Ah ok, so it has to be really close to the ground then? I’ll try that when I get my stick back.
I notice people don’t use collider as a anti-air. I played a Rachael that would start some jump in nasty combos. I usually do 623 c when I predict someone doing a air dash/ high jump. Sometimes doing 6a helps too.
People don’t use it as an AA because, as you pointed out, you have to predict. When you start predicting, eventually you guess wrong and leave yourself open. Collider is a seriously bad AA.
2C desperately needs invincibility; practically every other character in the game has some sort of invincible anti-air, while others have several. To balance it, I guess you could tone down its counter hit properties. Some of his moves could also benefit from super armour, I nominate 5D or 2D. I also think magnetism should last a little bit longer.
Are these reasonable requests?
I agree that his needs super armor like hulk or Juggernaut in mvc2 b/c Tager is a big guy and everything he does gets countered like a bitch. Look at Bang for example he has invisible moves which I think Tager can use since he is so slow.
QFT, playing like a Russian and unleashing Soviet Hell on opponents never felt so good.
…but yeah I think Tager could go with a few improvements here and there.
Level 42 (somewhere around there) Tager here. Hello, SRK Tager thread.
I’ve been messing around with collider weirdness in Training mode and I’ve been working on a couple of 720 setups;
(with air tech roll set to backwards) Throw > 623C > 6C > 6D > 623C (hold for just a moment) > 720C. Seems to work a stupid amount of the time in real matches against anybody who hasn’t learned not to air tech against Tager.
(with air tech roll set to neutral) Shot > 5C > 6A > 2C > 623C (again for just a moment. this should whiff) > 720C. I saw this on the DVD and cannot get it to work inside of a combo. The 2C always whiffs. But out in the open like this, it seems to work sometimes at least, depending on the distance between you and the opponent.
I’m interested in finding more setups that work like this, preferably where it doesn’t matter what direction the opponent tech rolls in.
But my problem is I have absolutely no clue about Tager’s poke game or block strings. I don’t know what normals can lead to what other normals that I can combo off of. All I do is turtle/backdash until I can land a throw, or mind games off of a blocked 2D or 236B.
IDK if this is common or this is posted already but i discovered it myself. This is extremely useful if you’re close and in a clutch, this requires 100% Drive gague. And even better if you have the opponent magnetised.
When close or medium distance Do the Electric Tornado Super(50%). Either the opponent gets hit or blocks. Cancel the super (50%) and immediatley go into a strong 360 command grab to finish the match. Really comes in handy when in close battles.
Hope it helps.
After my tourney this weekend I debated really long about the validity of this. I’m really bad about using my magna-tech wheel and I’m going to start using it WAY more. It won me the match against a rushing Jin, dude ran straight into my wheel and finished him off.
I saw another tager cancel out of his wheel to save himself after a block, the issue is that he couldn’t have possibly grabbed if he’d wanted to because of Barrier blocking. He won the match, but by a hair after getting a normal grab -> combo.
Also, if the wheel hits, the cancel will count it as a combo, and this weekend showed me higher level players WILL tech that shit. So I’d say use it on block only.
I haven’t played a lot online, but I have a question for you guys. Has anyone checked out the libra gauge during his +frame block strings? For example…if you have someone in the corner and are pounding on them (or hell…even in the middle of the screen). How much does it increase the gauge after 1 full string.
The point of this question is… if you’re able to get their libra gauge up full, why not barrier burst and crush their guard to leave them wide open to something like 236B -> magna tech.
Of course, this is speculation…I believe they have to be barrier blocking to guard crush with a burst. However, if it’s down to the wire and you’re able to do it it could win the match.
I was wondering if you guys could shed some light on a problem I’ve been having with a particular 720 set up.
I’ll combo into Atomic Collider, then B-Sledge, then buffer a 720 during an A-Sledge to punish their neutral tech. One combo, one tech trap and that’s 80 - 90% of their health bar so needless to say it’s godlike. However, one day I tried it out against a friend and he merely jumped away to avoid it; he told me he did it by holding up after a neutral tech. I tried it against a training dummy with its action set to jump, and lo and behold, he escaped every time.
Am I doing it too slowly, or is this set-up really that avoidable? Is it something you need to catch your opponent by surprise with?
always.
I had a guy jump out of my 720 twice this weekend. The thing with the 720 is that isn’t definitely not a guaranteed grab, if the person is paying attention and you aren’t punishing an attack it can be either teched or jumped away from.
If that’s a set up he’s seen before…then yeah, it’s definitely predicted and is avoidable. you need to throw it in other places.
Cool, thanks man.
And I just realized what is happening in your avatar.
I was too lazy to get another AV, it’s from another forum I visit. It’s a lot bigger on the other one.
Jam w/ monocle and tophat was awesome, then a halloween thread turned it into what it is now
whats a good combo to do on someone who is just going all out beatdown…most of the time i can throw a jab in there but i dont know what to do after the jab since most of his moves are really slow to combo into.
360 B and other throws can be linked into a jab, even though they have two years to tech out of it. But at least it moves the flow of the match.
If you’re having problems with rushdown, use Tager’s backdash a lot and try to create an opening for yourself.
yea i have been back dashing alot to 360 works really well.
i love catching people with the 720 it does so much damage people get so mad
Also, if you catch them with the jab, continue with the A,B,C,D 236B string.
Btw, Spark Bolt -> Astral Heat.
Good luck not turning it into the worst rapid cancel in the game.