Shining Aquas Posted July 3, 2009 Posted July 3, 2009 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".
Brent-quest Posted July 3, 2009 Posted July 3, 2009 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.
Lord Knight Posted July 3, 2009 Posted July 3, 2009 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.
Brent-quest Posted July 4, 2009 Posted July 4, 2009 ^ as stated above comman backdash is great. 1-24 INVINCIBLE and airborne.
Luigi-Bo 87 Posted July 4, 2009 Posted July 4, 2009 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.
Brent-quest Posted July 5, 2009 Posted July 5, 2009 My point is: his jump is slow as fuck. If you are having trouble then you just aren't reacting fast enough.
Shining Aquas Posted July 5, 2009 Author Posted July 5, 2009 Oh, wow, I can't believe I didn't know that Sledge only goes through projectiles. That might've changed a lot of things.
individuals Posted July 5, 2009 Posted July 5, 2009 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.
Jthan Posted July 6, 2009 Posted July 6, 2009 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.
Brent-quest Posted July 6, 2009 Posted July 6, 2009 Except for having the best dp in the game that gets you 3k dmg on Tager every time....
Cadenza Posted July 6, 2009 Posted July 6, 2009 Truth but I mean he can just start blocking in the air and 360 if he blocks your DP.
Luigi-Bo 87 Posted July 6, 2009 Posted July 6, 2009 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
Koozebanian Fazoob Posted July 6, 2009 Posted July 6, 2009 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.
Cadenza Posted July 6, 2009 Posted July 6, 2009 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.
Jthan Posted July 6, 2009 Posted July 6, 2009 Except for having the best dp in the game that gets you 3k dmg on Tager every time.... the best uppercut is still an uppercut, and a good tager player will know how to block.
Diveman Posted July 6, 2009 Posted July 6, 2009 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)
Lord Knight Posted July 6, 2009 Posted July 6, 2009 Tsubame is neither the best dp in the game nor a good anti-air. Better to just keep Tager out with normals.
Brent-quest Posted July 6, 2009 Posted July 6, 2009 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.
Koozebanian Fazoob Posted July 6, 2009 Posted July 6, 2009 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.
Lord Knight Posted July 6, 2009 Posted July 6, 2009 Yeah I'd take Ragna's DP over Litchi's, and maybe Jin's C DP. Tsubame anti-air is too iffy imo.
Brent-quest Posted July 6, 2009 Posted July 6, 2009 Tsubame is so good because it is very hard to punish in most cases. You get a better combo of Tsubame as well...
Lord Knight Posted July 7, 2009 Posted July 7, 2009 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.
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