage. Bang recovers at that point, though, so in practice it'd likely be better to just use a j.214B at the end rather than double jumping and going for more j.Cs.
  6. Brother Mojo

    [CS1] Hakumen Information Thread

    Mugen still isn't that threatening unless you combo through it, like 6D > Mugen > etc. or 6C (CH) > Mugen > etc. Otherwise, Mugen still has some recovery where they could hit you, or they can probably just play runaway until it wears off. But if you start to actually land that Mugen combo, then hell yes you can expect your opponent to burn a burst in a round where they're otherwise way ahead of you.
  7. Brother Mojo

    [CS1] Iron Tager Complete Guide

    actually, I go "of course, but I'd actually expect you to do X and correspondingly I'd Y. Yomi layer two, baby." and put on my shades.
  8. Brother Mojo

    [CS1] Iron Tager Complete Guide

    or B+C throw into corner. It's garbage for almost anything but combo purposes, but has tons of combo options. It has a few situations where you can abuse the fact that it's unblockable, but that's only really against characters without a reversal where you have major frame advantage due to whiffs, wakeup animations, etc.
  9. Brother Mojo

    [CS1] Iron Tager Complete Guide

    Super flash + zero invincibility = waste of 100% heat and a burst icon. It's like Ragna's Devoured by Darkness. If they don't know what they're doing you'll kill them, but if they have a clue what's going on you'll just get punched in the face. Stick to the Spark -> Astral combos, or Astral on neutral wakeup against characters that don't have any sort of invincible reversal.
  10. Brother Mojo

    [CT] Haku-men Videos & Discussion

    I main Tager, and one of the few people I get to play with offline plays Hakumen... so watching this video was kind of depressing. In the first two rounds, you weren't comboing in a lot of situations where you could have. Also you were burning way too many magatama with Gurrens, something I did early on back when I was trying to play Hakumen. At first it may feel like it's hard to get in without them, but you need those stars to do actual combo damage. Similarly, stop throwing Shippus into blocks. Hit-confirm that 6C. Also, you were whiffing a ton of counters. It's pretty easy to counter against Tager when he does his slow start-up moves, like B sledge, anything with D, etc. Wait for when he does one of those (or online, when you expect him to do one of those) rather than just throwing them out randomly. In the last round, you were pretty obviously saving up stars to Astral, and then started jumping around like crazy. One, if you hadn't been saving stars and instead had been doing actual combos, he would have already been dead. Two, don't jump to buffer the 720, use one of your standing moves, like 5D. That allows you to control the timing more precisely. Three, the only reason it hit is because your opponent didn't know that it was a counter. If you look, he obviously started his 2A after the superflash. Anyone who actually knows Hakumen would just do nothing or barrier, and then punish you for it, and then you're down 8 magatama and just got punched in the face. The super-counters are only useful once the opponent has already commited to an attack.
  11. Brother Mojo

    BlazBlue CALAMITY TRIGGER Match-Up Chart

    Fuzzy guards aren't really a glitch per se... it's more that they aren't really avoidable due to the nature of blockstun and block switching. When you're in blockstun, you're stuck in the blocking pose appropriate to your block type (high, low, air), and not really allowed to do anything else, with specific exceptions like Dead Angle/Counter Assault, Burst, etc. The most important exception, however, is switching your block type, so that you don't get stupid unblockables just from following up a high move with a lot of blockstun with a low, or vice-versa. However, as mentioned, your pose is stuck the same due to the blockstun. So, if you're hit by an attack while you're guarding high, and then you press down-back, you'll still look like you're standing and blocking and still have the corresponding hitbox, even though now you'll get hit by overheads and successfully block lows. As soon as you block another attack, your character's pose will switch accordingly and your blockstun will reset. You could theoretically allow a character's pose to change during blockstun between standing and crouching block, but that would look really stupid in certain situations, plus it would give the attacker more visual cues as to how the defender is blocking at any given moment which would pretty radically alter the dynamics of the mixup game, I think.
  12. Brother Mojo

    [CT] Iron Tager General Discussion

    Well, the stylish reversal 720s are when you IB in the middle of a blockstring and then 720 through the next move. However, it's not guaranteed. That only works if the other player does what you expect them to. If they spot/predict the instant block and jump-cancel or throw out a DP, your 720 will get stuffed. If they don't... you've gained access to about a million places you can throw in a 720 out of nowhere and make your opponent eat dirt. It's about risk/reward, and how well you think you can read your opponent. However, I'd definitely recommend starting with the common ones which give you plenty of elbow room, like ice-cars or DPs. Watch out for people with 50% heat, though.
  13. Brother Mojo

    [CT] Iron Tager Complete Guide

    What does that "attack" column even mean? It says "high," "low," and "mid," but seems to have no correlation to how the attack must be blocked, what properties (head/body/foot) it has, how hard it hits, or anything. What is it even for?
  14. Brother Mojo

    [CT] Iron Tager vs. Iron Tager

    It's not possible on reaction to the superflash, anyway. Tager's superflash for the 720 occurs on the first active frame rather than before, so there's no time to react with a super of your own or a DP. If there was, it'd really be pretty weak.
  15. Brother Mojo

    [CT] Iron Tager vs. Bang

    Ok, then, time to figure out why my hands aren't doing what I thought they were doing, again. Guess that's all I really needed to know.
  16. Brother Mojo

    [CT] Iron Tager vs. Bang

    I was neutral teching and holding up, and I would get thrown before I could jump. Either that or I'm just doing something completely wrong?
  17. Brother Mojo

    [CT] Iron Tager vs. Bang

    I skimmed this thread but I didn't see anything helpful, so if this has been addressed before, sorry. How does Tager deal with Bang's okizeme? I was playing against a really solid Bang player who could dash in and 623C on reaction to a neutral tech, and due to the slow startup of invincibility on 360A, that meant that I couldn't neutral tech unless I had 50% meter to blow on a 720C or 236236B. Then a down tech or side tech would mean I just ate whatever normal he decided to throw at me. Getting knocked down once felt a lot like getting clap looped. Anybody have any suggestions? Something I'm not seeing?
  18. Brother Mojo

    [CT] Iron Tager General Discussion

    Another pretty good guessing game when they're on the ground is to RC right before you would do the vertical slam and instead 2B to switch out the overhead for a low. Follow up into -> 2C -> Collider and then whatever other fun stuff you can do after Collider according to character/magnetism.
  19. Brother Mojo

    BlazBlue Setting Material Collection Information

    Oh man, I just realized... it's been mentioned that they revoiced a lot of the characters. The character art seems to be making everyone look more pissed off... which is okay, but I hope they don't do the same with the voices. I hated what they did to Potemkin's voice in Accent Core... he used to have this feel like he was a... "fighting connoisseur"... very calm and collected. In Accent Core, he's screaming all the damn time.
  20. Brother Mojo

    BlazBlue Setting Material Collection Information

    I know we've known that, I'm just trying to think of any significance it might have. Probably none though, it's just the 12th Greek letter.
  21. Brother Mojo

    BlazBlue Setting Material Collection Information

    So hey guys, I just realized... unit 13 is Nu, and unit 11 is Lambda... if Noel is unit 12, does that make her Mu? e.g. μ-12- Not really relevant, but sort of amusing to think about, somehow. Noel Verμillion?
  22. Brother Mojo

    [CT] Does using Litchi earn you respek?

    Tager is "casual top tier." Against casual players, it's pretty easy to grab the momentum as soon as they make a single mistake and then ride that wave until they're dead two or three combos later. From my experience playing against Litchi, she's actually sort of the same way, with her combos that last an hour and a half and her corner trap okizeme craziness... but it requires a lot more practice to get to that level than it does to learn how to do a couple of Tager's BnBs and how to neutral wake-up 720 when people are being overly aggressive.
  23. Brother Mojo

    [CT] ν-13 vs Tager

    I don't know about you, but I've always got my fingers floating over B+C when I'm sitting in that DD, and I mash back whether I have barrier or not just to get tons of heat for all those IBs. Switching from holding A+B to a tap on B+C can be a little tricky, but taking no chip damage and earning about as much heat as Nu spent throwing the super at me is pretty awesome if I can block/tech her mixup options as well... From v-13's perspective, that super seems kind of risky. The mixup when they're in blockstun is nice, but if you don't land it, you're basically handing them a ton of heat for free. Why not save the 50 heat for some of Nu's terrifying rapid cancel combos instead of an unreliable okizeme?
  24. Brother Mojo

    [CT] ν-13 vs Tager

    Oh hey, I didn't know that. Does that require an IB on the second hit of 5DD or is it possible even from a normal block? If they try to combo it, then yes, they're a moron, and if you fail to throw escape, that's even worse. However, if you block the 2D and try to punish, you have to be careful. If you punish with something on the ground you could eat a counter 720C, and then there won't be any !!s to save you. If he does the followup, he has 9 frames of invincibility, all before the second super freeze. Then he has 25 additional frames of execution where he's vulnerable to absolutely everything. Most of the time, the followup is a terrible idea on block. If he rapid cancels, that puts him into neutral state, and thus he's no more vulnerable than if he were trying to defend himself normally, unless he immediately tries to get a !! 360 or hit you with a low attack when you're trying to block that last high hit or whatever. If he doesn't have the meter for either of those, he's just boned. Do basically whatever you want.
  25. Brother Mojo

    [CT] ν-13 vs Tager

    I play Tager, and I've got a pretty good idea of what works for Nu against Tager because of that. (So many Nus online. -_-) A lot of this has been mentioned before, but anyway: At the beginning of the match, you probably want to get away from him with a backdash or instant air backdash. Nu's backdash is good and quick and I can't think anything of Tager's that can reach you before you recover. Once you've built up some distance, poke with lone 5Ds or 5DD. If he blocks, go ahead and add some followups like 236D to chip away at him and push him further away from you. For that reason, you'd probably like to avoid 236D~C, since that actually pushes him closer to you. Anyway, if he sledges, backdash and throw out 5DD again. If he did an A sledge, he might be able to recover and block or even B sledge, so watch out for that and respond appropriately. If you hit, finish up with the rest of that 5DD 4DD 236D BnB. If he jumps in, catch him with 6DD or 2DD if you can, or backdash if you can't. Keep him off of you by either backing away or using your swords to push him away. If he ever pins you in the corner, use Act Pulser to get past him. Be careful with Act Pulser though... DO NOT Act Pulser into his throw range. Against a lot of characters, Act Pulser into melee range can be a great mixup option. Against Tager, it's basically just a way to eat a free 360A. Make sure your Pulser will get you well past him or you're looking for some serious pain. That's basically it, really. It's slow and painful for everyone involved, but it should get the job done as long as you've got the reactions for it.
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