Does Anybody Utilize the Tag System?
Gameplay & Strategy
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Does Anybody Utilize the Tag System?
It seems that every time I enter a tag match, all I do is battle it out until my first character gets knocked out; then I use the other.
I really want to get into the tag-combo system but just can't get the hang of it.
I main with Scorpion, Mileena, Reptile, Sub-Zero, and Sektor.
If you can help me out with picking the right characters and combos; I will greatly appreciate it and will give you an internet point! :D
I really want to get into the tag-combo system but just can't get the hang of it.
I main with Scorpion, Mileena, Reptile, Sub-Zero, and Sektor.
If you can help me out with picking the right characters and combos; I will greatly appreciate it and will give you an internet point! :D
WhereThereIsSmoke •06/20/2011 06:30 AM (UTC) •
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jagro Wrote:
i know what you mean. the tagging in/special move borrowing system is great in theory, but when it uses up one bar of meter im really not sure how useful it actually is, compared with simply tagging the other guy in with just L1.
i know what you mean. the tagging in/special move borrowing system is great in theory, but when it uses up one bar of meter im really not sure how useful it actually is, compared with simply tagging the other guy in with just L1.
I don't play tag, but do remember that there are normal combos for all characters in their move lists that end with a tag-in (just a tag button press instead of punch/kick)
WhereThereIsSmoke Wrote:
I don't play tag, but do remember that there are normal combos for all characters in their move lists that end with a tag-in (just a tag button press instead of punch/kick)
I don't play tag, but do remember that there are normal combos for all characters in their move lists that end with a tag-in (just a tag button press instead of punch/kick)
I love using those and that's the only part of the tag system that I'm actually using at the moment, still haven't mastered strategies that use one bar of meter when tagging.
EDIT: Try this combo OP, Sektor/Sub-Zero:
Start with Sektor: (jump in and punch, optional), b+3, 4 - d, f +4 - f+4, tag button => Sub-Zero will come in and finish the combo, doesn't use meter
When starting with Sub-Zero: (jump in and punch, optional), 2, 2 - d, f + 3 - 2, 2, tag button
Since Sektor's tag-in is a rather slow kick, opponents frozen in air, but close to the ground will not get hit when you try to finish Subby's combo by tagging in Sektor (only opponents frozen higher in the air- pretty much frozen as high on the screen as Sub-Zero is when standing).
Ermac/Kitana- my favorite:
Starts with Ermac: (jump in punch, optional), 3, 1, tag button, d, f + 1 (*see the note below) - dash in - d, f + 1 - 3, 3, tag button
*NOTE: You need to press the (d, f+1) command as soon as you press the tag button because Kitana's tag-in is a launcher attack that you can extend by canceling into her fan toss (d, f +1). So this last combo starts with Ermac, then continues with Kitana and ends with Ermac again and does not use any meter. Kitana can only be tagged in successfully early on in the combo, after a simple combo string like 3, 1 in Ermac's case. She cannot be tagged in after a more advanced combo because her tag-in is a high launcher and a combo starter by itself, so it would lead to massive damage with no meter usage if it were possible to tag her in later in the combo.
Nephrite Wrote:
I love using those and that's the only part of the tag system that I'm actually using at the moment, still haven't mastered strategies that use one bar of meter when tagging.
EDIT: Try this combo OP, Sektor/Sub-Zero:
Start with Sektor: (jump in and punch, optional), b+3, 4 - d, f +4 - f+4, tag button => Sub-Zero will come in and finish the combo, doesn't use meter
When starting with Sub-Zero: (jump in and punch, optional), 2, 2 - d, f + 3 - 2, 2, tag button
Since Sektor's tag-in is a rather slow kick, opponents frozen in air, but close to the ground will not get hit when you try to finish Subby's combo by tagging in Sektor (only opponents frozen higher in the air- pretty much frozen as high on the screen as Sub-Zero is when standing).
Ermac/Kitana- my favorite:
Starts with Ermac: (jump in punch, optional), 3, 1, tag button, d, f + 1 (*see the note below) - dash in - d, f + 1 - 3, 3, tag button
*NOTE: You need to press the (d, f+1) command as soon as you press the tag button because Kitana's tag-in is a launcher attack that you can extend by canceling into her fan toss (d, f +1). So this last combo starts with Ermac, then continues with Kitana and ends with Ermac again and does not use any meter. Kitana can only be tagged in successfully early on in the combo, after a simple combo string like 3, 1 in Ermac's case. She cannot be tagged in after a more advanced combo because her tag-in is a high launcher and a combo starter by itself, so it would lead to massive damage with no meter usage if it were possible to tag her in later in the combo.
WhereThereIsSmoke Wrote:
I don't play tag, but do remember that there are normal combos for all characters in their move lists that end with a tag-in (just a tag button press instead of punch/kick)
I don't play tag, but do remember that there are normal combos for all characters in their move lists that end with a tag-in (just a tag button press instead of punch/kick)
I love using those and that's the only part of the tag system that I'm actually using at the moment, still haven't mastered strategies that use one bar of meter when tagging.
EDIT: Try this combo OP, Sektor/Sub-Zero:
Start with Sektor: (jump in and punch, optional), b+3, 4 - d, f +4 - f+4, tag button => Sub-Zero will come in and finish the combo, doesn't use meter
When starting with Sub-Zero: (jump in and punch, optional), 2, 2 - d, f + 3 - 2, 2, tag button
Since Sektor's tag-in is a rather slow kick, opponents frozen in air, but close to the ground will not get hit when you try to finish Subby's combo by tagging in Sektor (only opponents frozen higher in the air- pretty much frozen as high on the screen as Sub-Zero is when standing).
Ermac/Kitana- my favorite:
Starts with Ermac: (jump in punch, optional), 3, 1, tag button, d, f + 1 (*see the note below) - dash in - d, f + 1 - 3, 3, tag button
*NOTE: You need to press the (d, f+1) command as soon as you press the tag button because Kitana's tag-in is a launcher attack that you can extend by canceling into her fan toss (d, f +1). So this last combo starts with Ermac, then continues with Kitana and ends with Ermac again and does not use any meter. Kitana can only be tagged in successfully early on in the combo, after a simple combo string like 3, 1 in Ermac's case. She cannot be tagged in after a more advanced combo because her tag-in is a high launcher and a combo starter by itself, so it would lead to massive damage with no meter usage if it were possible to tag her in later in the combo.
Woah....sometimes I'd love to be a high level player to fully understand what all of this means and take the time to learn it.
Good job!
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