Ronove Posted October 31, 2009 Posted October 31, 2009 Agreed, when I happen to lose against Tager players is mostly due to me screwing up something and consequently eating a CH. If you play safe the matchup shouldn't be "too hard". And of course, avoid getting knocked down in the corner, you know why.
Heroic_Legacy Posted November 1, 2009 Posted November 1, 2009 You know, you can just 2D to get out of half of our tech traps...
Ronove Posted November 1, 2009 Posted November 1, 2009 Yep, that's what I do. And normally it works. The times it screws up is when there's lag getting in the way or me picking the wrong moment to tech. :X
Heroic_Legacy Posted November 2, 2009 Posted November 2, 2009 Always air tech collider and hit with a #D. Makes us Tagers real mad.
XDest Posted December 21, 2009 Posted December 21, 2009 Here's a neat mixup, works best in the corner, also works vs Arakune. The theory behind this is that at double jump height, j.B will link into j.A, and at single jump height, it will link into 2A. Therefore, a slight delay that's hard to react to of the move beforehand determines whether it's an overhead or a low. For example: D~C j.C JC j.B j.A OR D~C j.C JC .. j.B 2A OR D~C .. j.C JC j.B 2A. Both will use 2A for the command, whether it be j.A or 2A. The only difference in the command is the delay. Another example would be 5B/5C JC j.C JC j.B j.A etc etc... I'm sure it's very easy to beat out, but it seems like it's true mixup in the corner. Also a more obvious thing is that 6A/5B/5C JC j.C JC j.A/j.B will crossup if you're close enough to him. So that's another ambiguous case, albeit a little less under your control. In before somebody found this out ages ago and I simply didn't read it. Just thought I'd let it be known in the thread anyways.
GreyFlcn Posted December 22, 2009 Posted December 22, 2009 I feel sorry for Tager considering how easy it is to hit him with 6C's and 3C's It just seems like the 3C has a lot of extra range on Tagar.
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