OrionXElite Posted November 30, 2010 Posted November 30, 2010 Theres an interesting trap I used on Dacidbro the other day so I might as well put it up here. Punishes a Neutral air tech with a Gadget finger. Assume you're in the corner, you backdash an attack and 360B them to punish. 360B>5B>Spark>GF. If they try to mash tech, they'll tech the instant before Gadget would catch them out of the air. If they neutral tech, its a 720 trap. Gotta be quick though. Useful against people who autopilot neutral tech against Tager cause they think its safe and its unconventional so its a bit harder to read :3
Heroic_Legacy Posted November 30, 2010 Posted November 30, 2010 I wish I could find people that mash ANY type of tech without going online. Everyone in my scene knows Tager bullshit so they stop teching/tech the right way all the time. I've made Tech-Tech traps where I fake them out and punish their tech with something else. Unfortunately I never get to use them anywhere else.
OrionXElite Posted November 30, 2010 Posted November 30, 2010 Hey if they don't ever tech, you can always reset the combo or blue beat the hell out of it for insane meter gain. I played our local Tao once and he literally wouldn't tech. After like stacking 5 individual 5Ds on him blocking, once I hit and combo'd, he never teched and 33ish hits later I had 100 meter :3 People who think not teching wins against Tager are total fools
evilben Posted November 30, 2010 Posted November 30, 2010 i believe mike talked about this earlier too, if nothing else you can always 5b 5c 6a jump air throw to make them do something. if they dont tech that its free throw dmg, if they do you can go for the late jD 720 trap
Heroic_Legacy Posted November 30, 2010 Posted November 30, 2010 i believe mike talked about this earlier too, if nothing else you can always 5b 5c 6a jump air throw to make them do something. if they dont tech that its free throw dmg, if they do you can go for the late jD 720 trap I taught them ways around jD 720. So that pink throw gets teched, and they stay safe. Trust me, it isn't a godlike setup when you eat a Gauntlet Hades to the face or a j.4D Fatal from Noel because j.D helps her get over your fat body. Yeah I could simply not j.D but then it's a mixup against me as to whether they will land or doublejump/airborne move away from me.
evilben Posted November 30, 2010 Posted November 30, 2010 lol yea i know its got tons of holes. i guess if all else fails you get 100 heat, put them in a corner then sit there and wait till they get up... or just keep the combo going until time runs out if you are ahead...
Silius Posted November 30, 2010 Posted November 30, 2010 If they're afraid of teching, then just blue beat them to death. There are tons of gimmicky stuff you can use against people that never tech.
A.X.I.S. Posted November 30, 2010 Posted November 30, 2010 Ugh what is this I log on to. Air throw J.D trap isn't godlike but its really good for many reasons. 1. You can vary your timing meaning you can do it super early and CH them or you can wait until your about to hit the ground and do it. (your suppose to do that anyways.) 2. If they don't tech then 2B 5A air grab will make them want to tech and if they don't then continue the cycle. 3. They can punish you but you don't have to do j.D and you can actually land and collider if they double jump or if they IAD you can 2C. Seriously its a good set up, the only characters you should not be able to catch is Tao, Hazama, and Lambda everyone else can punish you but chances are they are more likely to run or eat it. Heroic why are you relying on tech traps? you can always do what I do. Random RC 360B, they never see it coming....ever.
evilben Posted November 30, 2010 Posted November 30, 2010 If they're afraid of teching, then just blue beat them to death. There are tons of gimmicky stuff you can use against people that never tech. ...have you tried this? its not really possible with how quickly tager's damage goes to 1. unless you are planning on getting a 4000 hit combo in 99 seconds some how. there are only 3 ways that i can think of to make someone stand up: make them tech a throw, back off and let them get up, or GF. oh hey, you can always gadget flinger them too... if youre feeling awesome, or go for a GF reset.
Silius Posted November 30, 2010 Posted November 30, 2010 ...have you tried this? its not really possible with how quickly tager's damage goes to 1. unless you are planning on getting a 4000 hit combo in 99 seconds some how. there are only 3 ways that i can think of to make someone stand up: make them tech a throw, back off and let them get up, or GF. oh hey, you can always gadget flinger them too... if youre feeling awesome, or go for a GF reset. That entirely depends on the setup or combo. Sure in certain combos the prorate would seriously start to kick in after a while, but in some cases like with say magnetised 360B - 5B - they don't tech - AC - etc. Some people won't tech for fear of it being a tech trap, when it really isn't, resulting in you dealing 1k+ extra damage because they don't tech. Not the best example, but the least complex one. If you fight a no-techer and you're in a gimmicky mood...
DJ Koopa Posted March 10, 2011 Posted March 10, 2011 I don't know if this has been brought up, but...considering the difficulties with Arakune's hitbox and Gadget...the other day I played a guy and managed to land a few mag'd 360As on him.....and for some reason I GF'd thinking it would connect, which it didn't...as the usual option, seeing as forward and back tech would have gotten caught, he neutral teched while drifitng towards me just a little bit. I then 360B'd during the GF recovery and caught him with it Only tapped the GF so it stayed about 1 or 2 frames. ....And then I proceeded to do this 5 more times afterwards, and they all connected flawlessly with two of them being counter grabs. Anyone got more on this? I know there's something about frame data there...
Isorropia Posted March 10, 2011 Posted March 10, 2011 360A leaves you with about 16 frames before they can move. Then their neutral tech takes 32f. Gadget tap whiff is 7+3+16, 360B is 6f startup. So if you do it with fastest timing you can have an active 360B out 16 frames before they land from a neutral tech, meaning that it's super easy to have it timed meaty on their wakeup. Too bad if that arakune was half decent he could just jump > j.C fatal/j.D CH > take the round.
Nini Heart Posted March 11, 2011 Posted March 11, 2011 Aren't there jump startup frames though? You're throw invincible on frame 1 of your jump. Otherwise meaty 720s would be unblockable to anyone without a DP.
DJ Koopa Posted March 11, 2011 Posted March 11, 2011 It's still more mindgames mixup. Rather redundant, really. GF whiff to 360B or GF whiff to AC, or should he not immediately tech it'd then go right to GF 360B or GF AC
Osuna Posted March 11, 2011 Posted March 11, 2011 Maybe we need a little primer with frame data related to tager mix ups and resets. That way people can find out the little things like Jump start up being throw invincible and properties of techs and such. It seems surprisingly often people don't know the things that define Tager's mix ups and tech traps.
A.X.I.S. Posted March 11, 2011 Posted March 11, 2011 Frame data will only confuse the new comers. Sadly I am not a good writer so if you would like to do that it would be great.
Manta Posted March 11, 2011 Posted March 11, 2011 Isn't it also true that you cannot barrier for the first x frames of a jump, so if you try and jump out of a suspected 360 trap, 2C is essentially unblockable.
Nini Heart Posted March 11, 2011 Posted March 11, 2011 Yeah but 2C is really slow and barrier comes out on the 3rd or 4th frame making it hard to catch any one in reality unless they jump back in reaction to 2C.
FlyingVe Posted March 11, 2011 Posted March 11, 2011 Frame data will only confuse the new comers. It'd be nice if newbies didn't go straight for the gimmick section of the character page...
A.X.I.S. Posted March 11, 2011 Posted March 11, 2011 I am afraid I have to agree with you there. New people learn gimmicks and then when they play someone who can play become lost and confused. If writing was my strong point I'd make a explanation on it. But I leave it to someone like you who could say things easier. and about that CS2 strategy thread, I got something in store for that but not today I must plot and plan.
FlyingVe Posted March 11, 2011 Posted March 11, 2011 Players should learn to play the character solid and then add the spice on top of that foundation. There are way to many Tager players who are all tricks and just fall apart because they have nothing left to fall back on. Being random/gimmicky only works occasionally. One should endeavor to use a strat that is consistently scary.
A.X.I.S. Posted March 11, 2011 Posted March 11, 2011 Well when we have a thread devoted to gimmicks that is gonna happen. I'll think about writing something up later.
FlyingVe Posted March 11, 2011 Posted March 11, 2011 Nah, it's good to have a gimmick thread. Gimmicks are useful, and noobs will be noobs. Experience should hopefully teach them otherwise, but the ranked match format doesn't lend itself well to that.
Nini Heart Posted March 11, 2011 Posted March 11, 2011 Isn't tager play all about gimmicks? That's pretty much what blew me up when I played Axis.
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