
Combo Notation Guide | Character Name Abbreviations | |||||||||
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Combo Theory
Most of Tager's combos are going to start off of his short-ranged normals, aside from Spark Bolt and callouts. 5A is a good poke, particularly for stagger pressure, and can lead to short combos that you usually want to use to gain magnetism. 5B is shorter ranged and slower, but hits low and leads to stronger combo routes. 5C is the longest, but also significantly slower, so while you can use it in midrange neutral you should be careful with when and how often you use it.
2A and 2C are your anti-airs, but each has its drawbacks. 2A is much faster, and while it doesn't have head invuln, it low profiles many air attacks, but it leads to middling damage. 2C is much bigger vertically and can lead to strong damage, especially on a counter hit, but it's slow and has a poor horizontal reach. You'll have to determine which one you want to use in different situations.
Tager's combo game relies heavily on whether the opponent is magnetized. If the opponent isn't magnetized, you won't have access to his more damaging routes and your main goal should be to apply magnetism. All of Tager's Drive moves apply magnetism even on block, and you'll primarily be using either Gadget Finger as a combo ender, or 4D as a blockstring ender.
Once the opponent is magnetized, you'll start to rack up damage. Tager's basic BnB is his B Starter #2, which can do around 3K regardless of the starter, so you'll want to be very familiar with this. This also gives you more opportunities to apply magnetism; sometimes it's better to use a weaker combo that applies more magnetism, especially if it's almost out.
Tager's primary combo ender is 623C , 22D, particularly after magnetized combos. Atomic Collider (623C) does a great amount of damage, even at the end of longer combos, and Gadget Finger (22D) adds a good amount of magnetism. You're +10 after Gadget Finger, which gives you many options for oki; catching a mash with 5C/3C, using 360A/B to beat blocking, backdashing to beat DP, or even using another quick Gadget Finger to beat jumping. You can also omit Gadget Finger for a safejump j.B/landing 360A mix.
Many of Tager's strongest combos involve using low 6A. This move has a special property where, if the opponent is close to the ground when it hits, you have access to more followups, specifically 6C and 236B. This is mostly used after a Spark Bolt, so it's important to get used to the timing so you can get the most damage.
Spark Bolt is an incredible projectile, and it can be used to extend combos, either if the opponent is too far out or if you're out of cancel options. For example, after 5D your combo often can't continue, but you can extend it and tack on a lot of extra damage with Spark Bolt. Since it applies magnetism as well, it's an easy way to get big damage off a stray normal without starting magnetism. It also sets up low 6A confirms, which is where Tager's highest damaging combos come in. It's a valuable neutral tool as well, and it can be a combo starter from fullscreen, so you'll need to gauge when you want to use it.
Tager excels at punishing opponents' mistakes. His 5C has great proration, and is fast enough to punish a lot of DP's and blocked supers. 5C > 6C > ... can do over 4.5K without resources, and can end a round with them. Of course, be cautious if you think the opponent is going to RC a blocked attack, but it's important to know your CH 5C routes. His command grabs also have invuln frames: 360A can beat fast buttons from opponents, while 360B has longer invuln to catch committal options. Utilizing these effectively in different situations can lead to big damage and magnetism.
Another important part of Tager's combos is resets. Delayed Gadget Finger can pull the opponent right next to you for low/throw oki, and it can loop into itself. Of course, you'll want to vary this with standard combos as to not get predictable, and these resets can be beaten if the opponent delay techs. However, this can open up more damaging combo routes for Tager as well; if you predict the delay tech, you can get a blue beat combo. In general, use resets as a supplement to your gameplan, and don't be afraid to experiment.
Tager also has the infamous timeout strategy, which can be good if you have the lead but does take quite a bit of practice.
Gadget Finger RC Timeout Routes
Combo List
For the purpose of listed combos, small characters are Noel, Rachel, Amane, Kokonoe, Naoto, Es, Mai
# | Combo | Position | Magnetism | Difficulty | Notes |
---|---|---|---|---|---|
1 | 6A > 6B(B) > 236A , 5A > 5B > 3C > (236A ,) 22D | Anywhere | No | [2] Easy | Works best early in combos and magnetizes opponent. |
2 | (5B >) 5C > 6A > 2C > 623C , 22D | Anywhere | No | [2] Easy | Useful for ending longer combos. |
3 | (airborne) (5B >) 5C > 6A > 2C > 22D (whiff) , 2A > 5B > 5C > 623C , 22D | Anywhere | Yes | [3] Medium | Hold 22D (whiff) slightly longer to get a sideswap reset. |
4 | (airborne) (5B >) 5C > 6A > 2C > 22D (whiff) , 2A > 5B > 5C > 6A > 2C > 623C , 22D | Anywhere | Yes | [3] Medium | Most damage, but prone to dropping at the end of long combos. |
5 | 6C > 5D , 6C > 5D , 6C > 5D > 236B , 6A > 6C > 5D > 236B , 6BB > 22D | Facing Corner | Yes | [3] Medium | Corner combo loop for massive damage. Can end with 6B > 2D for slightly better oki. |
6 | (on FCH, airborne) 6C/5B > 9jc j.C > j.D , land > 9jc j.C j.D , land 5C > 6A > 2C > 623C , 22D | Anywhere | No | [3] Medium | You can hold 9 to jump as soon as possible. |
7 | 41236D/623D , (6A > 236B ,) 6A > 6C > 9jc j.2C , 3C > 623C , 22D | Not facing corner | No | [4] Hard | Spark Bolt extension, requires low 6A. Can be added in almost any combo for more damage. |
8 | 6C > 9jc j.2C , 5B > 623D , 6A > 6C > 9jc j.2C , 3C > 623C , 22D | Not facing corner | No | [4] Hard | Uses Spark Bolt, requires low 6A, adds good damage. |
9 | 623C > RC 6C > 9jc j.2C , 3C > 623C , 22D | Anywhere | No | [3] Medium | Primary RC extension, sideswaps, RC window is fairly generous. |
10 | 623C > RC 236B , 6A > 6C > 9jc j.2C , 3C > 623C/236A , 22D | Anywhere | No | [4] Hard | Optional sideswap, more damage but tighter RC window. |
Ground Combos
# | Combo | Position | Magnetism | SB | Damage | Heat Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|---|---|---|---|
1a | 5A > 5B > 3C > (236A* , ) 22D | Anywhere | No | No | 1104 / 1566 | 12 / 15 | All | [1] Very Easy | Short combo to start magnetism. *Prone to whiffing on small characters w/o starting magnetism. |
1b | 5A > 5B > 3C > 236A~236A | Anywhere | No | No | 1935 | 13 | All | [1] Very Easy | Most damage universally, does not apply magnetism. |
1c | 5A > 5B > 3C > 236A > 5A > 5B > 5C > 623C, 22D | Anywhere | No | No | ~2700 | ?? | All | [2] Easy | Needs to be very close or cornered to continue after the second 5A. |
1b | 5A > 5B > 3C > 236A~236A | Anywhere | No | No | 1935 | 13 | All | [1] Very Easy | Most damage, does not apply magnetism. |
2 | [Crouching] 5A > 5B > 5C > 6A > 6B > 2C > 623C , 22D | Anywhere | No | No | 2631 | 23 | All | [1] Very Easy | 6A whiffs at max range. |
3 | 5A > 5B > 3C > 623C (whiff) , 5C > 6A > 2C > 623C , 22D | Anywhere | Yes | No | 2699 | 23 | All | [2] Easy | Common magnetized combo. |
4 | 5A > 3C > 623C (whiff) , 5C > 4D , 5B > 5C > 6A > 2C > 623C , 22D | Anywhere | Yes | No | 3133 | 26 | All | [2] Easy | More damage, usually works best at max 5A range. |
5a | 5A, 5B > 5C > 41236D , 5C > 6A > 2C > 623C , 22D | Midscreen | No | Yes | 3109 | 26 | All | [2] Easy | Easy Spark Bolt combo. |
5b | 5A > 5B > 5C > 41236D , low 6A > 236B , low 6A > 6C > 9jc j.2C , 3C > 623C , 22D | Midscreen | No | Yes | 3710 | 30 | All | [3] Medium | Slightly harder, requires low 6A. |
6 | [AA] 5A / 2A > 9jc j.A > j.B > j.C > j.63214A | Anywhere | No | No | 1902 / 1852 | 13 | All | [2] Easy | 5A / 2A > j.A window is very tight. |
7a | [AA] 5A > 623D , 5C > 6A > 2C > 623C , 22D | Midscreen | No | Yes | 2850 | 24 | All | [2] Easy | Easy AA Spark Bolt combo. |
7b | [AA] 5A > 623D , walk back , low 6A > 236B , low 6A > 6C > 9jc j.2C , 3C > 623C , 22D | Midscreen | No | Yes | 3583 | 30 | All | [4] Hard | Harder version, requires low 6A. |
8a | [CH AA] 5A > 9jc j.2C , 5B > 5C > 6A > 2C > 623C , 22D | Anywhere | No | No | 2982 | 25 | All | [3] Medium | Only try this if you know you're getting a counter hit. |
8b | [CH AA] 5A / 2A > 9jc j.2C , 5B > 5C > 6A > 2C > 623D , walk back , low 6A > 6C > 9jc j.2C , 3C > 623C , 22D | Anywhere | No | Yes | 3835 | 31 | All | [4] Hard | Spark Bolt variant. |
# | Combo | Position | Magnetism | SB | Damage | Heat Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|---|---|---|---|
1 | 6A > 6BB > 2C > 623C , 22D | Anywhere | N/A | No | 2581 | 22 | All | [1] Very Easy | Good combo to start magnetism. |
2 | 6A > 6BB > 236A , 5A > 5B > 3C > (236A* ,) 22D | Anywhere | N/A | No | 2392 (2470) | 21 | All | [2] Easy | *Prone to whiffing on small characters without starting magnetism. 5B is skippable if required. |
3 | 6A > 6BB > 236A , 5A > 5B > 3C > 623C (whiff) , 5C > 6A > 2C > 623C , 22D | Anywhere | Yes | No | 3231 | 27 | All | [2] Easy | Magnetized version. |
4a | 6A > 2C > 623D , 5C > 236A , 5B > 5C > 6A > 2C > 623C , 22D | Midscreen | N/A | Yes | 3812 | 31 | All | [3] Medium | Standard Spark Bolt combo. |
4b | 6A > 2C > 623D , walk back , low 6A > 6C > 9jc j.D , 5B > 5C > 6A > 2C > 623C , 22D | Midscreen | N/A | Yes | 4057 | 33 | All | [4] Hard | Slightly more damage, requires low 6A. |
5 | 6A > 2C > 623C > RC dl.6C > 9jc j.2C , 5B > 5C > 6A > 2C 623D , > 9jc j.2C , 6BB > 236A~236A | Midscreen | N/A | Yes | 4629 | -28 | All | [4] Hard | Requires 35 Heat, hit j.2C when you're close to the ground. |
6 | [CH AA] 6A > 6C > 9jc dl.j.D > 5C > 6A > 2C > 22D (whiff) , 2A > 5B > 5C > 6A > 2C > 623C , 22D | Anywhere | N/A | No | 4335 | 35 | All | [4] Hard | |
7 | [CH AA] 6A > 236B, low 6A > 6C > 9jc j.2C , 5B > 5C > 6A > 2C > 623C , 22D | Anywhere | N/A | No | 4301 | 35 | All | [3] Medium | Easier than #8, but less magnetism. |
8 | [CH] 6A (max hold) > 6C > 9jc dl. j.D , land 5C > 6A > 2C > 22D (whiff) , 2A > 5B > 5C > 6A > 2C > 623C , 22D | Anywhere | N/A | No | 4747 | 38 | All | [4] Hard | Holding 6A is a bad idea, but here's the combo for it. |
# | Combo | Position | Magnetism | SB | Damage | Heat Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|---|---|---|---|
1 | 5B > 5C > 6A > 6B > 236A , 5A > 5B > 3C > (236A* ,) 22D | Anywhere | N/A | No | 2573 (2645) | 22 | All | [2] Easy | W/o magnetism, 6A whiffs at mid-max 5B range. *Prone to whiffing on small characters w/o starting magnetism. |
2 | 5B > 3C > 623C (whiff) , 5C > 6A > 2C > 22D (whiff) , 2A > 5B > 5C > 6A > 2C > 623C , 22D | Anywhere | Yes | No | 3252 | 27 | All | [3] Medium | Staple magnetized combo. |
3 | 5B > 5C > 6A > 6B > 236A , 5A > 5B > 3C > 623C (whiff) , 5C > 6A > 2C > 623C , 22D | Anywhere | Yes | No | 3400 | 28 | All | [3] Medium | |
4 | 5B > 5C > 41236D , low 6A > 236B , low 6A > 6C > 9jc j.2C , 3C > 623C , 22D | Midscreen | N/A | No | 3959 | 32 | All | [3] Medium | Sparkbolt confirm. Used to kill if they aren't magnetized. |
5 | 6BB > 236A , 5A > 5B > 3C > 623C (whiff) , 5C > 6A > 2C > 623C , 22D | Midscreen | Yes | No | 3073 | 26 | All | [3] Medium | Consistent magnetized 6B combo. |
6a | [CH] 6B > 6C > 9jc j.2C , land 5B > 5C > 6A > 2C > 623C . 22D | Anywhere | Yes | No | 3760 | 31 | All | [3] Medium | Easier version. Great for calling out long-range lows. |
6b | [CH] 6B > 6C > 9jc dl. j.D , land 5C > 6A > 2C > 22D (whiff) , 2A > 5B > 5C > 6A > 2C > 623C , 22D | Anywhere | Yes | No | 4137 | 34 | All | [3] Medium | Harder version, more damage. |
# | Combo | Position | Magnetism | SB | Damage | Heat Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|---|---|---|---|
1 | 5C > 6A > 6BB > 236A , 5A > 5B > 3C > (236A* , ) 22D | Anywhere | No | No | 3067 (3146) | 26 | All | [3] Medium | Good combo to start magnetism. *Prone to whiffing on small characters w/o starting magnetism. |
2 | 5C > 6A > 6BB > 236A , 5A > 5B > 3C > 623C (whiff) , 5C > 6A > 2C > 623C , 22D | Anywhere | Yes | No | 3986 | 32 | All | [3] Medium | Magnetized version of #1 |
3 | 5C > 41236D , low 6A > 6C > 9jc j.2C , 5B > 5C > 6A > 2C > 623C , 22D | Midscreen | N/A | No | 4783 | 38 | All | [4] Hard | Useful confirm for a far hit 5C. |
4a | [AA] 2C > 623C , 22D | Anywhere | N/A | No | 2196 | 20 | All | [2] Easy | 2C is risky, but this does grant magnetism and oki. |
4b | [AA] 2C > 623C , 5A > 9jc j.A > j.B > j.C > j.63214A | Anywhere | N/A | No | 3147 | 22 | All | [2] Easy | Damage variant, not as good oki and no magnetism. |
5a | [AA] 2C > 623C > RC 6C > jc j.D , land 5B > 2C > 22D (whiff) , 5B > 5C > 6A > 6BB > 236A~236A | Anywhere | N/A | No | 4485 | -28 | All | [3] Medium | Requires 35 Heat. |
5b | [AA] 2C > 623C > RC [6C > 5D]x3 > 236B , 6A > 6C > 5D > 236B , 6B > 2D | Back to corner | N/A | No | 4862 | -24 | All | [3] Medium | Corner route, requires 35 Heat. |
6 | [AA] 2C > 623C , 5A > 623D , low 6A > 236B , low 6A > 6C > jc j.2C , 3C > 236A~236A | Not in corner | N/A | Yes | 4123 | 29 | All | [4] Hard | Spark Bolt variant. |
7a | [CH] 5C > 6C > 9jc j.D , land 5B* > 5C > 6A > 2C > 22D (whiff) , 2A > 5B > 5C > 623C , 22D | Anywhere | Yes | No | 4827 | 39 | All | [3] Medium | This is your go-to punish combo. *first 5B whiffs on small characters w/o starting magnetism. |
7b | [CH] 5C > 6C > 9jc j.D , land 5C > 6A > 2C > 22D (whiff) , 2A > 5B > 5C > 6A > 2C > 623C , 22D | Anywhere | No* | No | 5057 | 40 | All | [4] Hard | Works farther than above combo, requires precise slight delay j.D. *Starting magnetism necessary at max range. |
8 | [CH] 5C > 6C > 9jc j.D > j.63214A > RC 236B , 6A > 6C > 9jc j.2C , 3C > 623C , 22D | Anywhere | N/A | No | 5920 | -13 | All | [3] Medium | Requires 25 Heat. |
9 | [CH] 5C > 6C > 5D > 41236D > 6C > 9jc j.2C , 5B > 5C > 6A > 2C > 623C , 22D | Not in corner | N/A | No | ~5256 | ? | All | [3] Medium | Slightly delay on 5D required if not already magnetised. |
10 | [CH AA] 2C > 236B , 5C > 236A , 5B > 5C > 6A > 2C > 623C , 22D | Anywhere | N/A | No | 4075 | 33 | All | [3] Medium | 2C > 236B cancel window is incredibly lenient, you can 236B on reaction to a 2C CH. |
11 | [FCH] 6C > 9jc j.C > j.D , land > 9jc j.C > j.D , land > 9jc j.C > j.D > land 5C > 236A , 5B > 5C > 6A > 2C , 22D | Anywhere | N/A | No | 5747 | 45 | All | [3] Medium | Biggest resourceless combo. Slight delay before first jump cancel if starting magnetism. |
12a | [CH] 5C > ODC > 236236B > 236236B , 6C > j.2C , 3C > 236A~236A | Not in corner | N/A | No | 8246 | -88 | All | [3] Medium | Short OD version, Terra Break when opponent is at the peak to land 6C after. |
12b | [CH] 5C > ODC > 236236B > 236236B , 6C > j.2C , 3C > 623D , 5C > 623C , 22D | Not in corner | N/A | Yes | 8701 | -84 | All | [3] Medium | More damaging version with Spark Bolt. |
12c | [CH] 5C > ODC > 236236B > 236236B , 6C > EA | Not in corner | N/A | No | 9248 | -99 | All | [3] Medium | Long OD version, at least 4 seconds. OD MTW > TB grants Active Flow. |
# | Combo | Position | Magnetism | SB | Damage | Heat Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|---|---|---|---|
1 | 5D > 41236D , 5C > 236A , 5B > 5C > 6A > 2C > 623C , 22D | Midscreen | N/A | Yes | 4251 | 34 | All | [2] Easy | 5D's only non-CH confirm is Spark Bolt. |
2 | [CH] 5D , 6A (charge) > 6BB > 2C > 623C , 22D | Anywhere | N/A | No | 3282 | 27 | All | [2] Easy | Hold 6A as long as possible to connect 2C. |
2a | [CH] 5D , 360B > 6C > 9jc > j.2C > land 5B > 5C > 6A > 2C > 623C , 22D | Anywhere, Somewhat close | N/A | No | ~5000 | ?? | All | [3] Medium | if j.2C is not performed asap, then 6A will miss. |
2c | [CH] 5D, 236A (whiff), 360B > 5C > 236A , 5B > 5C > 6A > 2C > 623C > 22D | Anywhere except max range | N/A | No | 4717 | ?? | All | [4] Hard | Variant for when you aren't close enough to connect 360B on its own |
3 | [FCH] 2D , 5C > 6A > 6B > 5D > 236A , 5A > 3C > 623C (whiff) , 5C > 4D, 5C > 6A > 2C > 22D (whiff) , 2A > 5B > 5C > 6A > 2C > 623C , 22D | Anywhere | N/A | No | 4309 | 35 | All | [3] Medium | Easiest 2D FCH confirm. 5C > 4D can be skipped |
4 | [FCH] 2D , 3C > 623C (whiff) , 5B > 9jc j.C > j.D , land microwalk 5C > 236A , 5B > 5C > 6A > 2C > 22D (whiff) , 2A > 5B > 5C > 6A > 2C > 623C , 22D | Anywhere | N/A | No | 4737 | 38 | All | [4] Hard | |
5 | [FCH] 2D , 3C > 623C (whiff) , 5B > 9jc j.C > j.D , land > 9jc j.C > j.D , land > 5C > 236A , 5B > 5C > 6A > 2C > 623C , 22D | Anywhere | N/A | No | 4929 | 38 | Not on small characters | [4] Hard | Slightly more damage and magnetism, doesn't work on small characters. |
6 | [CH] 4D , 3C > 623C (whiff) , 5C > 6A > 2C > 22D (whiff) , 2A > 5B > 5C > 623C , 22D | Anywhere | N/A | No | 3635 | 30 | All | [3] Medium | Basic combo, no resources needed. Whiffs at max 4D range. |
7 | [CH] 4D , 3C > 623C (whiff) , 5C > 6A > 2C > 623D , walk back low 6A > 6C > 9jc j.2C , 3C > 623C , 22D | Anywhere | N/A | Yes | 4448 | 36 | All | [4] Hard |
Air-to-Air Combos
# | Combo | Position | Magnetism | SB | Damage | Heat Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|---|---|---|---|
1 | j.A > j.B > j.C > j.63214A | Anywhere | N/A | No | 1720 | 12 | All | [2] Easy | Basic air-to-air combo, works starting with j.A / j.B / j.C. |
2 | j.A > j.B > j.C > j.63214A > RC 236B , low 6A > 6C > 623C , 22D | Anywhere | N/A | No | 3096 | -31 | All | [2] Easy | RC version. Requires 38 Heat. |
3 | [CH] j.A > j.D , land 5C > 6A > 2C > 22D (whiff) , 2A > 5B > 5C > 6A > 2C > 623C , 22D | Anywhere | N/A | No | 2818 | 24 | All | [2] Easy | |
4 | [CH] j.B , land 5C > 6A > 2C* > 22D (whiff) , 2A > 5B > 2C > 22D (whiff) , 5B > 5C > 6A > 2C > 623C , 22D | Anywhere | Yes | No | 3146 | 26 | All | [3] Medium | CH combo if you can't connect j.D. *End here with 623C if no starting magnetism. |
5 | [CH] j.B , land low 6A > 6C > jc j.D , land 5B > 2C > 22D (whiff) , 5B > 5C > 6A > 2C > 623C , 22D | Anywhere | Yes | No | 3689 | 30 | All | [4] Hard | Requires low 6A, but can be done from almost anywhere Combo #6 cannot. |
6 | [CH] j.B > j.D , land low 6A > 6C > 9jc j.2C , 5B > 5C > 6A > 2C > 623C , 22D | Anywhere | N/A | No | 3882 | 32 | All | [4] Hard | Optimal route, must be ascending j.B. |
7 | [CH] j.C , land 5B > 5C > 236A , 5B > 5C > 6A > 2C > 623C , 22D | Anywhere | N/A | No | 3121 | 26 | All | [2] Easy | Easiest combo to connect from almost any height. |
8 | [CH] j.C > j.D , land 5C > 6A > 2C > 22D (whiff) , 2A > 5B > 5C > 6A > 2C > 623C , 22D | Anywhere | Yes | No | 3878 | 32 | All | [3] Medium | Works best after a jump, especially w/o starting magnetism. |
# | Combo | Position | Magnetism | SB | Damage | Heat Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|---|---|---|---|
1 | j.D , land (5B) > 5C > 6A > 2C > 22D (whiff) , 2A > 5B > 2C > 22D (whiff) , 5C > 6A > 623C , 22D | Anywhere | N/A | No | 3625 (3599) | 30 | All | [3] Medium | 5B is sometimes necessary for a pickup, otherwise omit it. |
2 | j.D , land low 6A > 6C > 9jc j.2C , 5B 2C > 22D (whiff) , 5B > 5C > 6A > 2C > 623C , 22D | Anywhere | N/A | No | 4066 | 33 | All | [4] Hard | Works best on descending j.D. |
3 | j.D , land (5B) > 5C > 623C > RC 6C > 9jc j.D , land 5B > 5C > 6A > 6BB > 236A~236A | Anywhere | Yes | No | 4641 (4495) | -26 | All | [3] Medium | Requires 32 Heat. 5B is sometimes necessary for a pickup, otherwise omit it. |
4 | [CH] j.D , land 6A > 6C > jc j.D , land 5B > 2C > 22D (whiff) , 5B > 5C > 6A > 2C > 623C , 22D | Anywhere | No | No | 4308 | 35 | All | [3] Medium | Requires low 6A. |
# | Combo | Position | Magnetism | SB | Damage | Heat Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|---|---|---|---|
1 | j.2C > RC > 5B > 5C > 6A > 2C* > 22D (whiff) , 2A > 5B > 5C > 6A > 2C > 623C , 22D | Anywhere | Yes | No | 3553 | -31 | All | [3] Medium | Requires 42 Heat. *End here with 623C if no starting magnetism. |
3 | [FCH] j.2C , 5B > 9jc j.C > j.D , land > 9jc j.C > j.D , land 5C > 236A , 5B > 5C > 6A > 2C > 623C , 22D | Anywhere | N/A | No | 4809 | 37 | Not on small characters | [3] Medium | |
4 | [FCH] j.2C , 5B > 9jc j.C > j.D , land > 9jc j.C > j.D , land > 9jc j.C > j.D , land 5C > 236A , 5B > 5C > 6A > 2C > 623C , 22D | Anywhere | No | No | 4684 | 37 | Not on small characters | [4] Hard | Only works with NO starting magnetism. |
6 | [FCH] j.2C , low 6A > 6C > 9jc j.C > j.D > land > 8jc j.C > j.D , land > 9jc j.C > j.D > land 236A , 5B > 5C > 6A > 2C > 623C , 22D | Anywhere | N/A | No | 5491 | 43 | All | [5] Very Hard | Highest damage, universal, sideswaps. For double sideswap do 9jc for all j.C's. |
# | Combo | Position | Magnetism | SB | Damage | Heat Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|---|---|---|---|
1 | 360A , 22D > RC 6C > 623C , 22D | Anywhere | N/A | No | 3660 | -26 | All | [3] Medium | Requires 27 Heat. |
2 | 360B , 6C > 9jc j.2C , 5B > 5C > 6A > 2C > 623C , 22D | Midscreen | N/A | No | 3530 | 29 | All | [2] Easy | Standard meterless 360B combo. |
3 | 360B , 6C > 9jc j.D , land 5B > 5C > 6A > 2C > 623C , 22D | Midscreen | Yes | No | 3531 | 29 | All | [3] Medium | More difficult variation, but gives about 7 seconds (400F) of magnetism. |
4 | 360B , 5D , 6C > 5D , 6C > 5D , 6C > 5D > 236B , 6BB > 236A > 236A | Back to Corner | N/A | No | 3792 | 27 | All | [3] Medium | Corner version. |
5 | 360B , 5D , 6C > 5D , 6C > 5D > 236B , 6A > 6C > 5D > 236B , 6BB > 22D | Back to Corner | N/A | No | 3801 | 31 | All | [4] Hard | Harder route, but ends with much better oki. |
# | Combo | Position | Magnetism | SB | Damage | Heat Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|---|---|---|---|
1 | 41236D , 5C > 6A > 2C > 22D (whiff) , 2A > 5B > 5C > 6A > 2C > 623C , 22D | Midscreen | N/A | Yes | 3619 | 30 | [3] Medium | ||
2 | 41236D, 6A > 6C > j.2C, 5B > 5C > 6A > 2C > 623C , 22D | Not facing corner | N/A | Yes | 4082 | 33 | [4] Hard | Requires low 6A. |
# | Combo | Position | Magnetism | SB | Damage | Heat Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|---|---|---|---|
1a | 236B , 5A > 5B > 3C > (236A , ) 22D | Anywhere | N/A | No | 2000 (2328) | 18 (21) | [2] Easy | Good combo to start magnetism. | |
1b | 236B , 5A > 5B > 3C > 623C (whiff) , 5C > 6A > 2C > 623C , 22D | Anywhere | Yes | No | 3135 | 26 | All | [3] Medium | Magnetized version. |
2 | [CH] 236B , 6C > 9jc j.D , land 5B > 5C > 6A > 2C > 623C , 22D | Anywhere | N/A | No | 4177 | 34 | All | [3] Medium | Don't throw out Sledge too carelessly. |
Video Examples
BBCF2 Tager combo collections
Examples of Tager Combos by Evira
