TBH against most online Kune’s you can just hold down back and switch to just back when they jump or go for the overhead (his overhead is easy to block on reaction). Don’t even really need barrier for most. Not to mention a ton of online Kune’s throw out a ton of unsafe moves and don’t know how to maintain pressure while doing so because they mash buttons for their bugs, so you can punish fairly easily.
The latter part just takes a little learning of his different moves versus your character’s moves so you know what beats what.
Just played a really sick Kune named Eiyu. It was Kune vs Kune and out of the 8 matches or so we played I only won 2. :lol: Showed me a bit of what I’m lacking ie. long range bugs, although that’s only a problem against someone like Kune since he can teleport. Every other character runs out of stage and ends up in the corner. At least I have something to practice now.
Are there any challenge mode guides or videos anywhere? Trying to get through some of these and I know the combo but apparently my timing is off or something because Bang keeps resetting during it.
I get what you’re saying, but the way you phrased it is a little misleading.
In certain situations – “certain situations” meaning “you land a 720” – Tager is capable of some massive 5K+ burst damage. Under normal circumstances, however, Tager’s random-hit and combo damage is fairly crap.
Tager’s random-hit damage is crap because against smart opponents who don’t spam air tech into idiot-check Atomic Collider resets, Tager is hard pressed to get people to blunder randomly into enough limbs to rapidly gain massive incidental damage.
His combo damage sucks because he’s hard-pressed to break 3k in his average combo. Without magnetism or super meter, Tager basically can’t break that threshold, and even when you work in a damaging opener (raw Atomic Collider, 360B) or damaging filler (Magna-Tech Wheel), tech scaling tends to come in fairly quick and you have to pinch off your combo for something like Gadget Finger or whiff Atomic Collider (magnetized) if you don’t want to surrender okizeme opportunities. Tager’s very best combos aren’t much past 4k, which of course Bang can do basically by facerolling a gatling into OTG Radical Super Crash -> Daifunka.
This low per-combo damage rate isn’t too much of an issue against low-HP characters like Ragna or Lambda, but against characters like Bang who have the very annoying combination of good health, high mobility and better combo damage efficiency than Tager, this becomes a serious problem. If you’re not hitting Bang with the GOOD stuff every time you lay hands on him, you face a serious risk of losing the damage race (whether by time over because you couldn’t catch him, or KO because you whiffed that one move into a jump-in/5A combo to Daifunka that equals or betters your damage from a 360B).
Interesting, I guess the reason I find he does good damage is because I’ve been watching Tager matches against the likes Lambda and low health characters.
The Bang info was pretty helpful too, thanks.
How is Hakumen vs. Bang? I plan to have Haku as my sub for the time being.