How come Team Air Combos aren't used more often?

You’re cool with something that you can’t possibly block no matter what, but you’re not cool with something that you have a 33% chance of completely breaking? That’s not even coherent. You’re making it sound like TACs are a noob, easy-mode strategy that people can’t possibly deal with and just break the game. That’s not the case by a mile. Use it sparingly and it’s a risky option with a good reward, get obvious with it and you’ll be watching your combos get broken left and right, and that’s the case with a number of the strategies and tactics in this game. I don’t get what you’re so mad about.

And people who use it sparingly are ok, but people who abuse it put a bad taste in your mouth? How? If anything you should be thrilled that they do, it’s a free win for you. If they do use it and abuse it, chances are they’re not thinking very hard about which direction to send you and I’m willing to bet it’s always the same one and BETTER yet, they’ll always TAC twice per air raid, tagging in every character available. Punish them for it, it’s not even hard, believe me.

I’m not trying to talk down on you here, just pointing out that mindlessly TACing is a really bad idea and definitely not one you should be getting upset about.

the best uses of it is to proxy into dhc glitch back into your point character or to get lots of bar from TAC combos

A friend of mine play Amaterasu, wesker, akuma.
Once he launchs you, he would do magic series and TAC into his second, and maybe TAC into the third one. When he sees it fit, he would Hyper you in the air, and DHC twice, back to his first character.

His team air-Hypers all leave the opponent in knockdown stun (the unrecoverable spinning one) and this allow him to TAC twice, air Hyper, and DHC twice in the air. Insane damage.

I’m sure that all of you could argue about his execution and value as a player, but he does have the skill to fuck with your mind and mixup his TAC directions and timming… and his resets, and his wesker OTG’s and amaterasu relaunch.

He learned the game, the game allows him to do so, he likes it, and he is very skilled in that.
He is capable of doing combos without TAC, but… ¿why bother? he only do normal combos it if you guess right a couple times.

The thing i don’t like about TAC is that, if you mash directions + S as your “way out”, it seems to work a lot. As if you press direction+s, direction+s really fast, the game allows your second direction+s to work. You shall eat a reset, though, but the mash directions+S seems to work.

In Tekken, if you do a left-grab and the opponent tries a right-escape, he fails, and he can’t left-escape in the next frame. The game only allow one escape input.
But i don’t know about Marvel…

Right now, in FADC, we can see
eastern-washington-university-tournament-4-mvc3-singles
Gimpyfish62, with a team of Cap.America, Hulk, Tony stark

Captain America does a lot of damage outside the corner with shield slash combos, so when his combo starts in the corner, he does TAC into Hulk, Gamma wave + Tony assist, Hyper Gamma Crush.
I’ve seen him doing this twice, changing the timming of his TAC with Captain, and is a great example of TAC combo to the finest.

Most people don’t use 'em due to the fact that it’s safer to use one person to combo than having the opponent correctly guess the input you used for a TAC. My suggestion would be to use them not too often and just before the combo you’re performing is about to finish. (In the air, of course.)

Actually I use them a good amount. Its the best way to get meter and damage from my combos (I start with v.joe then go to deadpool and dhc back into joe) The combo requires some tweaking depending what direction I TAC to (cant otg if you pick down) but theres other things you can do too besides a dhc glitch to joe (dhc into slow, tac back to joe by otging and re aircomboing)

I think if you counter a TAC you should get a bar of meter in their place… or maybe they should lose a bar of meter. I’d like that.

People don’t use TAC more often because of the risk of someone breaking the combo and lets be honest. A lot of people just think they look gay and lack practice to pull off, thusly making them noob tubes of MvC3.

Alll the bitching in the world about peoples opinions isn’t going to change that. Personally I never use them, why? No real reason, just not part of my programming…and their gay.

Using Gimpyfish isn’t really the best example, I just tried to watch a video from that tournament you linked and the guy could barely do anything outside of sit on the opposite side of the screen as his opponent and drop his combos.
Gimpy was a good smash player, he’s just really lacking at Marvel at the moment.

This is basically what I’m getting at here.

I use a couple of TACs to extend my combos and I actually think this ain’t a half bad idea… the idea of having the opponent lose a bar of meter, I mean.

I personally only really use team aerials if i want to change characters. For example, if they snapback one of my chars so I an left with sentinel as point (usually my anchor), I would aerial combo into a differennt character, say, Doom.

There is also the risk of cross-over counters, given that most people (those I have played anyway) always use 6S rather than anything else, which makes it pretty easy.

Then again, I do play keepaway rather than rushdown…

I personally hate air tag combos. I feel like Capcom put them in the game for people who can’t do real combos, so that the extension to the combo make the person feel like they are doing something special when it’s not. And to top it off it builds meter which pisses me off even further.

But here’s one little tidbit surprisingly many people don’t know. **TAGING DOWN BUILDS ONE FULL BAR SO I PRETTY MUCH 95% OF THE TIME HOLD DOWN AND MASH S. **Left and right builds 1/2 a meter. Up I don’t think builds any, not sure on that one. I mean there are people that know this but when I recently went to a tourny many people there I spoke to didn’t know about this. You will be pleasantly surprised to see how often you break air tags if you hold down and hit S rather than trying to guess the direction or try mashing 360’s with S.

I RARELY air tag. The only time I might do it is if the character I have in has alot of red health and at the same time I have no meter which is very rare or if there is a certain storm / thor setup I want to perform. I will never do a double air tag, the chance of them breaking one of the 2 tags is too much of a chance in my opinion then you lose your combo.

Lol, TAC’s are dumb as shit. With the right teams, it’s a 66% chance to kill anyone outright off any awkwardly landed launcher.

You’re kidding yourselves if you think they’re never worth going for, especially with characters who can’t start the DHC glitch. I mean shit, characters like Doom can always land an extra 65 hits (no I’m not exaggerating at all) in the corner off a TAC for like an extra 500k no matter how far into a combo the previous character was.

Shit is retarded and needs to be fixed.

As you said, with the right teams. You know how much damage Wesker does as the third character in a TAC? Pretty much nothing. On the other hand as was mentioned, starting from Wesker lets you basically play out to his max combo damage, then bring someone else in to keep it going instead of going for the reset mix up. It’s just highly team and team order dependent. Just like some team have absolutely amazing THC, or Crossover Counters.

Well I agree mostly with what was said but like someone said TAC’n depending what direction you do it in also uses up your 1 Wall Bounce 1 Ground Bounce per combo limitation and yes even using the DHC Trick after will not reset this for some reason. For a player like Gimpyfish whose characters don’t use any of those he can TAC freely without worrying about the combo dropping due to the restrictions. For someone who uses like Dante or She-Hulk they need that wall bounce usually for their extended combos into hypers.

Wait I don’t understand.

Given that TACs are almost never used in high level competitive play, and given that almost everyone in this thread seems to prefer just doing normal combos, people still want TACs NERFED?

So we want an option that people rarely go for in higher level play to be even worse so that you have even less reason to go for it? I thought the whole idea behind balancing games was making more options viable, not less.

T

Thread should have been locked here, TBH.

I prefer to base my game around solid play than random guesses. I like killing people in combos that they can’t escape, rather than pointlessly risking my guaranteed kills for no reason.

TAC is retarded in every way.

It’s not even good for n00bs because it will make them never learn real combos, why bother when you can just mash out TAC’s?

ive seen 1st lords online who still just mash TAC all day. really? 1500+ matches and still mashing TAC??

and to people who will say “hurr durr elitist, hurr durr must spend your life in training mode to do stuff” no. I want games to be accessible for n00bs. That doesn’t mean make it easy to mash out everything, that means make it easy for n00bs to learn the game. give them a REAL tutorial mode and help them, don’t just make a game mash-friendly…

the game is already noob friendly enough as it is, ABCS ABCS xx Hyper is already great enough damage. eventually a n00b can take 10 minutes in training mode to learn a better combo…

This. TAC is pretty damn broken. I use it a lot off ghetto confirms when I can’t do much in the first place. Pretty much guarantees any stray hit > DHC glitch or something similar. There’s no reason not to use it if the initial combo wasn’t gonna kill and the TAC combo will.

People should really start abusing TACs to convert stray, dirty hits into death. Like, TAC is really really broken with the right characters.
Oh yeah, it also allows certain characters with low damage and meter gain to initiate death combos.

Trish>Dante TAC ToDs awl day.