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Heavy_Mental

[CS1-CS2] Iron Tager Tech-Traps and Resets Guide

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Table Contents

1. Introduction To Tech-Traps And Resets

2. General Notes

3. How To Read This Guide

4. Corner Tech-Traps

5. Mid-screen Tech-Traps

6. Gadget RC Resets

Introduction To Tech-Traps And Resets

First things first, what is a tech-trap exactly?

In a nutshell, a tech-trap is basically a setup in which you are able to punish your opponent for teching in a specific way. Good tech-traps will offer specific and reliable punishes for most or even all teching options your opponent has. The best tech-traps, however, not only offer effective answers to your opponent's teching options, but are ones where the opponent's teching options that seem the safest are actually the ones that will get them punished severely.

Now what’s a reset?

A reset is basically when the player, instead of continuing or ending a combo in typical fashion, chooses to discontinue it (thus returning the combo counter back to zero, hence the term “reset” ) and goes for a mixup instead. If the mixup is successful, then the player can go into a fresh, unprorated combo. This is how Carl gets most of his big damage and how Tager maximizes his, in addition to the use of tech-traps. Other examples of characters with resets include Jin with his Drives and 236D corner loop and Ragna and his double BE, 5D, 22C corner combo. Tager’s choice of reset setup is Gadget Finger RC, which I will refer to as Gadget RC from now on.

How important are tech-traps and resets to Tager’s game?

Using tech-traps and resets aren’t absolutely 100% necessary for Tager play, but I suggest learning them if you want to maximize Tager’s damage output. Tager’s tricky tech-trap and reset game is by far his greatest strength and the source for many an opponent’s frustration.

How reliable are these tech-traps and resets?

It is worth noting though that these setups can be considered gimmicks so do not expect to land some of them more once. The key to using tech-traps effectively is not to throw out a whole bunch of obscure and complicated setups, but rather to go with a select few tech-traps you are comfortable and familiar with and exploit your opponent’s understanding and reaction to them. For example, grounded neutral techs are typically punished with 360, but your opponent can escape them by jumping immediately after the tech. You can use this to your advantage by baiting the jump, then catching them with Collider.

Lean to effectively utilize these various setups as well as the mindgames they open up and hopefully you’ll become a better and smarter Tager player.

General Notes

  • Unless noted otherwise, Collider will catch aerial forward and backwards techs, 360 will catch neutral techs and forward rolls, and 720 will catch neutral techs, and backwards and forward rolls.
  • Your opponent can escape any and all 360/720 neutral tech setups by simply jumping. The keyword here is can – people who don’t know they can instantly jump after neutral-tech or are mashing tech mindlessly will eat the tech-trap. On the other hand, you can use this to your advantage by catching their jump-out attempts with Collider. Observe your opponents’ habits and adjust accordingly.
  • If your opponent chooses not to tech, you should use this opportunity to set up additional tech-traps or magnetize them with a simple combo like OTG 5B, 4D. Going for blackbeat combos is not advised due to Tager’s poor 40% combo rate. It is far more rewarding to go with the former two options and attempt to set up an advantageous wake-up situation.
  • During a magnetized combo, you can stop the combo after a hit with 2B, 6B, 2C, 6A, or 6C and attempt to go for a tech-trap. This isn’t usually advised however, since with most magnetized combos, Tager can simply replace a typical ender (ex. B-Sledge, Gadget Finger) with a tech-trap setup instead. That isn’t to say mid-combo tech-traps are completely useless, just that they are situational (like say, if you want to kill your opponent without risking a burst, so you go for a Collider tech-trap into Collider whiff, MTW instead).
  • Corner-tech traps will work with or without magnetism unless noted otherwise.
  • In the event that neutral tech leaves your opponent too far away for you to catch with 360, you can usually tag them with 5D for extra magnetism.

How To Read This Guide

The combos here use the format as the ones in the “Iron Tager Complete Guide (CS)” thread.

Tech-traps and resets will be written in this format

1. (NT, BR, FR) 6A>2C xx Collider, Collider (whiff), 5D (whiff) 360/720

Notes: <insert notes here>

The opening moves of the combos unless noted otherwise are simply placeholders. Most of these tech-traps will work for magnetized combos that allow you an ender.

The letters in parentheses stand for the types of techs that the setup will catch. NT stands for neutral tech, BR stands for backwards roll, FT stands for aerial forward tech, and so on. Resets don’t have this.

For tech-traps, the move in blue is the move your opponent is expected to tech after. For resets, the move in blue is the move used to reset the combo.

The move in red is the move you’ll make them eat after the tech or reset.

Notes are self-explanatory. Contain useful bits of specific info such as who this setup was stolen from, the strengths of the setup, how to pull it off properly, what situations it is most effective in, etc.

A quick note: Since this guide is still in it's infant stage and I'm not the most knowledgable Tager player, I'm open to any and all feedback and suggestions. The more contributions the better.

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Corner Tech-Traps

1. (NT, BT, FT) 6A>2C xx Collider, B-Sledge xx Additional Attack Collider/360

Notes: Decent old-school CT corner magnetism-less tech-trap. Depending on how close you are to the corner, you might not be able to catch their FT or NT. Being too far away leaves you unable to catch their NT with 360 and being too close allows them to cross you up with FT. In the former situation, you can tag them with 5D (optional). In the latter, you might be able to catch them 2C if they aren’t barrier-blocking.

2. (NT, BT, FT) 6A>2C xx Collider, 6C>JC, j.2C, 5B Collider/360/720

Notes: Setup stolen from LostSoul526, who was probably inspired by Galileo (whom we all shamelessly steal tricks from). Anyways, I’m not completely sure if the Collider will catch an un-magnetized BT since the vid shows the Collider sucking the opponent in for a while. Maybe LostSoul526 held it for a bit though, I’m not sure. The 360A may or may not require magnetism to land. 720 will definitely hit, though you lose the ability to catch BT or FT since the 720 has to be buffered during 5B and activated almost immediately. This tech-trap is probably at its most useful when magnetized since landing the Collider reset will allow you to put your opponent back in the corner for more shenanigans.

Video Link: http://www.youtube.com/watch?v=auRj9SsHgcI&playnext=1&videos=Ko3eqQnlcBU#t=1m09s

3. (NT, BT ) 6A>2C xx Collider, 6C xx MTW, 2B Collider/360

Notes: This setup is only really reliable if you expect a neutral tech or you are looking for a way to kill your opponent without risking a burst. FT will cross you up, so 2C is your best bet to catch it. Only dumb people will BT into the corner.

Mid-Screen Tech-Traps

1. (NT, BR, FR) 6A>2C xx Collider, Collider (whiff), 6B>2C xx Collider, Collider (whiff) 5D (whiff) 360/720

Notes: Setup stolen from Mike Z. Anyways, this setup is a pretty sick puppy. Make sure to immediately buffer the 720 after the 5D whiff for best effect. 720 will utterly rape anyone who attempts a BR or FR. If I remember correctly, held 360A and possibly 360B will catch a BR or FR as well. The best part about this setup though is that a neutral-tech will leave them directly next to you, making for a great opportunity to catch jumpers with 2B or go for tick-throws.

Video link: http://www.youtube.com/watch?v=QrK4lAwKBpk#t=4m17s

2. (NT, BT, FT) 6A>2C xx Collider, Collider (whiff), 6B>2C xx Collider, Collider (whiff), 5B 360/Collider

Notes: A nice alternative to the above tech-trap.

3. (NT) 6A>2C xx Collider, Collider whiff, 6B>2C xx Collider, Collider (whiff), 5B> 4D RC Collider (whiff) 360/720

Notes: Setup stolen from Galileo. There are better traps out there but this setup is great for catching people who forget no to NT Tager’s Drives. Collider whiff must be done immediately following the RC to ensure the opponent is pulled directly next to you. A similar trap can be done with OTG 2D and magnetized OTG 5D. The latter does not require meter so it’s probably the one you’ll want to go with. Timing for the Collider whiff is slightly less lenient for OTG 2D but again, you’ll probably want to go for magnetized OTG 5D instead.

4. (Throw Tech) 6A>2C xx Collider, Spark Volt, j.B+C (Pink Throw) j.D (whiff) 360/720

Notes: Setup stolen from Galileo. This is one of the flashier and more unconventional tech-traps. Instead of having to deal with NT, BT, and FT, you only have to deal with throw break or no throw break. The key to pulling off this tech-trap successfully is to buffer the 720 immediately after the throw. Keep spinning the stick after the j.D whiff and hit C upon landing. If the opponent doesn’t tech the throw, simply let go of the stick. Though this may seem like a “lesser of two evils/pick your poison” (Pink Throw vs. 720) setup, there are a lot of holes with this tech-trap. Firstly, characters with long-ranged, aerial normals such as Ragna’s j.C or Jin’s j.C will be able to hit you during the j.D whiff. You can also be hit with projectiles such as Jin’s j.236D and Bang’s nails. Secondly, the same problem with NT 360/720 setups still exists here. Your opponent can jump out immediately after landing. Despite these two problems, this tech-trap will still catch some people off guard. An alternative to the relatively expensive Spark Volt, j.B+C setup is to simply go into j.B+C with any jump-cancellable move such as 6A or 6C.

5. (Emergency Roll) 6A>2C xx Collider, 6C xx Spark Volt 6A (whiff) 360/720

Notes: Setup taken from Darlos9D. Spark Volt tech-trap setups are pretty expensive and risky (or should I say riskier?) but very rewarding. This tech-trap’s strength is in tricking your opponent into thinking you screwed up. Buffer the 720 during the 6A whiff. The timing for the 720 is a little strict since 6A has ambiguous (and slow) recovery. Hitting the “C” too early will cause the 720 to not come out. Again, this tech-trap also suffers the same problem as other NT 360/720 setups. More aggressive opponents however will attempt to punish you for the 6A whiff and end up eating a throw counter 720, hence the strength of this trap.

6. (FT, BT) 6A>2C xx Collider, 6C>j.D Collider

Notes: Old-school tech-trap. 6C, j.D is one of CT Tager’s stronger combo enders since it allows for tech-traps. If the opponent was already magnetized before the j.D, in addition to being able to do the full combo, the j.D will pull them in close enough for a NT to be caught with 360/720. Catching the opponent’s BT might be trickier since they can do a number of things to alter the momentum of the Collider’s magnetic pull. In most cases, even if the Collider doesn’t catch them, they will still be pulled close enough for you to continue pressure. Just make sure they don’t fly over your head. 2A is your friend here.

7. (FR, NT, BR) Magnetized 360A Gadget (whiff) 360/720

Notes: Character specific since Gadget Finger will immediately catch some magnetized characters. 360 must be held to catch FT and BT. 720 must buffered very quickly during the Gadget whiff.

8. (FR. NT, BR) Spark Volt, 5C/2C xx Collider, Collider whiff, MTW Gadget whiff 720

Notes: Setup stolen from Akira. As with all Gadget whiff, 720 setups, 720 must be buffered very quickly. A very expensive and situational setup. Its main strength is for finishing your opponent off if a Terra Break followup won’t cut it.

9. (NT, BT, FT) CH 5D/4D>5C>6A xx Collider (delayed)

Notes: This setup is also possible off Spark Volt, but is far more taxing if you screw it up. Depending on where you are standing on the screen, the momentum of the wallbounce may mean you have to hold Collider for a bit on NT to prevent the guy from landing.

10. (NT,FT,BT) 6A, 2C xx Collider, Collider (whiff), 6B>2C xx B-Sledge Collider/720

Notes: Mike Z special. Apparently this is more useful than I previously gave it credit for. Sorry Mikey. :P Anyways, this tech trap will catch both FT and BTas well as NT. Just don't buffer that 720 until you confirm the tech. Pretty strong trap against people who think NT is the safest air-tech option against Tager.

Video Link: http://www.youtube.com/watch?v=TLj6SK0OWCk&feature=related#t=10m20s

11.(NT) Any combo ending in techable knockdown, Collider (whiff), 360/720

Notes: This trap only works if the opponent is magnetized and NTs. NT puts your opponent in an airborne state allowing the Collider to pull them towards you with considerable momentum when done on wake-up. The Collider will recover in time for you to 360/720 or 2B/Collider any jump-out attempts, making this tech-trap a good 50/50. Hitting 4D after the Collider (whiff) is also an option that will CH poke attempts. On block, it will still leave your opponent in close range. Trap best done from half to full-screen distance. One of the more useful qualities of it in the long run however, is that it will condition your opponent to either delay-tech, quick rise, or roll-tech. You can use this oppurtunity to get in and possibly setup additional traps.

12. (NT, FR, BR) 6A>2C xx Collider, Collider whiff, 6B>2C xx Collider, sj.C (whiff), j.D (whiff), 360/720

Notes: Stolen from Galileo. Another reason why your opponent should not roll-tech while magnetized against Tager. NT leaves them close enough for continued pressure/mixups. FT escapes 360 if I remember correctly but not 720.

Video Link:http://www.youtube.com/watch?v=b4JIenq-D_k&feature=related#t=2m30s

13. (NT) ...AC, 2D, 5D (whiff), (Insert Gadget finger-esque mixup)

Notes: Contributed by Manta. "Only works if they neutral tech, if they don't then the 5D will whiff and you're not really any worse off."

14. 5D/4D (ch) or Spark Bolt 5C > 6A > 2C xx Held Collider

Notes: Contributed by Manta. "Loses only to a well timed tech and quick air move, all other times you either get the collider reset or just bluebeat them for decent damage."

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Gadget RC Resets

Here's a useful video on the general uses for Gadget Finger. The second half contains useful information on Gadget Flinger. A must-view.

1.Gadget Finger RC, 5D 360/720

Notes: 5D must be done immediately after the RC. Do the 360720 as seen as you see the white tech flash. If your opponent is mashing jab, go for 360A/720 instead of 360B, which should be usual option. If your opponent chooses not to tech, the 5D will have pulled them close enough for you to go for tick-throws.

Video link: http://www.youtube.com/watch?v=PT01KPEuSFo#t=1m47s

2.Gadget Finger RC, Collider (whiff)

Notes: The infamous “Gadget Flinger” setup. Allows you to crossunder ambiguously if you fling your opponent high enough. I didn’t post a “catch move” here since this setup offers a lot of possibilities. 2B and 360B are some of the more standard and reliable options. Timing on the Collider is pretty strict so practice up. Only character it won't work on is Tager because of his gigantic hitbox.

Video link: http://www.youtube.com/watch?v=zpvrafHIyhw#t=02m29s

3.Gadget Finger RC walk up 360B

Notes: Setup stolen from Jan. Err, yeah. Walk up, 360B. Requires a little bit of timing so the 360B doesn’t pink. Probably the most gimmicky setup on here, but as always, the element of surprise is on your side and is what makes this reset more effective than it might appear.

Video link: http://www.youtube.com/watch?v=eh9azfjDKMI&feature=related#t=16m13s

4.Gadget Finger RC, 5C Gadget (whiff) 360/720

Notes: Setup stolen from Akira. Similar timing to the Gadget 5D setup. Just make sure not to clock your opponent in the face with 5C while they’re still in the air. This tech trap is a little on the slow side since Gadget whiff does not recover as quickly as it appears. 360 must be held.

Video Link: http://www.youtube.com/watch?v=3us6pAYhJWg&playnext=1&videos=k78uZ-DdQPE&feature=sub#t=0m59s

5.Gadget Finger RC, walk up, 2B 360/720

Notes: Just your average tick-throw setup, except off a Gadget RC.

6.Gadget Finger RC, walk up, 2B>5B>6B,> followup combo

Notes: Overhead setup. Setup inspired by Bao. Feel free to omit the 2B. I use it to make sure my opponent will be blocking low and not trying to jump out before I throw out the overhead. Effectiveness of this setup largely depends on how good your opponent is at blocking overheads. What makes this setup work is that after getting hit low, most people will immediately start blocking low, which at that point you throw out the overhead.

7. Any 6 hit+ combo, Gadget Finger RC, delayed 6A>2C

Notes: This one's from Axis. Main use of this reset is to catch mashy players. Done correctly, the 6A will hit the opponent while they are grounded and still count as part of the previous combo. However, the 2C will uncombo and land a FC on anyone who's mashing. On block, a delayed 4D will CH anyone who tries to IB punish with a non-invincible move.

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> 10. (NT) 6A, 2C xx Collider, Collider (whiff), 6B>2C xx B-Sledge 720

2 things:

- People who tech immediately end up facing to the side you were on before the BSledge, meaning a lot of air attacks won't hit you even if they attack.

- If they tech Fwd or Back you can AC them instead of 720ing. You react to the tech with the proper punish, it's not just a 720 setup...

That 2nd part is why I am not sure I agree with your definition of a tech trap. :^) You aren't forcing your opponent to tech any specific way.

I'd say a tech trap is more of a way to create a situation where you have specific, reliable ways to punish some/all of an opponent's recovery options...and a good tech trap is one in which the recovery options that seem most appealing are in fact the worst choices. For example, #10 there tends to work on people who have Tager experience, because they "know" that neutral tech is the best option in the air since fwd/back techs are easily punishable by AC. (Another example is: any tech trap involving a 360/720 can be beaten by simply not teching, which is so bad it is usually not even on the list of things to consider.)

Also, you (and everyone else) should know that you can link to specific times in YouTube videos by adding #t=_m_s to the URL. You need both m and s, so if you want to link to 30 sec you have to have #t=0m30s.

Like: http://www.youtube.com/watch?v=3us6pAYhJWg&playnext=1&videos=k78uZ-DdQPE&feature=sub#t=0m59s

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Post updated with all the changes Mike Z suggested. Good looking out. Sorry for talking down your tech-trap. xD

And thanks iOryan, I appreciate it a lot.

EDIT: Could we get a sticky for this thread and the Tager Video Archive and Combo thread?

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(NT) collider whiff>360/720/collider

this trap only works on wake up neutral tech only.

this trap works like this: since neutral tech is considered airborne the collider will make them fling toward you with great speed and the best part is by the time you recover from the collider you can punish with 360/720 or a collider for them knowing the trap already, its a great 50/50.

how its done: just hold the collider on their wake up until you see them neutral or throw it out when they neutral, as long as they are magnetized they will fly at you from any part of the screen on wake up, its best done when they are halfway to full screen though.

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My god....this is now my Tager bible. Thank you good sir for posting this stuff :D. I'm jizzin over all the tech traps...too craaaaazy!

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ok here's 2 which I have messed with that has a good effect.

1. this is a combo reset from gadget this is how it works, if you have 6 or more hits in a combo before gadget you RC and do a delayed 6A>2C.

if you do it right the 6A will be grounded and it will be counted as another hit, but this is the best part, 2C isn't considered a combo and if they are mashing a poke or anything they will get fatal countered for it causing even more damage, wonderful thing is the 6A is the last beat so you can replace it with a 360B if you wanted...and even if they block the 2C you can still do 4D to for the extra frame trap.

2. this will require a small bit of explaination, you see in CT if your opponent was magnetized and you ended a combo with collider and they BT or FT then they fly right into your arms helplessly and if they neutral they hit the ground normally, but now with the changes collider has made NT a trap thats great for fishing CH's off neutral tech's.

after you end your combo with a collider you can do another whiff collider if they neutral tech then they fly towards you, you let go of the collider and do 4D, if they are trying to poke to punish you then they get CH'd by the 4D and you get a free 3k off their misfortune if they don't attack then 4D still hits but you still got them in your ideal range, if they choose not to tech you can collider whiff and force a tech with GF if they do neutral tech you put them in another dangerous spot for mix up...I just did this today and it was hella fun.

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That GF RC >6A>2C uncombo......hmm, I'll have to try it, but I always feel safer doing GF RC > walk > 5A > 2B uncombo, feels cleaner somehow, and tends to roll people who try to dp just as you walk up to them.

And must try that techable AC ender, I've been trying to figure out what stops neutral techers there besides wait > 5D.

Also I don't think it's been mentioned, but there's a variation to the:

(NT, BT, FT) 6A>2C xx Collider, Collider (whiff), 6B>2C xx Collider, Collider (whiff), 2B 360/Collider

techtrap. Since that one's more or less a 50/50 it can be risky to attempt. I use a variation where after combos like that, or even after 5A>5C>3C (with mag), I do 5B, then a slight delay, then 5D. On backtech they're pulled to your head height and it gives an unblockable collider, and on neutral tech there's (unfortunately) a hole big enough to mash 5A but people tend to block it. On no tech it gives some flat damage and more mag. Forward tech escapes it though.

However I've had some issues using it in real fights, not everyone techs at the first possible moment, if you 5D before they tech they fly over you, if you 5D too late they aren't high enough for unblockable collider.

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Also I don't think it's been mentioned, but there's a variation to the:

(NT, BT, FT) 6A>2C xx Collider, Collider (whiff), 6B>2C xx Collider, Collider (whiff), 2B 360/Collider

techtrap. Since that one's more or less a 50/50 it can be risky to attempt. I use a variation where after combos like that, or even after 5A>5C>3C (with mag), I do 5B, then a slight delay, then 5D. On backtech they're pulled to your head height and it gives an unblockable collider, and on neutral tech there's (unfortunately) a hole big enough to mash 5A but people tend to block it. On no tech it gives some flat damage and more mag. Forward tech escapes it though.

However I've had some issues using it in real fights, not everyone techs at the first possible moment, if you 5D before they tech they fly over you, if you 5D too late they aren't high enough for unblockable collider.

So wait. Are you saying that the 50/50 is unsafe, but your alternative has no fewer than 4 ways to escape it and that's if you count a black beat or blocked 5D as a success?

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Uh, if you include variation in tech time as an escape method (you're counting it as two, in fact) then the '50/50' becomes escapable in the same fashion, and hence would cease to be a 50/50.

And the reason I'm saying it is because the 360/AC techtrap tends to not just have people escape it, but score a free CH combo of their choice if you guess wrong. (Guessing being required since if you wait to see what they do, backtech + do something aerial will escape collider).

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Maybe it's because I can't get the correct visual of your tech-trap, but it sounds a lot worse than the original one, especially with the way you described it. Got a video? That would help clear things up for me.

Also, I don't really see a reason to be guessing how your opponent will tech. I can usually confirm the tech and catch them with no problem. At worst, I'll buffer the 360. If they neutral, I hit A or B, if they forward/backward-tech, I hit C, and if they don't tech, I just hit D.

EDIT 1:

@ Axis

I added your second "pseudo-tech-trap" into the notes section under the previous NT Collider (whiff) 360/Collider tech-trap you offered since it seemed to make more sense there.

EDIT 2:

Since we've got a decent amount of tech-traps/resets here already, it'd be great if some people could go out and test them for their effectiveness. Mid-Screen tech-traps 7 and 12 need testing. 7 to see which characters it will work on and if it'll catch FR and BR for sure with 360/720. 12 needs to be tested to see if FR escapes 360.

Gadget RC resets 1, 2, and 7 need some additional testing as well, methinks. I want to find out what other options can beat 1 and how to counter them. Hopefully someone can find out the character-specific timing for Gadget Flinger if there are any. 7 just needs to be confirmed that 2C succesfully uncombos.

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To be honest it probably is worse than the original, but my reactions are fail and 360/AC wasn't working out for me so I starting trying to find something that I could do with lower risk/reward.

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I tried the gadget RC collider at a friends and successfully did it on bang, arakune, tsubaki, ragna, and litchi.

it didn't feel like I had to adjust the timing at all...the one character it won't work on is tager which tae seong kim has confirmed already.

for 7 it will only uncombo if it has 6 or more hits other wise it will combo and it will have sucky damage.

it will be great to have it in video form though.

how did i test the number of hits? 5AxN>5B>3C>gadget.

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Before I start taping, how would you guys like to see the video reference for these tech traps?

Would you just want it to be one outcome so you can get the idea.. (like one ending of a trap)

or

All the different outcomes? (i.e. the trap ending in all forms [360, 720 and collider])

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Just a reminder that basically everything you do can be a tech trap if you stop it early enough. You'd be surprised the amount of people mashing on roll tech to not get hit by the EGadget

Then get frazzled because you did empty jump 720.

(Despite having better options to end combos I ALWAYS end in EGadget. Even if magnetized already.)

Also, silly FC trap.

2C 6B 623C 623C 2B 2C 623C 623C 6C j.2C.

They can airtech the j.2C...so 720 as you enjoy it.

Also if you are being a dick with them in the corner. Play like Dudley.

2C FC 2C wait 623C 2C wait 623C 2C..

Just keep doing it till they start roll teching or barrier on the way down. But if they barrier enjoy your free 623C combo.

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the GF RC 6A > 2C setup is too good. It literally allows you to get a new, full magnetism combo for 50 heat. I throw it out against my friends and 1 of 2 things happens: 1) they've seen me do other GF RC stuff and just wait for it to be over cause they are afraid of what is gonna happen, this creates a new combo because they didn't block. 2) they haven't seen me do other GF shenanigans and they try to mash a button, this leads a FC.

I just tested it with ragna against a recorded tager doing 5a 2b 2c AC bgadget, giving 6 hits before the GF, and i successfully mashed out a dp one time out of like 10. With the right timing the 2C will uncombo but if you do the 6A too early you can get blue beats. also, i did (mag) 6a 2c AC, AC whiff, 6B 2C AC, bgadget before the setup and, as ragna, i found that i could air tech away from the 2c after the 6a--but i think that i was doing the 6A too early and i didn't have any more time to rerecord tager and do it again.

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Here's a good one, which wasn't in the list:

-(Any Air Tech) 360B, Asledge, 5A, 2A, Collider

Opponent can air tech after 2A. Works best when magnetized, but it will work as well against unmagnetized chars, who have medium to big frames (in corner, works w/ everyone)

If the opponent does not recover, you win a free blue beat collider combo, and possibly another tech trap setup

May work as well after any OTG sledge that leaves Tager very close to the enemy

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Don't forget to list the ridiculous ones too :p

One that i like to do is:

- (Emergency Roll) Throw, BSledge, little wait, ASledge (Whiff), 360/720/Hammer ....

The point of this one is: if they dont do the Emergency roll, the ASledge will NOT whiff and then you can actually do the hammer on reaction (hard but not impossible to), leading to another option like the tech trap waraboushi just posted above (yo dawg) or a RC Spark.

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This guide really needs Gadget RC > walking 720.

i.e. Gadget, buffer the first 360 then rapid cancel and hold forward and walk towards the falling opponent and then do 360C.

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