dragontamer Posted December 9, 2009 Posted December 9, 2009 Literally react to the sledge, don't predict it. You want to 5D well after he's started his sledge.
Nitrocidal Posted December 9, 2009 Posted December 9, 2009 Actually, does anyone know if you could IB something in Tagers blockstrings and then 5D the sledge on reaction after?
Senovit Posted December 9, 2009 Posted December 9, 2009 Most sledges come right out of 5D if the Tager's on autopilot. If Noel IB's 5D, she can 6C for a counter hit. If she doesn't IB, she gets hit out of the 6C startup. That leads me to believe that the window you have of free movement is somewhere between 5 frames and 10 frames. Noel's 5D is invincible starting from frame 6... so unless the window is only 1 frame, Noel's 5D should slide right through if you instant block his 5D. I would still prefer to counter it with 6C though. Maybe 5D would be better if the Tager is sledging without cancelling it from anything. Start spamming those 236 bullets guys :V.
dragontamer Posted December 9, 2009 Posted December 9, 2009 On paper, 6C sounds like a better option in this situation. 6C CH leads straight into 3C, and it beats both A Sledge and B Sledge. Both lose to 360A, although depending on the situation, 6C may not have enough range to counter Tager.
Nitrocidal Posted December 9, 2009 Posted December 9, 2009 Start spamming those 236 bullets guys :V. I love Optic barrel in this match. Either they sledge, eat the blockstun, or jump. All 3 work in your favour.
Senovit Posted December 9, 2009 Posted December 9, 2009 I don't think this really needs to be said, but watch out for magnet ball while spamming. Also... what. 6C CH leads to 3C? I wasn't even aware that gatling'd. I typically just do 6C CH 5D 6C 214A etc.
Konton Posted December 10, 2009 Posted December 10, 2009 I don't think this really needs to be said, but watch out for magnet ball while spamming. Also... what. 6C CH leads to 3C? I wasn't even aware that gatling'd. I typically just do 6C CH 5D 6C 214A etc. Same here. And if they end up jumping and the 6c hits you can still mash out 5d and react quick enough to drive juggle. I play allot of "flying" Tagers...
A.X.I.S. Posted December 10, 2009 Posted December 10, 2009 Same here. And if they end up jumping and the 6c hits you can still mash out 5d and react quick enough to drive juggle. I play allot of "flying" Tagers... yeah but most of them can't do it right. -_- oh i don't flight much anymore.
DC Posted December 10, 2009 Posted December 10, 2009 Yeah I definitely tried to 5d sledge today and failed horribly. I'd like to see a video of this, lol.
A.X.I.S. Posted December 10, 2009 Posted December 10, 2009 i'm assuming he does it to be sledge or does it when he see's tager swings his arm back.
dragontamer Posted December 10, 2009 Posted December 10, 2009 I don't think this really needs to be said, but watch out for magnet ball while spamming. Also... what. 6C CH leads to 3C? I wasn't even aware that gatling'd. I typically just do 6C CH 5D 6C 214A etc. Now that you mention it... maybe it was 5C CH (which obviously is a bad idea vs Sledge). I'll test it out later... I don't remember the gatling, but if they did gatling, it'd link to 3C on CH.
Nitrocidal Posted December 10, 2009 Posted December 10, 2009 5C and 5B both link to 3C on CH, yeah, but I've never tried 6C. I was just online and did it (5D CH) to some tager. Lots. But the timing is in my head like, one of those second nature things, where you know how to do it but can't like, spell it out so to speak.
Mizzet Posted December 10, 2009 Posted December 10, 2009 5d through sledge just needs to be gotten used to, there's no trick to it. It's kind of counter intuitive because you want to wait a good deal of time after he begins the animation to actually do 5d, so you'll go through the swing+step forward, and smack him during the recovery. Just a matter of practice. Chances are you're 5d'ing too early, it's like how we all learned to delay the second 6b of the drive loop and at first it felt really weird waiting that long.
Nodelic2 Posted February 5, 2010 Posted February 5, 2010 I'm having a hard time against score attack tager, I know that spamming the computer works a lot, but no matter what I do I seem to get sucked into his grabs and i'm to far away to hit him with anything to counter.
FunkyP Posted February 5, 2010 Posted February 5, 2010 I'm having a hard time against score attack tager, I know that spamming the computer works a lot, but no matter what I do I seem to get sucked into his grabs and i'm to far away to hit him with anything to counter. CPU Tager likes to Sledge B and 2D a lot, fish out a 6C counterhit combo for a third of his life.
excelence Posted February 5, 2010 Posted February 5, 2010 5b ch -> 3c ... never get closer than 5b range then it's a cakewalk
itsme Posted February 7, 2010 Posted February 7, 2010 I actually found one good reason why I've been a retard playing close quarters with Tager. I usually play with my friend who is a Nu user and the first thing I always do is getting real close to him. I think that kind of rubbed on me and becomes a bad habit when I play against Tagers, eating their GETB.
A.X.I.S. Posted February 9, 2010 Posted February 9, 2010 all you have to do against tager is hit him with any throws and haida loop him, if you smell a burst just stop and wait for him to wiff, getting close to tager is one thing, staying close to him when he's standing and waiting to hop and j.2C your 3C is a problem, also as long as you have spring raid and 50 meter, we will always be scared of you.
Nodelic2 Posted February 22, 2010 Posted February 22, 2010 What about CS Tager? I find that it's almost an impossible match up for me. Maybe I'm just a newbie, but seriously it's like impossible now. I used to slide under his 5A but it just hits me now, and his atomic collider has an incredibly large effective area in the air now. I wasn't near his hand during atomic collider, I jumped WAY over it, and I wasn't even magnetized but it still got me. Whenever he does that magnetic headbutt, even if I instant block there's nothing I can really do to counter it so I try to run away but I'm magnetized. And then there's the whole "it's just suicide to rush him, but how else are you going to get any damage on him thing", but I guess that japplies to CT also.
mooyang90 Posted February 22, 2010 Posted February 22, 2010 What about CS Tager? I find that it's almost an impossible match up for me. Maybe I'm just a newbie, but seriously it's like impossible now. I used to slide under his 5A but it just hits me now, and his atomic collider has an incredibly large effective area in the air now. I wasn't near his hand during atomic collider, I jumped WAY over it, and I wasn't even magnetized but it still got me. Whenever he does that magnetic headbutt, even if I instant block there's nothing I can really do to counter it so I try to run away but I'm magnetized. And then there's the whole "it's just suicide to rush him, but how else are you going to get any damage on him thing", but I guess that japplies to CT also. This MU is 6-4 in Tager's favor I believe. It's an uphill battle, but really as a Noel player you should be use to that by now. 5D going through sledge helps a lot. Also, if you see that the Tager likes to 5A or 2A after sledging, you can 4D it for a fatal counter combo. As for pressuring, 5B and IAD dashes are my favorite tools. IAD counters backdash happy Tager's pretty handily. 5B counts as a physical normal so he can't sledge through it. If he gadget fingers you I just mash the crap out of 5A and it usually beats everything but his distortion dire. For his magnetic bullet I try and stay out of its range. If the Tager whiffs it it's a free sweep into haido loop. Try and master the haida loop (and on Tager it's not very hard), it not only does monstrous damage, but it carries Tager all the way to the corner. The corner is where Noel really shines.
itsme Posted February 23, 2010 Posted February 23, 2010 Whenever he does that magnetic headbutt, even if I instant block there's nothing I can really do to counter it so I try to run away but I'm magnetized. During a pressure string? Because I was pretty sure 5B>5C>2C>3C>Haida worked after an IB. I really hate playing a zoning game with Tager because it feels cheap, but I usually stay out of his reach and just wait for him to come at me with a sledge or charge his electricity. The 5B/j.B still seems usable in my opinion and so use it to your advantage. Watch out when you 6B because they can usually do command grabs and fuck you up. Also, Spark Bolt should always be anticipated.
DC Posted February 23, 2010 Posted February 23, 2010 I play this the same way I played it in CT... camp the fuck out of him. Idk I just feel like Noel, while great at rushing characters down, has many holes in her blockstrings that a good Tager can easily capitalize on if he knows where they are. I think it's far easier to punish his advances than to lock him down. I zoned Tagers with slow ass Optic Barrel in CT... now it's even easier.
Danny Schme Posted February 23, 2010 Posted February 23, 2010 I zoned Tagers with slow ass Optic Barrel in CT... now it's even easier. Very true. Now imagine how much easier it would be if it offered the same advantage as CT Optic Barrel did?
Aginor Posted April 18, 2010 Posted April 18, 2010 Very true. Now imagine how much harder it would be if it lost to most of Tager's moves from 1/2 to 3/4 of the screen away when you're magnetized and was rendered useless by sledge?
Coopa Posted April 18, 2010 Posted April 18, 2010 I don't even know what to say about this thread. It's definitely a hard matchup for Noel (coming from a Tager perspective). Mostly, in this matchup, I'm looking for overheads, since it seems most of Noel's damaging combos come from that. I zone with 5c buffered into 2d, so if 5c hits, I get shoulder tackle. Pretty good tool against Noel. I'm not sure what the counter to that is, but I'm thinking Noel's running 3c (to get under Tager's 5c) does the trick. I've seen Gucci actually do that--he run 3c's rapid cancels and goes into a combo, but the main problem is it's not reactable by any means, so you're throwing out a random guess to see if it hits and rapiding in hopes it landed. Post gadget finger, I've seen noels use 2d to get past throws (beaten by 5a), or sometimes they 5a (if Tager uses 6a to punish back dash), or sometimes, they use their meter and super, since I get the impression noel gets a lot of meter from her combos. This is just my experience facing most noel players, but whatever. All I can say is IB b sledge and 5a. It stops Tager's block string to only one good rotation. Edit: In the air game versus tager, if tager just teched, I've noticed a lot of noels try to out poke me with jumping a. For some reason, I have difficulty in j. 2cing, and my guess is because of the startup frames. I can stop Noel's air game by an early j. b though, but dunno. Still testing things out. I just say keep that in mind against Tager and test it out to your knowledge. If you fuck up a ground combo, do not back dash. Noel's back dash has a lot of lag time, and you're just going to eat a wakeup spark bolt to the face. Doesn't matter if it hits your or not, the point is when Tager gets magnetism on Noel, all your attempts at zoning become a lot harder. Optic barrel, blah, blah blah. Doesn't matter. You're going to eat a 5d to the face unless you predict it well enough and use the magnetism to make your jump better and c him in the face when you're in the air.
Recommended Posts