Gambini
Noob
Tag specials are tag moves that cost one bar and do a special of the non-playing character. There are two for each character, and are input by the character currently in the fight. They can help extend a combo and squeeze out a few extra points of damage, or offer a safe/unexpected way to enter with another character.
What I label "Tag Stay" below is when the non-playing character briefly jumps in the fight, does a special, and retreats all while the playing character remains in the fight. You can perform this by pressing either +:tag or +:tag.
What I label "Tag Leave" below is when the non-playing character performs a special and remains in the fight, while the previous character retreats. You can perform this by pressing either +:tag or +:tag.
I find that the +:tag or+:tag versions are the easiest to execute, but they both exist, so it is personal preference.
There are a few moves that I feel needed special notes. They are in parentheses under the move listed.
The percent is the amount of non-blocked, not-in-combo damage. Tag specials are effected by damage scaling.
All moves are the enhanced version of the moves, except when it has the word "Normal" or something similar beside it.
Tag Kombos are similar to Tag Specials in that they are performed by the character currently in the fight, but when performed, the non-playing character performs a hit or two, and stays in the fight while the other character retreats.
Each character has many Tag Kombos (located at the bottom of the Moves List), but has only one move that they will enter the fight with. Below is the list of moves which the characters enter with. I put a name and description, because I haven't memorized the names of the regular Kombos myself, and the directions+numbers seemed a little confusing when I first looked at it like that. If I should switch to the direction+number system, then I will.
Also be aware that even though with some moves you would be able to combo it in a normal situation, the moves will often whiff in a tag combo; most noticed during juggles.
The purpose of this whole post is to help you select a good tag setup, or a quick reference if you are doing random select tag matches. Writing up how to integrate the moves in to combos is beyond the scope of this post, so you are on your own for that.
I also need data for Freddy, if anyone would be kind enough .
What I label "Tag Stay" below is when the non-playing character briefly jumps in the fight, does a special, and retreats all while the playing character remains in the fight. You can perform this by pressing either +:tag or +:tag.
What I label "Tag Leave" below is when the non-playing character performs a special and remains in the fight, while the previous character retreats. You can perform this by pressing either +:tag or +:tag.
I find that the +:tag or+:tag versions are the easiest to execute, but they both exist, so it is personal preference.
There are a few moves that I feel needed special notes. They are in parentheses under the move listed.
The percent is the amount of non-blocked, not-in-combo damage. Tag specials are effected by damage scaling.
All moves are the enhanced version of the moves, except when it has the word "Normal" or something similar beside it.
Code:
Character Tag Stay Tag Leave
Baraka Spark (14%) Blade Charge (13%)
Cyber Sub-Zero Icestream Divekick far (18%)
Cyrax Bomb missile (8%) Ragdoll (15%)
Ermac Force Ball (10%) Regular Teleport (8%)
Jade Boomerang (13%) Shadow Kick (10%)
(does not make 2nd hit on the way back if at full screen)
Jax Ground Pound (10%) Dash Punch (17%)
(Not instant)
Johnny Cage Low Forceball (11%) Shadow Kick (12%)
Kabal Norm Buzzsaw (8%) Nomad Dash
Kano Knife Throw (14%) Ball (12%)
Kenshi Rising Karma (8%) Spirit Charge (12%)
Kratos Apollo's Bow (14%) Normal Dash (7%)
Kitana inst Air Fan (8%) Square Wave
Kung Lao Hat Throw (10%) Spin (9%)
Liu Kang Low Fireball (11%) Flying Dragon Kick (13%)
(you jump a little bit)
Mileena Sai Blast (9%) Teleport (9%)
Nightwolf Arrow Shot (5% per) Shoulder (12%)
Noob Saibot Ghostball (3%) Teleport Slam (14%)
Quan Chi Ground Burst c/m (10%) Sky Drop (17%)
Raiden Lightning Bolt (13%) Torpedo (12%)
Reptile large Slow Ball (8%) Dash+Invis (12%)
(instantly fully charged)
Rain Lightning (8%) Teleport Kick?(13%)
Scorpion Demonfire (8%) Teleport (11%)
Sektor Homing Missile (8%) Teleport Uppercut (11%)
Shang Tsung Fire Skull (15%) Soul Steal (15%)
Sheeva Ground Pound(16%) Jump Stomp (11%)
Sindel Scream Step Up (13%)
Skarlet Blood Ball (15%) Red Slide
(instant and doesn't damage yourself)
Smoke Smoke Cloud (16%) Teleport (15%)
Sonya Blade Ring Blast (12%) Arc Kick (11%)
Stryker Gun Shot (8%) Roll Toss (16%)
Sub-Zero Iceball (stream) Slide (12%)
Each character has many Tag Kombos (located at the bottom of the Moves List), but has only one move that they will enter the fight with. Below is the list of moves which the characters enter with. I put a name and description, because I haven't memorized the names of the regular Kombos myself, and the directions+numbers seemed a little confusing when I first looked at it like that. If I should switch to the direction+number system, then I will.
Also be aware that even though with some moves you would be able to combo it in a normal situation, the moves will often whiff in a tag combo; most noticed during juggles.
Code:
Character Move/Description
Baraka The last 2 hits of the "Tears of Pain" combo: A high followed by an overhead (I think overhead)
Cyber Sub-Zero Last hit of the "Upload" combo: A small jump + kick
Cyrax Last hit of the "Mustard" combo: Right up against the opponent, bomb explodes out of his chest
Ermac Last hit of Enhanced Teleport: An uppercut-looking move
Jade "Rising Pole": she plants down the pole, and does a backflip + kick around it
Jax Last hit of "Boot Kamp" combo: Spartan kick
Johnny Cage Last hit of "Widescreen" combo: Overhead punch
Kabal Last hit of "Mutilation" combo: Launches opponent with a hit of his hook
Kano Last hit of "Mean Machine" combo: Dolphin-like headbutt
Kenshi Last hit of "Absentminded" combo: An upwards swing with his sword
Kratos Last hit of "Hades Edge" combo: Sword get stuck in opponent's shoulder, and Kratos kicks them away
Kitana "Uprise": Jumps in the air while swinging fan in an upwards arc in front of her
Kung Lao "Hat Swipe": Swipes downward with his hat, knocking the opponent away
Liu Kang "Shaolin Heel": Overhead downward kick with his heel
Mileena "Leaping Sai": Really slow jump forward and stick a sai in the opponent's back
Nightwolf Last hit of "Deadly Dance" combo: Spartan kick
Noob Saibot Last hit of "Possessed" combo: Small jumping roundhouse kick to the face
Quan Chi Last hit of "Corruption" combo: Puts skull in the belly of opponent, skull explodes, he throws opponent
Raiden "Spinning Kick": small jumping roundhouse kick
Reptile Last hit of "Hybrid Blast" combo: Kicks with both legs at the same time, and falls to the ground
Rain Last hit of "Waterfall" combo: Overhead smash with both arms
Scorpion Last hit of "Brimstone" combo: Overhead slash with one sword
Sektor "Afterburn": Punches opponent and makes a small explosion in the fist that hit, pushing opponent to full screen
Shang Tsung Last hit of "Play Time" combo: Upwards kick to the chin
Sheeva "Swinging Leg": High kick that knocks opponent back
Sindel Last hit of "Rise To Power" combo: Upwards slash with hair
Skarlet Last hit of "Flesh and Blood" combo: Sliding in to an uppercut
Smoke "Spin Kicks": Kick, small jump spinning kick
Sonya Blade "Dash Punches" combo: 2 punches to the stomach
Stryker Last hit of "Pain Patrol" combo: Smacks opponent away with baton
Sub-Zero Last hit of "Frost Bitten" combo: Kamehamea hands that push the opponent away with greater force than combo
The purpose of this whole post is to help you select a good tag setup, or a quick reference if you are doing random select tag matches. Writing up how to integrate the moves in to combos is beyond the scope of this post, so you are on your own for that.
I also need data for Freddy, if anyone would be kind enough .