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[CP 2.0] Iron Tager Gameplay Discussion

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Are there any tricks for delayed 6A? Online especially, I can't reliably time it in some longer combos. Spark>6A* screws me up way too often.

 

Spark 6A* changes based on distance and type of Spark Bolt used, I wouldn't rely on it anywhere when it really matters. The second 6A* in 6A*>BS>6A*>6C practically times itself on most characters. Apart from that I suggest just pushing A when they begin to fall downwards after a AC whiff. It's a matter of muscle memory.

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does anybody knows the frame data of hammer? its vulnerable to lows? recovery is the same?

 

Startup feels the same to me. It's vulnerable to lows and throws I believe. Also important to note it's vulnerable to projectiles now. So if you cancel into it early and remove Sledge's projectile guardpoint, you could get hit. Recovery seems the same to me but frame advantage seems worse (to compensate for added armor, makes sense). You only seem to get meterless combos on CH in certain positions.

 

Also I am certain that Tager can longer input it as late as he used to be able to. Again, this is in order to help balance out his new armor.

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Also important to note it's vulnerable to projectiles now. So if you cancel into it early and remove Sledge's projectile guardpoint, you could get hit.

 

Isn't that only against the projectiles that have low hitting property?

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Isn't that only against the projectiles that have low hitting property?

It is, you have universal armor for mids and highs

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My mistake, you are correct. The situation I was facing was Kagura's B orb (which I forgot had changed). The problem was coming from the fact that you cannot input Hammer late anymore.

 

Isn't that only against the projectiles that have low hitting property?

 

Important to note that it doesn't block Feet, regardless whether it hits Low or not.

 

I can confirm Hammer is toast against Taokaka bowling ball now ._. There seem to be weird instances where the armor will block it though (the ball bounces off the ground and hits you while it's in the air). Only way to hammer past it is to sledge the last hit or sledge all the way past it. Good luck convincing Taokaka to patiently wait and let you do that. I recommend just respecting it and blocking.

 

Testing vs. some other stuff now...

 

You can Hammer through Kokonoe traps now. Maybe I just had terrible luck or something but I would routinely fail to Sledge>Hammer through Koko 22B in CP. Using 22B+Black Hole was a guaranteed setup on Tager as well. Painful memories of dying to it multiple times against Tsujikawa... Not the case in CPE. 

 

Testing it against Lambda Sickle Storm, it seems as though Hammer does in fact block feet during some of the startup but loses it before the first active frame. It is possible to hammer through the entire thing. You can't Hammer through Nu's version but it's basically irrelevant because Sledge still blocks it and it's only one hit. [EDIT: Tested some more, seems the projectile armor stops when he swings downward, it's still there as he's raising his fists up though.]

 

Hammer still blocks Noel 3C which is amusing, it's practically impossible for her to space & time it to hit you out of Hammer without getting CH first. It's super unlikely but it is possible for 2C to beat it. All in all Noel's still screwed against us no real need for concern.

 

There honestly isn't too much stuff that makes a real difference, as Sledge still works perfectly fine the way it always has, and usually Sledge's armor + the brief amount on Hammer is enough to block the projectiles. It's most relevant to projectiles that repeatedly hit your feet like Bowling Ball. In fact, Bowling Ball is by far the most critical difference that I've discovered.

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I see my man koopa clawz is here! Since this has come out on Xbox one I've been thinking of making a return of sorts for those who remember me. If I'm trying to return to the glory days what's new with my man tager? Reading some mixed reviews on him as always.

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If CSEX was the last version you played, expect to have to relearn almost everything. Most people are saying this version of Tager is one of the best, but I personally can't see it after playing since it came out in Japan.

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He seems to be even more combo oriented these days which is fun to some degree. He definitely feels different than when I last played. Looks like Japan has been having good success with this version of tager or was it just the usual early tager hype?

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New Tager player here.  What are some tricks people to do the standing 720?  I heard one trick is to cancel off Voltic Charge by doing 6321478D6321478C but I haven't gotten that to work.

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There is sadly no real trick to do it.

Make sure to spin the whole 720 in a continuous motion and not slow down waiting to confirm that Voltic Charge is starting. If Tager puts his arms together for the Voltic Charge it's usually too late to cancel it.

If you want to practice your 720 speed time, try doing a 720 off a whiffed 2B then a whiffed 5A or 2A. It's pretty much the same speed you need to cancel the Voltic Charge. The rest is the correct timing at which to press the D and the C.

Practice makes perfect for this one.

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Ahhhh I see, alright I'll work on that.

Lastly, I'm fairly confused on how to go about Tager's blockstrings. Particularly how should I be ending my strings and how I can mix up my strings.

Sent from my SCH-I535 using Tapatalk

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Best way I can explain it is input it as:

63214789-6(D)-3214 (starting hitting C)

Your D button press will interrupt your jump startup, preventing you from jumping. You definitely don't need to input two entire 360 motions to get it, either. Just keep spinning and hit D at moment I indicated. I actually input my standing 720s with C+D repeatedly and I find that vastly increases my success rate.

If you can't do it reliably don't worry about. There really aren't very many situations where it's any better than just 360B. It does have some uses, but you can win without it easily.

Lastly, I'm fairly confused on how to go about Tager's blockstrings. Particularly how should I be ending my strings and how I can mix up my strings.

Tager, like most grapplers, doesn't really use his strings for mixup all that much. His pressure relies on baiting jumpouts with normals and scoring combos on them. Once they're conditioned to not jump, you throw them instead. When you're at the end of a string you're usually -, so you should respect their action afterwards, unless you think it's worth calling it out with a 360A/AC. If you can't open someone up, generally you have to wait for an opportunity to punish their mistakes.

Apart from that, you should know that 2B is +5 which is really good but it's also really short range. 

Edited by Ctrlaltwtf

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Yo medicore Tager here and from watching a lot of combo videos from nico nico i was surprised to see never seeing a combo end with crimson meteor but with gadget finger instead is there any reason to do so? I always find any kind of enemy disrespecting everything i do after gadget finger so i almost never go for it. In unlimited mars i always start spinning after the belly flop crush and wait to see how the cpu techs and then they will amost always land in my murderous clutches. Sorry for my terrible english.

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GF gives you a frame advantage and more options. Not to mention we lost most of our worthwhile GP combo routes. Really, it's best used as a cross-up off a whiffed Gadget if you have the meter to Rapid Cancel it for a combo.

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Well i know about the frame advantage but somehow i feel gp does way more for you than gadget finger for example the fact that gadget finger cannot kill the enemy if they dont have those 100 hp left but gp will kill the enemy with less than its 400 damage i only find it usefull whiffing it for tech traps. As for extend is it realy that hard to combo into gp?Im from europe and im not in on the fun yet, but i tought that tagers wonderfully jump cancelable 6C which is freed of smp is a wonderfull way to play airplane tager :o

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Gadget Finger is only +3, which as far as oki goes is actually insanely bad. Tager's fastest normal is 5A at 7F startup which means it is literally the only normal he has that will beat most opponents' 5A after Gadget Finger. Whenever possible you should try setting up oki that isn't Gadget Finger. To be fair though, there's plenty of times where it's the only option. Most other options rely on magnetism already being applied or having a significant amount of magnetism already and this is not always the case.

Both Gadget Finger whiff and Atomic Collider whiff are excellent forms of oki once you master them.

With AC whiff oki you use it while they're magnetized in the air to bounce them into the ground and towards you, they cannot roll quickly after this and most likely they'll neutral tech into you which is really good oki. If they don't roll immediately you can go for a reset or stop them using rolls with a normal. The easiest example of AC whiff oki in action is landing a magnetized 360B midscreen and just doing AC whiff afterwards.

GF whiff oki is a bit more complicated. You use it anytime you can use Gadget Finger when the opponent is magnetized and on the ground (i.e. after 3C) but you wait just long enough to give them a chance to roll. If they roll forward or backward, it's a guaranteed throw or even a combo if you have the reactions. If they tech neutral you get a ton of + to work with. If they don't tech at all you just hit them with GF and proceed as usual.

Apart from those options, Tager's new 4D and 2D in CPE and both superb oki tools now. They cause enemies to just fall down right in front of you. Use 4D for midscreen and 2D for the corner.

Edited by Ctrlaltwtf

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Gurren Punish only really sees use now if you score an air-to-air confirm or if you need it to kill someone. It does 400 minimum damage and is unburstable which is really good off of Gadget Finger > RC tkGP for a finisher.

Edited by Ctrlaltwtf

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hm finaly got to the lab with extend and damn you guys were right comboing into crimson punisher is a huge pain in the ass now does anybody have reliable sugestions how to do it?:o

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