bjholmes2 Posted July 31, 2009 Posted July 31, 2009 It's important to know what moves you can punish on block and which ones you can't. For that, I'd recommend just grinding in Training mode until you have it all committed to memory. Welcome to DustLoop, BTW! Just, for future reference, please use the Iron Tager Q&A thread for questions !
Mike Z Posted July 31, 2009 Posted July 31, 2009 Another thing to remember is that whiffs are always worse for your opponent than attacks that connect, even blocked ones. You can't chain, cancel, or Rapid Cancel an attack that whiffs. Thus, if you can IB->backdash, or simply backdash, and get an attack to whiff, you are much better off. As well, learning common things you can Sledge (such as Jin 5C->5D) will get you places fast.
Dew. Posted August 1, 2009 Posted August 1, 2009 This seems like as good a thread as any to ask in, but how big of an effect does latency have on your ability to block high/low in rapid succession? Even when gameplay seems smooth in an online match, I seem to have a lot of trouble against, say, Noel's little gun twirly overhead followed by a sweep. I know the sweep is coming after the overhead so I switch to blocking low, and I can visibly SEE Tager blocking low, but it seems like I usually still get hit anyway.
McQuinn Posted August 1, 2009 Posted August 1, 2009 I've been working on the 6A, 2C, AC, 6C, SPARK, 2C, AC combo. I find that if you pause after the second 2C you can AC there ass after they tech to continue with a 6C, 5D. Is there any loop holes or reasons why I shouldn't attempt to delay my collider?
Mike Z Posted August 1, 2009 Posted August 1, 2009 Because depending on how/when they tech they can hit you. :^)
Neo0MJ Posted August 2, 2009 Posted August 2, 2009 I've been wanting to second a character for some time now that can help me against Tagers worst matches, Arakune and V-13. I plan on either Bang, Hakumen, Rachel or Tao. Any help:psyduck:?
McQuinn Posted August 2, 2009 Posted August 2, 2009 Because depending on how/when they tech they can hit you. :^) Yeah, but often does that happen? I'm only level 20.
Fu11m3t41 Posted August 2, 2009 Author Posted August 2, 2009 Yeah, but often does that happen? I'm only level 20. Against GOOD people, as often as they can do it. Level doesn't mean anything.
Neo0MJ Posted August 2, 2009 Posted August 2, 2009 Against GOOD people, as often as they can do it. Level doesn't mean anything. Yep. Even a newb like me beats lv.40 people, unless they let me:vbang:!
Hitage Posted August 3, 2009 Posted August 3, 2009 ok this is gonna sound silly but I'm having trouble back dashing in between my opponents attack. I used to be able to do it no problem on a pad. but then again on a pad i wasnt doing many 720's lol. Does anyone have any tips for backdashing between opponents attacks and combos on a stick?
Gemakai Posted August 3, 2009 Posted August 3, 2009 Hey guys. I'm wondering if it's possible to use one's spark bolt into a Tager buster and on that note, what are some combos into Tager Buster if there are any.
Neo0MJ Posted August 3, 2009 Posted August 3, 2009 Hey guys. I'm wondering if it's possible to use one's spark bolt into a Tager buster and on that note, what are some combos into Tager Buster if there are any. While you can combo Tager Buster into a move, it will give the opponent a huge window to tech it, making it useless.
quixotegut Posted August 3, 2009 Posted August 3, 2009 While you can combo Tager Buster into a move, it will give the opponent a huge window to tech it, making it useless. Check the "360 & 720 buffer" thread, in the last page or two MikeZ confirms that you can SB, hop forward, and when they rebound off the wall and most likely recover landing nicely into your 720. I don't think it'll work unless they recover... but I could be wrong.
Mike Z Posted August 3, 2009 Posted August 3, 2009 Osuna - yes, you can't be thrown out of quick rise until frame 19, but you'd only have 5F to get the input right since you can't do anything until frame 14.
Osuna Posted August 4, 2009 Posted August 4, 2009 Osuna - yes, you can't be thrown out of quick rise until frame 19, but you'd only have 5F to get the input right since you can't do anything until frame 14.Wow, interesting. Sounds like it'd be a lot easier for uppercut characters.
Suichi Posted August 4, 2009 Posted August 4, 2009 I guess this is more of a general question but what are the advantages of quick rise versus neutral tech, and does it have any useful applications for Tager?
Osuna Posted August 4, 2009 Posted August 4, 2009 I guess this is more of a general question but what are the advantages of quick rise versus neutral tech, and does it have any useful applications for Tager? Quick rise gets you up much faster and is throw invincible, but neutral tech is strike invincible. I'd be interested to hear more about their applications too. Particularly for quick rise.
kensk Posted August 4, 2009 Posted August 4, 2009 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)
Isorropia Posted August 4, 2009 Posted August 4, 2009 Quick rise is strike invincible too, as in, while you're doing the flip up animation. I find you can usually catch a lot of people off guard by doing a delayed quick rise, some people tend to throw out big meaty attacks expecting you to roll sideways.
Mike Z Posted August 4, 2009 Posted August 4, 2009 Quick rise is strike invincible too, as in, while you're doing the flip up animation.That's neutral tech. Quick-rise is Down+button, and it performs the same getup animation you go through if you don't tech at all. It's cancellable into superjump/specials/normals/barrier/supers from frame 14 on, and it's throw-invin until frame 19. As for applications, well, there's one at the end of my Useful Tactics vid, but basically: If they thought you were going to neutral tech and are waiting around for you to do it so they can put out a meaty move at the end of your bounce, you can quick-rise into a special and surprise them. With Tager it's especially useful since you can do 2+button,147896+A and get what looks like a straight-off-the-floor 360A...where even if they saw you start to get up and did an attack, most likely you'll invincible through it and grab them anyway. :^)
kensk Posted August 10, 2009 Posted August 10, 2009 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
Isorropia Posted August 10, 2009 Posted August 10, 2009 Tager's blockstrings are great. Until they learn how to instant block. Then you've got nothing. v_v
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