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Posted

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 :v:!

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Posted

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.

Posted

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.

Posted

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?

Posted

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:?

Posted

Because depending on how/when they tech they can hit you. :^)

Yeah, but often does that happen? I'm only level 20.

Posted

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.

Posted

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:!

Posted

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?

Posted

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.

Posted

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.

Posted

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.

Posted

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.

Posted

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.
Posted

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?

Posted

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.

Posted

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)

Posted

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.

Posted

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. :^)

Posted

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

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