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Posted

There are some ways to take advantage of Tager's magnetic pull. I mentioned before that in the air if Tager is doing Atomic Collider or other D moves that suck you in you can toss out j236D and it causes weird cross situations as the hop back Jin takes when he throws the projectiles causes you to get suck behind Tager while the projectiles still continue causing an odd cross over scenario. Furthermore, if Tager takes to the air with a sump jump and you are at full screen away it doesn't hurt to throw out a jD during his descent. If Tager attempts a j.D it will suck you in and he will get CH by jD. Similar deal if you are at a farther distance and Tager 5D's as you are doing 5D. He will get CH by your 5D due to the drag in effect but I'd be careful when you do this on the ground as you don't want to get Sledged. There are various bits of tricks that allow you to take advantage of the magentism to make Tager pay for dragging you in.

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Posted

Another one I think I remember doing was delaying air-tech till I'm almost on the ground on a Tager that is trying to punish an air tech with Atomic Collider after punching and magnetizing an opponent across the screen. You'll get magnetized in the air but below and too low for his Atomic Collider, and you can just do j.B j.C for counter hit as you get magnetized, then 5C j.B j.C j.D shenanigans afterwards. It's pretty high risk if you don't get the timing right though, but that goes for all the magnet-countering situations. I'm still experimenting with what magnet-counter situations I can use. So far, the most successful one/least risk is a high jump during being magnetized and doing a 623D for crossup counter hit, as you mentioned. Works wonders, and only costs 25 heat, which is cheap when you're playing against a Tager.

Posted

My friend loves 5D and jD spamming when the magnet is on me. So high jump to j-236D works, counter hit. Then combo/cross up.

Posted

My friend loves 5D and jD spamming when the magnet is on me. So high jump to j-236D works, counter hit.

Then combo/cross up.

if they J.D early then they block that move...most tagers fall into jin pressure easily but its a few tagers that brings the fight to you.

Posted

What's a good block string for Tager? Lately I've been doing 5B 5C j.A j.B j.A repeat w/ some 2A/2B here and there until he BBs to make distance or I manage to mix in a successful grab. But lately also, I've been getting Atomic Collider'd the moment I jump for the first j.A. I don't want to stay on the ground too long in case he grabs/buffers 360 or worse, 720, hence I jump for counter if he tries that.

Posted

What's a good block string for Tager?

Lately I've been doing 5B 5C j.A j.B j.A repeat w/ some 2A/2B here and there until he BBs to make distance or I manage to mix in a successful grab. But lately also, I've been getting Atomic Collider'd the moment I jump for the first j.A. I don't want to stay on the ground too long in case he grabs/buffers 360 or worse, 720, hence I jump for counter if he tries that.

After i see people always jumping post blockstring, i always collidor them after the 1st or second time. Tager got that yomi?:psyduck:

Seriously though, instead of jumping you could try to DP him out of whatever he wants to try to do.

Posted

Oh no, I meant what moves should I do on a guarding Tager that I'm putting pressure on (I thought that was a block string?). EDIT: my bad, I guess I meant mixup. j.A should beat Atomic Collider on startup right? I gotta test this out in training mode. Maybe I'm just delaying my j.A's too much.

Posted

What's a good block string for Tager?

Lately I've been doing 5B 5C j.A j.B j.A repeat w/ some 2A/2B here and there until he BBs to make distance or I manage to mix in a successful grab. But lately also, I've been getting Atomic Collider'd the moment I jump for the first j.A. I don't want to stay on the ground too long in case he grabs/buffers 360 or worse, 720, hence I jump for counter if he tries that.

1. tager can 5A the 5B...you can use 5A for a start of the string but keep in mind tagers 5A has sick reach.

2. that string is actually good but he can backdash at some point in that string, i try to back dash the J.B in that string...

if you get collidered than that means your probably not IADing your jump ins...

the string your using for tager is the standard issue one, wouldnt hurt to use blizzard or gale to mix it up...

remember your goal is to crack the turtles shell so to speak, so keep pressuring the bastard and dont slip, a good tager wants you to make a mistake so he can punish.

  • 4 weeks later...
Posted

Sorry, I didn't read the whole thread, but here is what I've got:

  • Be careful with the C flurry special; we can IB 720 at any time during it.
  • Don't try to hit us with a B or C Ice Car unless you want to die.
  • Watch out for tech traps. For example, most people who fight Tager won't tech after a 6C 5D for fear of being reset into another Collider. In those cases, we can just shoot a Spark Bolt after you. :kitty:
  • Be wary of poking with D moves; we can slegde and/or 720 the majority of them on reaction. You can, of course, use this to your advantage.
  • Be smart when you freeze us; if you know your follow-up combo will be a black-beat, don't do it; I personally make a conscious effort to buffer a 720 when I'm about to break the ice.
  • Don't spam projectiles from full-screen; it's either free electricity via charge or free meter via IB.
  • Fun fact: if you are magnetized and Ice Car over us and we use Collider, you will stay still for a moment and then take off, depending on the positioning. :v:
  • 1 month later...
Posted

Jin players have got this so long as they play smart. If your magnetized you can drive by swords for CH, and DP is wicked sick against sledge, and 2D. Since Tager only has back dash and has trouble getting forward momentum you can go for cross up, a lot, or rush under him when he jumps and and either DP or Ice Arrow super for fun. This match can go either way based on how well you predict your opponent, Jin has speed, but Tager has Soviet Damage.

Posted

I've looked every where but the Tager forum, and may have missed it, but can someone PLEASE tell me htf I'm supposed to avoid an AC without teching? I've done variation after variation, but AC can be delayed, buffered, and timed so awkwardly that so long as I'm in the air I'm in it.

Posted

Neutral tech as soon as you hit the floor? :v: If he's juggling you with it and you can tech, you can punish with jD or j.236D.

Posted

I've looked every where but the Tager forum, and may have missed it, but can someone PLEASE tell me htf I'm supposed to avoid an AC without teching? I've done variation after variation, but AC can be delayed, buffered, and timed so awkwardly that so long as I'm in the air I'm in it.

how to solve your problem:

5D>colider, just tech and do a well timed j.c or j.236D, i hate this.

j.C>colder, don't fucking tech and if you do then use j.236B or D.

not with that said i'd like to ask but why didn't you look in the tager forum and why are you teching? good tagers won't tech trap you much unless your in the corner other than that punish the fatty.

and use the 5B>5C>J.A>J.B>J.C string we can't do anything about it unless we IB the second hit of 5B or IB 720 the 5C.

  • 2 weeks later...
Posted

how to solve your problem:

5D>colider, just tech and do a well timed j.c or j.236D, i hate this.

j.C>colder, don't fucking tech and if you do then use j.236B or D.

not with that said i'd like to ask but why didn't you look in the tager forum and why are you teching? good tagers won't tech trap you much unless your in the corner other than that punish the fatty.

and use the 5B>5C>J.A>J.B>J.C string we can't do anything about it unless we IB the second hit of 5B or IB 720 the 5C.

I figure we can be more creative if we don't look at the knowledge of the enemy, makes for more interesting matches if you don't know conventional methods of escaping. The problem is that I'm either teching and being sucked into even when I'm not magnetized, or I'm not teching and simply falling into it. Serioualy, I'm a scrub when it comes to this stuff so gimme a break. Granted, thanks to all the advice you guys give I can now kill Tager most of the time without much effort, I just want better ways to get out. I also have a big problem using jump canel moves for some reason, and I am no good at super jumping putting me at immediate disadvantage against online players. =(

And wouldn't the 5B start combo be useless if you are blocking. Most Tager's I've seen turtle for the TB and ET for when the string ends, and I'm terrible at getting good combos off. (Too lazy to practice.)

Posted

Also, on a side note for a ompletely different topic, is there anything I should beware a Tager player doing on wake up besides 360, 720, or tech wheel. Suddenly my friend is scrubby and can't get any of his moves off, while I feel sorry for him I can't really pity him since he used to brag so much about defeating me. Now that the tables have turned he's reverting to Nu, whom I now crush without as much thought. The main point is should Jin try to rush Tager, or keep a good distance and watch for spark bolt?

Posted

It's hard to post and support if you should rush Tager with Jin or not because there's hardly any pro videos out there in Japan with Jin v Tager, so I don't know the "pro strat" against Tagers. But in my own experience, rushing Tager down with Jin should be no problem, assuming you know his limits and you know what to look out for. Tager's hitbox is so big, you can almost go forever in your blockstrings and eventually even lead to guard break. Of course, there's the Tager that can IB into 360/720 but once you figure that out, you start jump cancelling out of everything and just countering grab attempts. His hitbox also being big makes him the easiest to crossup. You can even cross him up in the corner, crouching or standing.

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