Jump to content

Archived

This topic is now archived and is closed to further replies.

A.X.I.S.

[CP 1.1] Iron Tager Combo Thread

Recommended Posts

When combos pop up in the wiki I will post them here.
Also will get combos from the videos.
Lets do this again!

BBCP_Header_Combo_Thread.png

 

 

 

 

 

5A Grounded Non-Magnetized

 

5A > 5B > 2D (1088 | 7 meter)

5A > 2B > 3C > GF (1235 | 13 meter)

5A > 5B > 2B > 3C > GF (1425 | 14 meter)

5A > 5B > 5C > 3C > GF (1594 | 15 meter) close range on crouching

5A > 5B > 2B > 3C > A Sledge > Hammer (2009 | 14 meter)

 

5A > 3C > Spark Bolt > 6B > j.2C > GF (2096 | 19 meter)

5A > 5B > 3C > Spark Bolt > 6B > 2C > AC (2465 | 17 meter)

5A > 5B > 2B > 3C > Spark Bolt > 6B > A Sledge > hammer (2439 | 17 meter)

 

5A > 3C > ODC > 5C > MTW > TB > GF (5121 | 1 meter)

5A > 5B > 3C > MTW > TB (4128 | 0 meter)

 

 

 

 

5A Grounded Magnetized

 

Note: 5A can be replaced with 2A at start for less damage. 2B can be replaced with 5B at start for less damage.

 

5A > 2B > 3C > AC (whiff) > 6A > 2C > AC  (2281 | 16 meter)

5A > 2B > 3C > AC (whiff) > 6A > 2C > GF (1929 | 18 meter)

5A > 3C > AC (whiff) > j.B > j.C > GP (2134 | 15 meter)

5A > 3C > AC (whiff) > 5C > 6A > 2C > AC  (2450 | 17 meter) Only works at far ranges

 

5A > 3C > AC (whiff) > 2C > AC > DP Sparkbolt > GP (2751 | 19 meter)

5A > 3C > AC (whiff) > 6B > AC > DP Sparkbolt > GP (2774 | 19 meter)

 
5A > 2B > 3C > AC (whiff) > 5C > 6A > 2C > AC > DP Sparkbolt > ODC > MTW > TB > GF (4986 | 1 meter) (Gains 17 meter before MTW > TB. Universal)

5A > 3C > AC (whiff) > 5C > 6A > 2C > AC > DP Sparkbolt > ODC > MTW > TB > GF (5218 | 1 meter) (Gains 19 meter before MTW > TB. 5A must hit at far range)

 

 

 

5A Air Non-Magnetized

 

5A > j.A > j.B > j.C > GP (2035 | 14 meter)

CH 5A > j.C > j.D > GP (2122 | 15 meter)

CH 5A > sj.B > j.C > j.D > GP (2340 | 16 meter)

CH 5A > j.2C > 5B > DP Spark Bolt > 6C > j.2C > GF (2743 | 24 meter)

CH 5A > 5D > Spark Bolt > 6C > j.2C > GF (2288 | 20 meter)

CH 5A > 6A > 2C > AC > DP Spark Bolt > GP (2901 | 20 meter)

CH 5A > j.2C > 5B > Spark Bolt > 6B > 2C > AC (2822 | 20 meter)

CH 5A > j.2C > 5B > DP Spark Bolt > 6C > A Sledge > Hammer (2902 | 20 meter)

 

CH 5A > 6A > 2C > AC > DP Spark bolt > ODC > MTW > TB > GF (5253 | 1 meter)

 

 

Corner only

CH 5A > j.C > j.D > 5D (1891 | 13 meter)

CH 5A > j.C > j.D > j.2C > GF (2025 |  18 meter)

CH 5A > j.C > j.D > j.C > GP (2460 | 17 meter)

CH 5A > j.C > j.D > MTW > TB > GF (4496 | 1 meter)

 
 

 

5A Air Magnetized

 

CH 5A > 6A > 2C > AC > GF (2132 | 19 meter)

 

Share this post


Link to post
Share on other sites

I'll get the ball rolling with some 5A's

 

5A Grounded Non-Magnetized

 

5A > 5B > 4D (1088 | 7 meter)

5A > 2B > 3C > GF (1235 | 13 meter)

5A > 5B > 2B > 3C > GF (1425 | 14 meter)

5A > 5B > 5C > 3C > GF (1594 | 15 meter) close range on crouching

5A > 5B > 2B > 3C > A Sledge > Hammer (2009 | 14 meter)

 

5A > 3C > Spark Bolt > 6B > j.2C > GF (2096 | 19 meter)

5A > 5B > 3C > Spark Bolt > 6B > 2C > AC (2465 | 17 meter)

5A > 5B > 2B > 3C > Spark Bolt > 6B > A Sledge > hammer (2439 | 17 meter)

 

5A > 3C > ODC > 5C > MTW > TB > GF (5121 | 1 meter)

5A > 5B > 3C > MTW > TB (4128 | 0 meter)

 

 

 

 

5A Grounded Magnetized

 

Note: 5A can be replaced with 2A at start for less damage. 2B can be replaced with 5B at start for less damage.

 

5A > 2B > 3C > AC (whiff) > 6A > 2C > AC  (2281 | 16 meter)

5A > 2B > 3C > AC (whiff) > 6A > 2C > GF (1929 | 18 meter)

5A > 3C > AC (whiff) > j.B > j.C > GP (2134 | 15 meter)

5A > 3C > AC (whiff) > 5C > 6A > 2C > AC  (2450 | 17 meter) Only works at far ranges

 

5A > 3C > AC (whiff) > 2C > AC > DP Sparkbolt > GP (2751 | 19 meter)

5A > 3C > AC (whiff) > 6B > AC > DP Sparkbolt > GP (2774 | 19 meter)

 
5A > 2B > 3C > AC (whiff) > 5C > 6A > 2C > AC > DP Sparkbolt > ODC > MTW > TB > GF (4986 | 1 meter) (Gains 17 meter before MTW > TB. Universal)

5A > 3C > AC (whiff) > 5C > 6A > 2C > AC > DP Sparkbolt > ODC > MTW > TB > GF (5218 | 1 meter) (Gains 19 meter before MTW > TB. 5A must hit at far range)

 

 

 

5A Air Non-Magnetized

 

5A > j.A > j.B > j.C > GP (2035 | 14 meter)

CH 5A > j.C > j.D > GP (2122 | 15 meter)

CH 5A > sj.B > j.C > j.D > GP (2340 | 16 meter)

CH 5A > j.2C > 5B > DP Spark Bolt > 6C > j.2C > GF (2743 | 24 meter)

CH 5A > 5D > Spark Bolt > 6C > j.2C > GF (2288 | 20 meter)

CH 5A > 6A > 2C > AC > DP Spark Bolt > GP (2901 | 20 meter)

CH 5A > j.2C > 5B > Spark Bolt > 6B > 2C > AC (2822 | 20 meter)

CH 5A > j.2C > 5B > DP Spark Bolt > 6C > A Sledge > Hammer (2902 | 20 meter)

 

CH 5A > 6A > 2C > AC > DP Spark bolt > ODC > MTW > TB > GF (5253 | 1 meter)

 

 

Corner only

CH 5A > j.C > j.D > 5D (1891 | 13 meter)

CH 5A > j.C > j.D > j.2C > GF (2025 |  18 meter)

CH 5A > j.C > j.D > j.C > GP (2460 | 17 meter)

CH 5A > j.C > j.D > MTW > TB > GF (4496 | 1 meter)

 
 

 

5A Air Magnetized

 

CH 5A > 6A > 2C > AC > GF (2132 | 19 meter)

 
 

 

 

 

 

 

There's more I'm sure but these were the ones I could think of that were useful. Also I don't watch videos much, there may be better alternatives out there. But someone needs to get this rollin'. I bold the ones I consider BnBs.

 

Also unsure how to treat 5B/2B vs 5A/2A, so I just put in the higher damage alternatives. Similar thing with OD. If people want to know how much damage combos do without ODC they can go test it themselves!

 

Share this post


Link to post
Share on other sites

Anti-Tager Round Starter Dicks Combo

 

CH 3C > ODC > (walk forward) 6C > j.2C > (walk forward) 5B > 6A > A Sledge > (walk forward) 5A > j.A > j.B > j.5C > j.A > j.B >j.5C > GP (3963 | 28 meter)

 

 

Anti-Most Character Round Starter Dicks Combo

CH 5C > ODC > 5D > 5A > neutral j.A > j.C > j.D > 6C > j.2C > 5B > j.A >j.B >j.5C > GP (3857 | 27 meter | a lot of magnetism)

 

^This works well against Kagura since I believe he's the only character with a slower poke than ours for roundstart.

Share this post


Link to post
Share on other sites

the 5A combos are different everything else should be the same.

 

I gotta fix the format of the past bin I have...its not the dustloop standard it seems bleh.

Share this post


Link to post
Share on other sites

5A Meter Combos (Require Magnetism)

DM: 3257/3308

5A>5B/2B>3C>AC whiff>6A>2C>MTW>GF

 

2B is optimal, going straight to 3C is better than 5B. It makes hardly any difference though.

 

With Spark Bolt

DM: 3723

5A>3C>AC>623D>6C>MTW>GF

 

100 Meter

DM: 4288

5A>5B/2B>3C>AC whiff>6A>2C>MTW>TB

 

100 Meter With Spark Bolt

DM: 4703

5A>3C>AC>623D>6C>MTW>TB

 

 

5A Corner

DM: 2109

5A>2B>5B>3C>ASledge>Hammer>GF

 

Don't use 2B if not close.

 

5B/5C Corner (Magnetism, or Close)

DM: 4156

5B>5C>6A>2C>ASledge>5C>6B>j2C>5B>jC>delay jD>6C>jB>jC>GP

 

DM: 5217

5C>6A>2C>ASledge>5C>6B>j2C>5B>jC>delay jD>6C>delay sjC>jB>jC>GP

 

 

Overdrive 5A Combos

 

50 Meter (GF can miss without magnetism)

DM: 3861

5A>3C>ODC>5C>OD MTW>GF

 

100 Meter (doesn't require magnetism)

DM: 5121

5A>3C>ODC>5C>OD MTW>OD TB>GF

 

*Can use 5B for easier confirm, but less optimal

 

100 Meter + Spark Bolt

DM: 5218

5A>3C>AC whiff>5C>6A>2C>AC>623D>OD>OD MTW>OD TB>GF

 

100 Meter + Spark Bolt + <60% Health

DM: 5428

5A>3C>ODC>5C>AC>623D>6C>OD MTW>OD TB>GF

Share this post


Link to post
Share on other sites

Tager Specific / Requires Magnetism

 

 

j.C > j.B > j.C > 5C > 6A > 3C > AC whiff > j.C > j.B > j.C > 2C > GF whiff > 5A > 5B > sj.A > j.B > j.C > j.D > GP (4324 | 31 meter)

 

j.B > j.C > j.B > 5B > 5C > 6A > 3C > AC whiff > j.C > j.B > j.C > 2C > GF whiff > 5A > 5B > sj.A > j.C > j.D >GP (3821 | 27 meter)

 

5B > 5C > 6A > 3C > AC whiff > j.C > j.B > j.C > 2C > GF whiff > 5A > 5B > sjA > j.B > j.C > j.D > GP (3623 | 26 meter) 

Share this post


Link to post
Share on other sites

Overdrive 5A Combos

 

50 Meter (GF can miss without magnetism)

DM: 3861

5A>3C>ODC>5C>OD MTW>GF

 

100 Meter (doesn't require magnetism)

DM: 5121

5A>3C>ODC>5C>OD MTW>OD TB>GF

 

Those seem like they could be incredibly useful for stealing rounds if you have the resources.

Share this post


Link to post
Share on other sites

Important confirm to know that I kept panicking when I got it:

 

3C In the corner, no magnetism

 

DM: 3764

3C>ASledge>Hammer>5B>4D>5C>6B>jC>delay jD>6C>delay sjC>jB>jC>GP

 

 

Desperation Combos after a 360 (only for game winning)

 

DM: 3232/4032 Unburstable

360A/360B > GF > RC tkGP 

 

DM: 3358/4158 Burstable + Spark Bolt, RC 6C must be frame perfect.

360A/360B > GF > RC 6C > 623D > GP

 

DM: 3630/4430 Unburstable

360A/360B > GF > RC MTW > GF

 

DM: 3795/4595 Burstable + Spark Bolt. In OD 3951/4751

360A/360B > GF > RC 6C > SB (straight) > 3C > MTW > GF

 

DM: 3836/4636 Burstable + Spark Bolt + Frame perfect RC 6C. In OD 3992/4792

360A/360B > GF > RC 6C > AC > 623D > MTW > GF

Share this post


Link to post
Share on other sites

Notes on above combos:

 

DM: 3795/4595 Burstable + Spark Bolt. In OD 3951/4751

360A/360B > GF > RC 6C > SB (straight) > 3C > MTW > GF

You can activate OD after 3C and still combo if you need to OD it.;

 

 

DM: 3630/4430 Unburstable

360A/360B > GF > RC MTW > GF

 

Motion for this is 236236 RC  C. Buffer the 236236 before you Rapid Cancel it and it becomes so much easier, like Kanji's Super > OMC > Super combo

Share this post


Link to post
Share on other sites

Anyone got any combos that start off with Grand Punisher>RC?

 

 

Without Magnetism:

(the SMP makes no real difference)

DM: 4040

GP > RC 6C > delay jB > jC > [jA>jB>jC] x2 > jD > GP

 

Magnetism + GF oki:

DM: 4005

GP > RC 6C > ASledge > 3C > AC whiff > 5C > 6B> jA > jB > jC > 2C > AC > GF

 

Corner:

DM: 4365

GP > RC 6C > ASledge > 5C > 6B > j2C > 5B > jC > jD > j2C > 5B > 4D > GF

 

 

For Spark Bolt just make the usual changes that you would normally make to your combos when you want to use it.

Share this post


Link to post
Share on other sites

Without Magnetism:

DM: 3841 - SMP, but doesn't make any real difference

GP > RC 6C > ASledge > 5A > jA > jB > jC > sjA > jC > jD > GP

Magnetism:

DM: 4005

GP > RC 6C > ASledge > 3C > AC whiff > 5C > 6B> jA > jB > jC > 2C > AC > GF

I see that the RC is after the second hit, how about the first?

Share this post


Link to post
Share on other sites

I see that the RC is after the second hit, how about the first?

 

The second hit is too good to RC. It does good damage and RC'ing it forces you to use worse normals to keep the combo going. 

 

 

 

Corner CT Combos

DM: 4504

5B>5C>6A>2C>CT>5B>5C>ASledge>5C>6B>delay jC>jD>6C>jC>GP

 

DM: 5622

5C>6A>2C>CT>5B>5C>ASledge>5C>6B>delay jC>jD>6C>jB>jC>GP

Share this post


Link to post
Share on other sites

midscreen:

 

5DCH>236B>5B>6A>236A>3C>623C(Whiff)>5C>6A>2C>623C>22D

 

There should be a way to add 5C>6B>j.2C>5B>5C somewher in there.

Share this post


Link to post
Share on other sites

Probably not optimal, but a better damaging combo.

 

5DCH > 3C > AC (whiff, charge slightly) > 5C > 6A > 2C > GF whiff > 5A > 5B > 5C > 6A > 2C > GF whiff > 5A > 5B > j.A > j.B > j.C > GP (3805 | 27 meter)

 

5D CH > 236B > 3C > AC (whiff) > 5C > 6B > j.2C > 5B > 5C > 6A > 2C > AC > GF (3746 | 31 meter)

.

;

Share this post


Link to post
Share on other sites

I'm pretty sure every character can Counterhit CA into taunt, but if you get counterhit with a 30 frame move you should instantly explode like Zero when he dies

Share this post


Link to post
Share on other sites

Corner:

DM: 4365

GP > RC 6C > ASledge > 5C > 6B > j2C > 5B > jC > jD > j2C > 5B > 4D > GF

For Spark Bolt just make the usual changes that you would normally make to your combos when you want to use it.

Question about this combo, they always seem to tech out after 5B.

Edit:

Never mind, I got it figured out

Note:

Doesn't work on Azrael

Share this post


Link to post
Share on other sites

Question about this combo, they always seem to tech out after 5B.

Edit:

Never mind, I got it figured out

Note:

Doesn't work on Azrael

 

It works just fine on Azrael. Make sure you delay the jD. Do j2C as soon as possible as well or the jC will not work after 5B. This applies to pretty much everyone though. The combo requires good execution I won't deny that but it's definitely possible with practice.

Share this post


Link to post
Share on other sites

It works just fine on Azrael. Make sure you delay the jD. Do j2C as soon as possible as well or the jC will not work after 5B. This applies to pretty much everyone though. The combo requires good execution I won't deny that but it's definitely possible with practice.

I can't get Sledge Hammer to land

Share this post


Link to post
Share on other sites

I can't get Sledge Hammer to land

 

Delay it til they fall low enough after 6C. You only have to apply a tiny bit of delay. This something you have to do for a lot of characters, especially after 2C in normal combos.

Share this post


Link to post
Share on other sites

What's the optimal combo off a magnetized 5B now? I'm wondering if it would be worth RCing AC>4D for that extra damage, or if it would be better to just go for a GF ender/up-spark>stuff.

Share this post


Link to post
Share on other sites

You really shouldn't RC 4D for damage unless you're getting a 2C > AC or raw AC starter on a magnetized opponent. or when it will kill the opponent when GF > RC > TK DP won't kill (very rare).

 

My go-to is:

Corner Carry/Unmagnetized

5B > 5C > 6A > 3C > A Sledge > 5A > j.A > j.B > j.C > j.A > j.B > j.C > j.A > j.C > j.D > GP [3431|24]

 

Far-range 5B (anything farther than GF Oki range)

5B > 5C > 6A > 3C > AC whiff > 5B > 5C > slight charge 6A > 2C > GF whiff > 5A > 5B > sj.A > j.C > j.D > GP [3399|25]

 

GF Oki:

(if A sledge makes opponent go behind)

5B > 5C > 6A > 3C > AC whiff > 5C > slight charge 6A > A sledge > 5C > 6A > AC > GF [3146|26]

 

(if A sledge makes opponent go in front)

5B > 5C > 6A > 3C > AC whiff > 5C > slight charge 6A > A sledge > 5C > 6A > 2C > AC > GF [3307|28]

 

There are more optimal combos, namely 5B > 5C > 6A > 2C > A Sledge route, but it's distance dependent. There are also more optimal confirms if after AC whiff float the opponent goes floating away from you as opposed to towards you. If you can recognize the distance and hit confirm, good! But 100 damage isn't worth an addition "distance confirm". Don't be greedy

Share this post


Link to post
Share on other sites

×