Jump to content
Dustloop Forums

Recommended Posts

Posted

Well, I feel terrible inside. I have more trouble with Tager than almost any other character in the cast. Bottom tier, but he's still the one character I absolutely hate fighting. I feel very powerless against his Sledge when it's being spammed simply due to super armor and ridiculously decent frame advantage on block. Backdash + 360/720 make pressuring him difficult. There must be something I'm missing here because I'm having way too much trouble with this fight. Any tips or advice? ...you know, other than "Try harder".

  • Replies 125
  • Created
  • Last Reply

Top Posters In This Topic

Posted

Space him all day. 6B and j.C are great. His backdash isn't that great so just don't be too predictable with your jumpins. j.B should be plety active and easy to cross him up with. Sledge only autogaurds projectiles so 5b that shit on reaction. Litchi's DP is a projectile but if you do it right at the end of sledge you will invul through it and tag him after autogaurd runs out. If he is spamming it in pressure wait for a gap and dp that shit.

Posted

Stay out of range of any advancing moves, punish with 5B. In pressure, delaying a 5B will hit him out of backdash. Keep him on his toes with long range pokes like 2B/6C/3C. He doesn't have much mobility in the air so anti-air itsuuA or 2C is great. If you need to peace out, just command backdash.

Posted

I got whooped on by Tager earlier today. I did soooo much work to wtill lose from two of his combos lol. I definitely got hit by hackdash throw a lot trying to pressure him. What do you do about his jumpins? I couldn't find anything that beat them.

Posted

i cant react to jumpins fast enough to do itsuu A, so i just do 2C. i actually do 2C a lot. and (well at least for the tager i played) my matchup was sledge happy so i set staff and sent it his way which baited his sledge, easy to punish afterwards.

Posted

don't get too into doing anti-air, litchi is weak in this position which is why people approach her with jump ins in the first place. zoning him is a much better idea.

Posted

I can vouch for this.:sad: Just to be sure, Tager's little slash type move is safe on block right? Even is IB'd? I can't seem to punish it no matter what I try

Posted

I agree with Brent honestly. Her AA will pretty much shut him out if you use them right. If he's super close or right above you you better get out of town though. But if he's just jumping at a distance you can pretty much do whatever you want to him.

Just to be sure, Tager's little slash type move is safe on block right? Even is IB'd? I can't seem to punish it no matter what I try

You can't really punish them no. But the A version leaves him at disadvantage so if he tries anything other than 360A or 720C you can just hit him easily.

Posted
I never disagreed but I mean you're recovering for 55 frames after DP. All depends on where Tager is in the air/his recovery. Other AA options might be safer.
Posted

Except for having the best dp in the game that gets you 3k dmg on Tager every time.... :eng101:

the best uppercut is still an uppercut, and a good tager player will know how to block.
Posted

I agree that zoning is better than sit and wait for tager to jump. J.C is pretty good there Pd: what about itsuu A? could it work better than tsubame (though I think tsubame cannot be normally blocked in the air)

Posted

Tsubame is neither the best dp in the game nor a good anti-air. Better to just keep Tager out with normals.

Posted

Uh, ok?

SPECIALS

Tsubame Gaeshi - 623D[m] - The best DP in the game. Invincible on start up, comboable into good damage and great positioning, air unblockable - this move does so much. It's a get out of jail free card for sure. Best times to use it is after something the opponent usually considers safe - IB it and stomp them with this move. When this move places the mantenbou, it is put in it's low trajectory.

shed.

Exactly which DP did you change your mind to then?

If he's swinging then he's not baiting. If he's empty jumping, GTFO. I guess I'm just more used to playing a character with a DP and using it reactivly and not just as an "anti-air".

DP's are not about "OMFG he's in the air I'll shoryu." Unless you're playing Street Fighter. In BB and GG there is FD and even IB in BB. Having a good shoryu is knowing when to use it. Instantblocking and shoryuing in pressure and punishing swings is what it is for. Playing Sol for years has lead me to this methodology and I will say it works quite well.

Posted

I'd take Ragna's DP over it personally but maybe that's just me. Bigger hitbox, little faster, you can do it whenever, free combos on hit. I'll agree with the 'not great anti-air' though, great AA in BB is something like Ragna's 6A, which will cleanly beat all air attacks, gives you tons of options (like jump canceling) on block, and is pretty safe even on wiff.

Posted

Yeah I'd take Ragna's DP over Litchi's, and maybe Jin's C DP. Tsubame anti-air is too iffy imo.

Posted

Can't RC, less invul, and best used in only one situation (when they are right in front of you). Granted there are times you can use it as anti-air, like when they are in the air, in the corner, but that's still not all the time. I think it's a great dp still, just not the best.

Guest
This topic is now closed to further replies.

  • Upcoming Events

    No upcoming events found
×
×
  • Create New...