waraboushi Posted August 11, 2009 Posted August 11, 2009 Hello all! After messing around in training for a while, and not landing Sledge's additional attack after a Collider, I did this (a tad more damaging:yaaay:) variation of Loveless combo vid. 50% Heat and Spark Bolt available *For Arakune, Bang, Hakumen, Rachel, Tager, Taokaka? -6A, 2C xx Collider, Sledge(B), Rapid Cancel, 5C xx Collider, Shot, 2C xx Collider [6466 dmg] It's easier to do than additional attack, RC, 6C Doesn't seem to hit from Spark Bolt and on after a CH Sledge Hope it helps
CrazyI-nomitsu Posted August 11, 2009 Posted August 11, 2009 I need to test that combo on all characters.
waraboushi Posted August 12, 2009 Posted August 12, 2009 Sorry man, I wrote things down without checking... I tested with everyone, but I couldn't hit some characters (Rachel, Taokaka, Arakune, Hakumen, Carl) with additional attack after b sledge, from collider, so, I tried this combo. The characters listed above, are the ones Spark bolt hits them after the second collider. The rest of the cast can recover (Still not sure about taokaka, though) But please, do test, maybe I'm not doing fast enough Thanks!
kensk Posted August 12, 2009 Posted August 12, 2009 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).
Isorropia Posted August 12, 2009 Posted August 12, 2009 The timing is tight though, like the walk forward 2B on jin and hakumen after 360B. I'm lazy so I usually just go for the Bsledge Asledge(whiff) > 720 or AC.
Fu11m3t41 Posted August 12, 2009 Posted August 12, 2009 Hey guys, I have been seeing alot of Tagers online doing pressure strings involving BSledge and 5D, and a whole bunch of J.Bs and 5As. Can someone elaborate on this? I seem to have hit my wall and I need something else to my game to try and overcome it.
individuals Posted August 12, 2009 Posted August 12, 2009 well a lot of people VS tager in the heat of battle dont realize a 6A can be followed by a 5D. and even then some people dont know a 5D can be followed by a sledge. so a simple string something like uh... [5A] x N>5B>5C>6A>5D> then Asledge. some normals can be taken out when opponent is further than usual, because if you are gonna take out a move to adjust space you dont want it to be 5D. if you hit with 5D at max range follow with a Bsledge. maybe even sometimes use a Bsledge at close range to throw opponent off with the delay. once opponents learn to 5A/2A after an Asledge in a string, use the followup every once in a while (more risky, but if you train opponent to counter after sledge, you probablly get a free hit, and once they fear that you can just reset your string without doing followup) as for j.Bs i guess its just good cuz it has good range under tager, and not as slow as j.2C(with the exception of being close to landing of course.) then again, maybe my tager is outdated.
Mike Z Posted August 12, 2009 Posted August 12, 2009 It's worth noting that 6A->5D leaves around a 10-frame hole, so anybody not scared (or mashing) is going to wreck your 5D.
Fu11m3t41 Posted August 12, 2009 Posted August 12, 2009 Thanks guys. Also, What is the Frame data on a blocked 5D? It seems when I block one the game almost takes the stick out of my hands for a minute. That has to be some serious block stun.
ConHuevosGuey Posted August 12, 2009 Posted August 12, 2009 What other good things can you do out of a ? I can't find anything that a good player won't "jab" me out of. If I do there is still frames I can be jabbed out of it. doesn't always reach =/.
Fu11m3t41 Posted August 12, 2009 Posted August 12, 2009 What other good things can you do out of a ? I can't find anything that a good player won't "jab" me out of. If I do there is still frames I can be jabbed out of it. doesn't always reach =/. 6A > 2B > 2C > ACTOMIC CORRIDAH!
ConHuevosGuey Posted August 12, 2009 Posted August 12, 2009 Well ya, I forgot to mention, assuming they aren't close. I guess you're just screwed if that's the case.
bjholmes2 Posted August 12, 2009 Author Posted August 12, 2009 Thanks guys. Also, What is the Frame data on a blocked 5D? It seems when I block one the game almost takes the stick out of my hands for a minute. That has to be some serious block stun. Its a Level 4 move, so it has 18 frames of stun against a blocking, standing opponent. Also, it has a 10 frame disadvantage on block. I've uploaded a pressure section in the Tips and Tricks. Its not that great, but it should help. I play against CPUs, so I'm the last person to come to for advice on pressure . Anyways, all feedback will be greatly appreciated, and the section will promptly be corrected!
Mike Z Posted August 13, 2009 Posted August 13, 2009 I have to mention, the frame data makes little sense when figuring out blockstun. 5D, according to frame data: (23f startup) 4f active, 38f recovery, -10 on block. Assuming it connects on the first active frame, that means the rest of the move lasts 3f(rest of active) + 38f(recovery) = 41f. If it is -10 on block, then that means it inflicts 31f of blockstun, which is definitely more than 18f. Even if you take out the rest of the active time, 38 recovery/18f blockstun/-10 on block makes no sense, since 18+10=28, not 38. In addition, 5D xx BSledge(35f startup) seems like it gives a gap that's closer to 4f (35 startup - 31 blockstun) than 17f (35 startup - 18 blockstun). I think it even block-combos vs crouching.
bjholmes2 Posted August 13, 2009 Author Posted August 13, 2009 Oh yeah, Gwyrgyn, here's the video with the (?) combo: http://www.youtube.com/watch?v=d-bjrW-UNrA (0:24) I thought that it combo'd; that's what I get for not using the HD function on YouTube .
Scarpia Posted August 13, 2009 Posted August 13, 2009 Hey guys, quick question. I keep missing my follow-ups after spark and wall-bounce. For instance, I'll be trying to hit them with a 2C and they'll be flying over my head. Or I'll be waiting for the nice 5C>6A>2C>collider and they'll land short of me, or worse yet, I'll be waiting for the 2B >2C but they fall just a bit short and tek out of it, punishing my big wait after a whiffed 2C. Any rules of thumb about where the spark hits and subsequently, what follow ups are available? This might be a similar question to when after a 5D charged punch can I expect them to bounce off the wall or not.
HZMN Posted August 13, 2009 Posted August 13, 2009 How the wall bounce happens is dependent on the distance from Tager, your opponent, and the wall, If your just throwing Spark bolt by itself without any kind of lead in. (like Throw >AC> Spark). If everything is scrunched together, then expect your opponent to fly past you. If you and your opponent are full screen away or if the wall is a full screen away but your opponent is point blank, expect them to fall short. Anything in between is optimal. Best follow up is the 5C > 6A > AC which allows a combo reset if you hold it. If you release correctly, then they drop right in front of you and buffer a 720 into the recovering Collider. Its burstable however, but if they have already bursted or they don't think they need to, its usually a game winner against the lower health characters and cripples the average health characters. 5D doesn't cause a wall bounce as Spark Bolt, just sends them flying to the other side of the screen.
Scarpia Posted August 13, 2009 Posted August 13, 2009 Thanks for the notes, specially about the best followup. Are you saying that I shouldnt expect 5c > 6A > AC to catch them but hover them into the ground close to me? And another question: separating tager boys from men is definitely the ability to drop 720s after AC or backdash recovery. Im just not quick enough. Should I be starting the 720 from the 4 position on backdash, and the 3 position on AC?. Same with j.2b; should the 720 start at 2? Is anyone out there successfully consistently buffering 720s on backdash or AC recovery without an arcade stick?
Osuna Posted August 14, 2009 Posted August 14, 2009 Thanks for the notes, specially about the best followup. Are you saying that I shouldnt expect 5c > 6A > AC to catch them but hover them into the ground close to me? And another question: separating tager boys from men is definitely the ability to drop 720s after AC or backdash recovery. Im just not quick enough. Should I be starting the 720 from the 4 position on backdash, and the 3 position on AC?. Same with j.2b; should the 720 start at 2? Is anyone out there successfully consistently buffering 720s on backdash or AC recovery without an arcade stick?I sorta kinda can. The backdash I can only do on one side because of how I place my thumb and which direction I rotate, I do it too slow on the other side. Starting at 4 on the backdash is a good idea because of how shot it is. The collider was weird because I kept doing the input too fast. J.2b? you mean J.2C? it doesn't matter where you start on that one because you have so much time to do the input. 5C>6A>2C>collider is definitely the way to go off a stand alone shot, but if you've comboed into it enough the 6A is techable, if you combo into it a lot you'll have to do 5C collider. If you've used a lot of moves like collider already in the combo then anything other than 2C collider will be techable. I never really thought about what situations allow for what since I just figured it out through trial and error and then just do the correct combos. I don't know how to explain.
Jorrell Posted August 14, 2009 Posted August 14, 2009 Just came back from fighting Score attack Tager, And he does some pretty amazing shit. For one, he 360s me out of 2D. I don't know wheter or not its 360 A or B but this bastard does it 100% of the time. And his anti air is fucking AMAZING. Second his Atomic collider works like potemkins and stuffs any and ALL air attacks I bring to him, AND it stops me from jumping back. So if he is pressuring me and I try to retreat by jumping back I get hot collider in the face. At the start of the round I went for the 360, He somehow got to throw in two smacks and continued with his own 360. (WTF) STANDING 720s. STANDING. HOOOOLY SH-.
individuals Posted August 14, 2009 Posted August 14, 2009 Just came back from fighting Score attack Tager, And he does some pretty amazing shit. For one, he 360s me out of 2D. I don't know wheter or not its 360 A or B but this bastard does it 100% of the time. And his anti air is fucking AMAZING. Second his Atomic collider works like potemkins and stuffs any and ALL air attacks I bring to him, AND it stops me from jumping back. So if he is pressuring me and I try to retreat by jumping back I get hot collider in the face. At the start of the round I went for the 360, He somehow got to throw in two smacks and continued with his own 360. (WTF) STANDING 720s. STANDING. HOOOOLY SH-. just wait until you fight a decent human tager.
HZMN Posted August 14, 2009 Posted August 14, 2009 Thanks for the notes, specially about the best followup. Are you saying that I shouldnt expect 5c > 6A > AC to catch them but hover them into the ground close to me? Its all in the Hold and release. Takes a bit of timing to do it and some of your opponents movements can throw it off, hence why its a gimmick. But 2 things can happen out of the AC reset based on how and when you let go of AC: Option A) you can hold it and release to actually catch with the collider and continue into a 6c>5D which, if they air tech, can actually cause them to loop back into the collider allowing you to do another 6C>5D. This can keep going as long as the air tech and if you can hold and release AC for the correct amount of time. Another option to the AC of the Air tech is actually causing them to plop right in front of you into 360 or 720 throw range. Option B) You release AC as close to the hand as possible without actually catching them (takes practice). If you did it right they should start falling to the ground in front of you as AC is in recovery, start buffering 720 as soon as AC stops. If you did it right, then the 720 will super flash(obviously) and the time when your opponent hits the ground is the same as your invincibility frame, which means they can do nothing about it. HOWEVER, they can hit you as they are coming down after you release AC. Learning to control AC is one of the key things to Tager. It blows nuts as an anti air but its still one of his most feared moves cause it can wreck people if you know how to control it. @Jorrel A human Tager that knows what he is doing is scary. All it takes is 1 or 2 mistakes from your opponent and the match is yours. The lower health characters only really get 1 mistake and they are done, especially if you get off any of those reset combos into a 720. Flat out kills Ragna, no questions asked.
Mike Z Posted August 14, 2009 Posted August 14, 2009 Should I be starting the 720 from the 4 position [...]My advice: Find out which way you can do the motion the quickest, and always do it that way. For example, I can do RightDownLeftUpRDLU the fastest, so even if my backdash is L,L I go back to R to do the 720. The other key thing is to make sure you switch and start the 720 as soon as you hit the last 4 (for a backdash) or press the button (Collider/CrossYourHeart).
Scarpia Posted August 14, 2009 Posted August 14, 2009 Woot. Thanks for the tips taga-mastahs. I had a practice session this morning and added 720s after AC and ive got about 20% success on 720s after backdash. With the AC, I'm definitely starting at the 3 position and i sort of skip the final 8 to go: 3214789-32147_9 and I'm getting it. I dont know if the last 9 is really hitting as 9 or 6 but it's working. Another question: Option A) you can hold it and release to actually catch with the collider and continue into a 6c>5D which, if they air tech, can actually cause them to loop back into the collider allowing you to do another 6C>5D. Ya gotta time the 6c right? If I let it rip too close to the collider it seems like the opponent is popping up on top of it and it misses. But otherwise, I feel like my hakumen playing brother keeps rolling out of my 6c >5D after a grab or AC.
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