You do it when your opponent is a full screen away (how safe this is is character specific of course), after a knockdown, and after your drives/6C are blocked to force them to jump.
Wha... there's no reason to do 3 236Cs or more in a combo, and I don't think you can even do that by accident. After 3 236Cs you will be dealing crappy damage and a lot of your stuff will start to get techable.
This combo is completely worthless for anything other than forcing time outs and bursts. IIRC it doesn't even do over 3k, which is below average for a 236C combo.
Now that you you mention that, I'm seriously starting to think that tager might have been either lord tenjo or his son before being turned into a cyborg.
Dude wtf
I thought this was the case since I first played the arcade version, but now I'm sure: the HP ratio system was removed, and now the health bar shows you exactly how much HP% you have left.
Found this while screwing around:
FC 623B>5D>j.4C>j.623B>5B>Daifunka
5201 Damage. (5751 if you do ashura, 5891 if you do 5A>5B>Ashura)
This is the most powerful DP punisher I've found so far without FRKZ.
Tested to work on ragna,jin and noel.
EDIT: It works on Carl and Tsubaki too, so I guess this combo works on everyone.
-Bang's j623B is missing it's note. It's "wall bounce on hit/ takes 1 guard primer on block/ fatal counter starter/ repeat move penalty 60%"
-Data for Bang's 623B "repeat move penalty" is wrong, it's 30%, not 60%
-The invincibility data for lambda's 63246D is a little ambiguous. I suggest it to be changed to "invincible from 1F through 3F after super flash"
And kurushii, if the opponent gets hit out of daifunka after the first attack hits, Bang will continue with the animation and you'll be able to block his attacks, except the last one.
Bang recovers from the hit stop faster than the opponent, so I think he can cancel the 5B into 2B while they are still frozen in hit stop, leaving no gap.
I will test this throughly when my copy of the game arrives.
I mean it in terms of frame advantage, since charge canceled 5B gives less frame advantage than raw 5B. I'll edit my post.
I'm aware about how useful max range 5B > charge can be in some match ups.