:eek: You do have to wait until your character receives the white outline (you can also listen for the small sound effect) to do a move with that character in a tag assault.
What’s important to note is that you can’t buffer moves or dashes for a character while you are not in control of that character during a tag assault (even if the character you’re currently controlling is done with their move), so just be patient and time your other characters attack immediately once you regain control of them.
Regarding stances, stances are considered as valid parts of a string juggle for tag assaults. What this means is that, for example, if you perform a TA! and Yoshi comes in and you just hit 1, immediately after the 1, he’ll go away. If you hit 1, 2 (or whatever string he has from his 1), he will perform the string and then leave. If you have any attacks that cancel into a stance, that stance transition counts as part of the string. You can continue the TA! with Yoshi by attacking out of that stance if he has any attacks. Stance-based characters actually can lengthen TA!s by a significant amount because of this ability (the main character in mind being Leo). Yoshi will stay on the screen and not leave if you drop the juggle while stance transitioning, just like if you were to drop a 1, 2 (if he has that)…he’d still stay on the screen and your other character wouldn’t come back in.
So I have a simple BnB separately with either of my characters and I know at which point the first can ‘tag assault’ into the second.
I just don’t have a fucking clue what to do afterwards. I play Alisa / Jack 6 so after he jumps in and does \o/ and leaves I’m not entirely sure what to do with Alisa. Is there a guideline for this type of thing? I don’t even know where to ‘tag assault’ with Jack 6 to call in Alisa yet lol
:eek: The primary reason for TA!s is to promote tag play and extend combos.
So the basic idea for a TA! is that you do your basic whatever combo with your character, bound, then activate the TA!. From here, your support character’s main goal is to push the enemy as high or as close to you as possible, preferably both. The reason for this being the desired behavior is because as combos increase in length, the “gravity” of the comboed character increases and they also begin to move further and further away. Even if the TA! filler for your support character is one move, as long as it meets this criteria as best as possible, it’s a good TA! filler.
Once your support character leaves, your main character’s goal is to use this repositioning of the enemy to perform the most damaging finisher they can. This can be a string that normally wouldn’t be possible after a bound, it can be just a flying kick, it can be whatever. If you have characters that can exploit it, you can even finish off with a spike to sacrifice damage but set up some nasty spike oki.
But yeah, that is the basis of TA! combo construction. Remember, combos can only last so long, so if your TA! filler is a string of moves, you want to go into the TA! sooner; if your TA! is small, you can do a longer combo before the bound to maximize your damage.
:eek: Hmmm, so each character has a set of moves that, when performed on an aerial opponent, put the opponent in a bound state.
Fight Lab talks about this a bit.
If your character has a move that looks like a slam, a headbutt, or even a volleyball spike (generally any attack that swings down), chances are it’s a binding move. You can go into practice mode to perform a launcher and then see which moves your character has that binds. You can also go into your character’s command list and look for any inputs that have the bound state icon; these moves will put your opponent in a bound state as well.
Then, when you understand which moves bind, try a combo and when you are ready to TA!, perform the bind and after the move starts, but before it ends, tap 5 (the tag button), to perform the TA!. Easy as that.
Ok, I have my “first yellow card” but sheesh, can’t you just give me a note of warning? as a first time offender? I know what I did might be out of forum rules but I am just trying to get views of the people of the FGC from different areas. oh well who am I to complain. give me a red card too if you feel like it.
usually after a teched throw every one is at a neutral, but depending on character the advantages vary, if the person escaping the throw is in a corner then the advantage is to the person throwing because the push back in negated by the wall, and some characters like fei long a teched throw puts him in a perfect rekka range, so there is a slight advantage to the person initiating the throw IMO
*never mind the infraction, just having a lil off day
I actually like going for throws when I corner my opponent, as a Gen player it puts me at the best range for sweep and for overhead, and also at a range I can easily react to any jump out attempt. most people forget to block after a tech throw and also Rufus cHP eats alot of free damage off a throw tech, the range is awesome lol!
Ok I understand all of this but I seriously don’t know what I should actually do after I TA! with Alisa to Jack or vice versa. I just don’t know enough of the game to say: “Yes, this is is what’s best in most situations” or whatever, which is why I’m at a loss at the moment.