CrazyI-nomitsu Posted June 9, 2011 Posted June 9, 2011 Its hard when you didn't even read the FAQ on the first page. I...violent thoughts. Relax dude. It's one thing. I know everything else. Give me a break.
A.X.I.S. Posted June 9, 2011 Author Posted June 9, 2011 I am never relaxed, I am either batshit nuts or hype off batshit. Its either one or the other.
Manta Posted June 9, 2011 Posted June 9, 2011 (edited) Manta is right, you're hitting a grey area of untech time from Collider. Since Collider works by pulling them out of the air and effectively holding them from the ground longer than normal, it means you need more untech time for the Collider whiff to work. You can create a similar effect using 4D whiffs after Collider. Any combo where they would normally tech just before hitting the ground, you can 4D whiff and it pulls them to the ground faster meaning you need LESS untech time to ground them. Even though a lot of Tager's CS1 combos cause them to tech after the last Collider, you can 4D Whiff>GF to make it work. Its make his optimal 2C Fatal combo work again and it lets you squeeze out extra hits in a lot of combos now. Not to mention its a lot safer to whiff a 4D than a Collider. Didn't realise 4D would do that, You'd expect it to only pull laterally. That explains why that combovid uses 4D at the end of some combos. Does 5D pull downwards in the same way? EDIT: Trying to see if there's any other variants on the 6B fatal combo. I'm seeing 6B>5D>236A, 2A>5C>6A>3C, 5B>5C>(6A)>AC, 4D, 22D Damage is probably crap, but the heat gain looks good. There's also a reset point after the first 6A in that combo (Go for 6B, Late 3C or Late grab). Edited June 9, 2011 by Manta
CrazyI-nomitsu Posted June 11, 2011 Posted June 11, 2011 Any good Rc combos? I have been doing stuff off of 22D, Rc, 5C, and etc. But the dmg hasn't been good and I'm not sure if they are mag when I do that combo.
A.X.I.S. Posted June 11, 2011 Author Posted June 11, 2011 22D Has horrible proration don't RC unless its for a reset or gimmicks. 2D>RC 6A>2C>colliderx2 combo gives you about 4k. starter>sledge>followup>RC>5C/6C (stuff)>collider gives you decent damage depending on the starter. Pretty much this is the rule for me: If I already did 1 collider and they are not magnetized and I can kill them with RC collider then do it, if not go for positioning or a reset. Due to Tager's bad combo rate, RCing after a second collider is terrible but doing it before the first or second collider is ok as long as you get to do a ender afterwards.
CrazyI-nomitsu Posted June 11, 2011 Posted June 11, 2011 Thanks math problem. Edit: 360A/B, 5B, 4D use that to stay in their grill.
Osuna Posted June 11, 2011 Posted June 11, 2011 Thanks math problem. Edit: 360A/B, 5B, 4D use that to stay in their grill. What? But what? That's the option that puts them the furthest away right? Well I guess 2B collider on 360A might be a little farther, but if you need to stay "in their grill" wouldn't you just Gadget finger?
CrazyI-nomitsu Posted June 11, 2011 Posted June 11, 2011 What? But what? That's the option that puts them the furthest away right? Well I guess 2B collider on 360A might be a little farther, but if you need to stay "in their grill" wouldn't you just Gadget finger? True. But I like to do sledge> follow up. And for some odd reason, if I try 4D after that combo it doesn't pull them.
TagerTime Posted June 11, 2011 Posted June 11, 2011 Any good Rc combos? Non Mag Rapid Combos: 5C > 6A > 2C > AC > RC > sj > j.2C > 2B > 2C > AC > B/E-Gadget 3800 5C > 6A > 2C > AC > RC > sj > j.2C > 2B > 2C > AC > 6C > Spark > MTW 4487 > GF 4587 2D > RC > 5C > 6A > 2C > AC > j.D > j.2C > 2B > 2C > AC > B/E-Gadget 4200 2D > RC > 5C > 6A > 2C > AC > j.D > j.2C > 2B > 2C > AC > 6C > Spark > MTW 4882 > GF 4982 Rapid j.D reset combo: 5C > 6A > 2C > AC > Asledge > Hammer > RC > 6C > j.B > j.D 3562 > AC Reset if they tech if they dont tech j.D > ACx2 > MTW > GF
Darlos9D Posted June 11, 2011 Posted June 11, 2011 We're actually talking about RC combos for Tager? Crazy. Sad this is what we have to do for 4k.
Osuna Posted June 11, 2011 Posted June 11, 2011 True. But I like to do sledge> follow up. And for some odd reason, if I try 4D after that combo it doesn't pull them.Don't do sledge follow up. It doesn't do that much damage and doesn't get mag and doesn't seem to offer any other advantages.
CrazyI-nomitsu Posted June 11, 2011 Posted June 11, 2011 Don't do sledge follow up. It doesn't do that much damage and doesn't get mag and doesn't seem to offer any other advantages. That sucks.
A.X.I.S. Posted June 11, 2011 Author Posted June 11, 2011 Don't do sledge follow up. It doesn't do that much damage and doesn't get mag and doesn't seem to offer any other advantages. I do it if I have meter! They never block the overheads.
CrazyI-nomitsu Posted June 12, 2011 Posted June 12, 2011 I do it if I have meter! They never block the overheads. That's what I was thinking.
Osuna Posted June 12, 2011 Posted June 12, 2011 I do it if I have meter! They never block the overheads. You do 360B Asledge into follow up?
TagerTime Posted June 12, 2011 Posted June 12, 2011 (edited) You do 360B Asledge into follow up? for chars that you cant do 360 otg collider if you have no mag no spark 360B>Asledge>Hammer>RC>>MTW>Gadget>5241 360B>Asledge>Hammer>RC>Airthrow>j.2C>Gadget 6160 if you have no mag and spark is almost full so cant do 360B>5B/2B>spark>mtw gives some extra time for spark to get full 360B>Asledge>Hammer>RC>5C>AC>Spark>MTW>Gadget>5631 J.D reset: 360B>Asledge>Hammer>RC>j.C>j.D>AC Edited June 12, 2011 by TagerTime
Darlos9D Posted June 12, 2011 Posted June 12, 2011 I need to try that airthrow after sledge followup. I bet people won't see that coming. Also yeah, I second the notion that sledge followup is probably okay as long as you can RC it.
A.X.I.S. Posted June 12, 2011 Author Posted June 12, 2011 You do 360B Asledge into follow up? If it kills them yes! I don't see a reason not to if its for the kill. Well unless its Jin, for some reason 360B>sledge doesn't work on Jin anymore, I blame it on his sissy hitbox.
CrazyI-nomitsu Posted June 12, 2011 Posted June 12, 2011 Tagers rarely use airthrow it could be an okay surprise factor.
Astaroth136 Posted June 12, 2011 Posted June 12, 2011 If it kills them yes! I don't see a reason not to if its for the kill. Well unless its Jin, for some reason 360B>sledge doesn't work on Jin anymore, I blame it on his sissy hitbox. I JUST HAD THIS HAPPEN TODAY! I blamed netplay though...
Osuna Posted June 12, 2011 Posted June 12, 2011 If it kills them yes! I don't see a reason not to if its for the kill. Well unless its Jin, for some reason 360B>sledge doesn't work on Jin anymore, I blame it on his sissy hitbox.Well, yeah 'if it kills them' isnt quite the same as 'if I have meter' though. I'll do all kinds of weird shit to kill someone.
Manta Posted June 14, 2011 Posted June 14, 2011 Well unless its Jin, for some reason 360B>sledge doesn't work on Jin anymore, I blame it on his sissy hitbox. Somehow 360B, 2B > 22D does work. Eh. And I also hammer all of the time (In netplay), hilarious as anything.
Manta Posted June 21, 2011 Posted June 21, 2011 (edited) Double post, but here's a nice 4D CH combo for you: 4D CH 6B > 2C > AC x2 6B > 2C > AC, 4D > 22D Gotta like the 4D pulldown. First 6B 2C can be replaced with 5C > 6A which is easier but sliiightly less damage/ Edited June 22, 2011 by Manta
Brice Posted June 21, 2011 Posted June 21, 2011 Double post, but here's a nice 4D CH combo for you: 4D CH 6B > 2C > AC x2 6B > 2C 4D > 22D i believe you're missing an AC between the 2C and the 4D, right? 2C > 4D doesn't work anymore.
Manta Posted June 22, 2011 Posted June 22, 2011 i believe you're missing an AC between the 2C and the 4D, right? 2C > 4D doesn't work anymore. You're quite right, was typing that inbetween rounds on netplay. Editing original post.
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