Hi-C Posted July 6, 2009 Posted July 6, 2009 :8/: Let's discuss a way to lock this guy down. My friend plays as him and so I have some experience against this magnetizing obsessed Potemkin. But - there is a limit to what I know since I don't own the game. BlazBlue has only been out for a few days stateside, but we're all learning pretty quick. :8/: V-13 is known for her extreme zoning abilities, decent speed, unblockables, her astral command, and other nifty tricks. Tager is considered lowest of the low. He is slow. Huge hitbox. Lacks projectiles unless you consider his electro-ball a projectile, and that needs to charge up. He lacks a many aerial options. However, he has sludge hammer and 6C which nullifies projectiles, a huge game plan of V-13's. If V-13 somehow is magnetized, a single hit into Tager buster is pretty much half of Nu's life down the drain. Options(?): 3C. Sweep him off his feet. He recovers, set him up. Vortex is also a major help. Keep him in place. Set him up. If he jumps, use your swords. If he is air dash chasing you, use 214C. Bounces and gets him away for another zoning game. If he is in your face and uses sludge hammer follow up, throw him. The timing between sludge hammers first, second, and third hits are slooooowww. Throw him in between to condition him. He may end up using basic pokes from that point. Tager buster/throw/special magnetic throw is extremely easy to tech out IMO. I dunno, I can't tech out as Tao but I can tech out like nothing with Nu. Fun. Time your projectiles in-between SH. Not a good option IMO. Nots: Do not use 5C/6C/or any zoning tools until you are a decent distance by any means - sludge hammer owns. My own experience says V-13 favoring once Tager is locked down and is conditioned not to use Sludge Hammer. That's all I know.:8/:
Radian Posted July 6, 2009 Posted July 6, 2009 This matchup is a 7-3 for Nu. Any scrubby Nu player can figure out that correct zoning plus being able to see the opponents' setups is the key to victory. Sure Tager can close the distance with 2d or 6d (i think) but if your that close for him to hit you with that then throw him. Both attacks have so many startup frames that you can go make a sandwich, open a beer, and say "hey this is gonna suck for you". If he is still attacking you using his invincibility frames then mixup with 5dd>Act Pulsar forward>throw/3c/2c. As long as you don't throw projectiles at him like an idiot your pretty golden.
Hi-C Posted July 6, 2009 Author Posted July 6, 2009 Well, I don't think any Nu scrub can beat out a decent Tager. A new player who has no experience knowing Tager's attack properties, well, issues. But that's pretty obvious. I don't own the game, so input is nice anyways. And for new people coming in, I think this would help as well.
Jugiatsu Posted July 6, 2009 Posted July 6, 2009 I also have a friend who mains Tager and we just did some rounds the other day. Ended up being 14-3 wins my favor using Nu of course. Tager just cannot hack it against Nu unless we are talking about some extremely gifted Tager players who can somehow read the Nu players mind and knows all of their zoning strategies. Also, I dont believe Tager can air dash, but I could be wrong.
Yujiro Hanma Posted July 6, 2009 Posted July 6, 2009 Thank you for starting this thread, because I definitely have been having some Tager issues. After playing my friend a number of times over the past few days, I have noticed a couple of things that get me killed: - He will 360 throw me, then, do the shoulder charge (i think it's Tager's d+D) several times for what looks like free damage. Now, I have tried a number of different things to avoid the charge, but none of them seem to be consistent. forward recovers has gone through it a couple of times, but other times V just gets hit out of it. Suggestions~? - Is the Magna Tech-Wheel guaranteed after a knockdown? It seems like it... - Is there a good, wake up strategy against Tager? It seems like I'll get knocked down (especially in a corner) he can just stand there, and no matter what attack I try, right back in to the 360 throw hell... I have gotten better at keeping him at bay with the swords, trapping him in the gravity seed and I have been winning some, but it seems to be a really frustrating fight. Pointers~??
Raiderwarlord99 Posted July 6, 2009 Posted July 6, 2009 As already stated earlier this match-up is 7-3 in Nu's favor. Tager is gonna be spending well over half the match just trying to get in range to do anything to you even if your magetized! In this match he can't spark bolt you and throw out whiff drive attacks, 6A or Slede hammer B (Remember if he whiffs this not if you block it. He has frame advantage if that happens) to drag you in range cause with the long start up times on most of these will give you plenty of time to at least 5d him on reaction or god know what else you damn nu players can do which can equal 25% - 40% health lost, a knockdown for you and most likely got thrown across the screen. Because of Tag's limited mobilty he has very few options of approaching you. Obviously the first one is using sledge hammer to close the gap. A good chunk of Tagers will try to start to round of with this hoping to catch you off guard and save themselves alot of stress but Nu's backdash will get you out of this easily. Next he might try to s.j. c. His j.c gives him a little bit of forward momentum after that he's gonna barrier guard on his way down. You might want to be careful that of how close he is after that. He might be at max range to sledge hammer you, tag you with a 5D, tager shot, or even buster you if your magentized. His last option that I can think of at the moment is,... well his tager shot. If your not fully prepared for it this attack could be death for you. On counter it wall bounces which pretty much guaruntees your gonna lose at least half your life if you don't burst. This move alone would be his saving grace against zoners if not for one thing. His Electric Meter needs to be full. Now if charged over time I'm not really sure how long it'll take to charge up but in this match-up it seems to take for f****** ever! He could use his 421B Voltic Charge to add meter to the guage. The move shares the property of being immune to projectiles while active but also have some immunities to some physical attacks above the waist or something like that but if the tager is dumb enough to just sit there and charge these laser up in front of you like that throw the hell out of them or something just as stupid. Going back to the Tager shot one last time if you have a health lead and know tager is planning on using it and is trying to fish for a counter hit. Just sit on the lead as long as you have enough space between the two of you and your not in the corner. This match-up is a test of patience for Tager and your job is to break,....NO SHATTER their spirit and make them either want to quit playing all together or change characters for an attempt to counterpick you but your Nu-13 you can't counterpick her she as no bad match-ups!
XD23 Posted July 8, 2009 Posted July 8, 2009 I found that when Tager's try approaching using Sledge Hammer, they're almost banking on you to mash the D button rather than time it to get a counterhit after the animation is done. I've actually been playing around, and I manage to stuff several Tager's sledgehammer approach style using 6C. It requires timing, like throwing, but I prefer it over throwing because it has farther range.
Catastrophy Posted July 9, 2009 Posted July 9, 2009 Only a scrub Tager is going to follow up SledgeB with 236A on someone that is so hard to get in on. I usually don't Sledge in until I have spark bolted her. XYH and blocking swords, get her magnatized, sledgeB in and 360A (360B if I get in close enough). 3C usually gets me when I get in close. Or they 6C and dash cancel. This should be the shortest thread in the matchup boards for any character. This is bar none the worst matchup....well, I guess someone could make a case for good Carls.
DarthTrey Posted July 9, 2009 Posted July 9, 2009 lol seriously every Tager i've played I felt bad for at the end. The literally could not touch me. I felt so bad last night that i went in and started doing melee range attacks >_<
DiasFlac Posted July 11, 2009 Posted July 11, 2009 yeah I have to admit its a darn tough match for us Tager's but every match is uphill. I just got done playing a Nu and he pretty much perfect me. We played at least 6 games and I lost all 6. I could tell he was learning quick (even tho he was owning me) how to own me even more lol. I'll just have to become a mind reader then.
i4ybrid Posted July 11, 2009 Posted July 11, 2009 I played a guy today that played a good Tager. I have to admit, I don't know much about him as I've never tried playing him, but he couldn't beat me with any other character and could only beat me as Tager. A lot of his attacks blocked my 5C and some blocked my 6C, but I could have just done 3C all day. He got me down pretty low when he initiated his attacks where he blocks while I was trying to zone him with D attacks. I only beat him twice out of 6 games as Nu vs Tager. I will go and play Tager now to figure out what his moves are lol.
Dexa Posted July 31, 2009 Posted July 31, 2009 i dont see how this matchup is so in favor of nu? what am i supposed to do against that sledge hammer? i just get pushed into the corner and i am dead.
Andy6000 Posted July 31, 2009 Posted July 31, 2009 i dont see how this matchup is so in favor of nu? what am i supposed to do against that sledge hammer? i just get pushed into the corner and i am dead. Stop spamming. Wait for the sledge hammer, or use j.DD 214D~C instead of 5DD 4DD 236D. j.DD 214D~C will leave you a lot less open, but even then, don't use it unprovoked unless you're far away and not magnetized. Basically if the Tager thinks that he can sledge his way through your attacks, bait it. Spam for a bit, then just wait. Once he does sledge, he has a recovery time, which you can use to stab him with all the swords you want, including 236236D.
Lomyn Posted August 3, 2009 Posted August 3, 2009 I abuse the hell out of gravity pools. He moves slow enough already, the last thing he needs is those mucking up his advance. In my experience, the tager will generally either... A) Turtle up to block, at which point you can keep the pool constantly active via 5DD -> 4DD -> 214X (X = B or C, Depending on distance), chase with 214D~C, act Pulsar in for a throw (riskier but can work) B) Try and sledge his way through, which basically gives you a free combo of your choice or C) Jump, at which point you can begin to pressure him aerial with your pokes, forcing him to block on his way down. If you're intelligent about using your drives, this fight is a a lot easier.
Seyluun Posted August 7, 2009 Posted August 7, 2009 On the other hand, the good tager will IB a lot, gain on you inch by inch, and try for a max range sledge/spark bolt CH, especially if you do 5dd 4dd, since he can just backdash the 4dd then SB. Never EVER act pulsar on tager, only reason to AP is to get on the other side when you re cornered/near the corner. Always aim to hit him from the max range of your swords. Since it s pretty much impossible to completly avoid spark bolt, you will be magnetized from blocking it at least twice a round against a competent tager, be then extremly wary from sumperjump D and magna tech wheel. Since rounds are likely to last a looong time, remember to use 236236d into offensive burst for a guard crush to do some damage, and learn those tager specific combo. The matchup is 7-3 AT JAPANESE LEVEL, if you can play like this (http://www.nicovideo.jp/watch/sm7291834), just watch some MikeZ-Goryuu and you ll see it s not so easy even at the best US level; it's a bit like Potemkin-dizzy, totally onesided at first glance but closer once you find a competent opponent.
Darksoul173 Posted August 11, 2009 Posted August 11, 2009 Never do 5DD 4DD if the first sword is blocked the 4DD swprds will actuly get him closer and you dont want it Just go with 5DD j2DD 214D~C and another j2DD or AD backwards If he gets close 3C wins sledge or 2C and act pulsr if he blocks Be paitent with the swords and punish sledges and watch out for the ball all this and the match is yours
pulsr Posted August 11, 2009 Posted August 11, 2009 You can pretty much flow chart this match from up close you are probably losing if your defense sucks from far just do single Ds, if he sledges jump cancel and 2dd crescent saber. if he jumps, just get into range of 6dd or 2dd and then jump cancel to get more Ds on him to push him back and then do 214dc and air dash back to build more space and repeat. if he sledges and you see it enough you can dash up and get a free ch 2c.. its easy cheesy
IronTager Posted September 16, 2009 Posted September 16, 2009 Well, I'm glad to see that I'm not the only one who went here to see if there was anything to do against V-13. There's not much Tager can do against a good V-13- except wait for a moment that they might either mess up or trick them with a bolt charge. Anyhow, to help contribute http://www.youtube.com/watch?v=_0KgQbxKefs Now, this might not seem too impressive on Tager's end, however, if you pay attention, he's instant blocking most of the swords that V-13- is throwing at him. There's not much Tager can do, especially if V-13 is ready for that Spark Bolt. Tager is trying to close in a tiny bit with his Sledge, however, only bit by bit cause it's obvious he'd get punished if he gets too close to her... But of course, since he can't get close, this leaves room for you V-13s to keep Tager cornered. It's a bit risky getting close to him and I wouldn't recommend it unless he really screws up by doing something like his B Sledge to close in, allowing you to punish him, of course, I'm sure this was probably mentioned.
SandyBelle Posted September 16, 2009 Posted September 16, 2009 It's easy to make mistakes against Tager, and if it's against a decent tager, it can cost you the match. My advice for tagers, if you ever get a chance to corner Nus, stick to a mix between pokes and throws. Also, your backdash is awesome, use it. But since this isn't Tager vs Nu, maybe I should give some advice for the nu players here. Ehh..... I am sure someone said it before, but Gravity Field is pretty good to use against tagers. Beware of High Jumping > jC > jGuard/j2C tagers. His jC boosts him forward a bit (mini airdash).
so moe kona Posted September 29, 2009 Posted September 29, 2009 There are a few things that Nu players must be aware of when playing against Tager and two of them have to do with meter. Sparkbolt, 360s/720s, and sledges. Sledges are easy: don't get too "D" happy or you'll eat a sledge. Learn to wait for a whiffed sledge and punish. Sparkbolts can fuck up anyone's game plan if they're not paying attention to the character specific meter. Sparkbolt + Magnetism Distortion = ;_; Last but not least (and probably most obvious) are his command throws. You see him getting too close to you, either backdash or Act Pulsar as soon as the opportunity arrives. Nu's major advantage over Tager is zoning so you don't have to eat those 720s. (My soul dies on the inside every time I'm caught in a 720.) Random tidbits: TK Crescent Saber is an excellent way of catching a Tager off guard because most of them will be too focused on how to close in on you. And as plenty of people before me have said, Gravity Field doesn't only have to be used for combos. I hate his little airdash thingy.
A.X.I.S. Posted September 29, 2009 Posted September 29, 2009 dude you forgot 1 important thing, use your CA to get him off if he closes in, it really fucks tager up if you knock him off..and for gods sake don't let him push you in the corner, its a easy 720. you don't know how many nu's get corner 720'd they all just block low..if you see a chance run.
locustofchiron Posted October 3, 2009 Posted October 3, 2009 ok, while I've played BlazBlue for a little bit, I haven't cared about bing good until a little while ago I have a question about the video on the previous page. why does the Nu keep crescent Saber canceling? It was mentioned that it could be useful for catching the opponent off guard, but the player keeps canceling and doing nothing... Whats up with that?
Dangle Posted October 3, 2009 Posted October 3, 2009 ok, while I've played BlazBlue for a little bit, I haven't cared about bing good until a little while ago I have a question about the video on the previous page. why does the Nu keep crescent Saber canceling? It was mentioned that it could be useful for catching the opponent off guard, but the player keeps canceling and doing nothing... Whats up with that? its a good way to get players to hesitate when they come in, it causes confusion as to whether or not you're actually going to throw it out, as well as when you jump and j.2DD to get them to block and stay away, when you crescent cancel after that you can add another j.2DD before you land for extra pressure and zoning. Its a handy mixup tool.
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