Remiri Posted December 1, 2010 Posted December 1, 2010 I feel the need to fish for counter-hits against tager when I get magnitized from a volt. If I attempt to zone/space I get re-magnitized eventually. When magnitized I feel the best option is to switch to being offensive. Also 2D and 5C give options to best an over-ambitious tager by pulling you into range just as the move comes out (i.e. tager vs tager backdash while magnitized creating an invulnerable forward dash of doom). Jumping is usually a huge mistake.
Feanor Posted December 5, 2010 Posted December 5, 2010 I've been playing a few Tagers last night and I find it to be a fun matchup once you know their tricks. I've got a question though. Being a noob with no knowledge of matchups the first time I got GFed I panicked and was mashing a button to get some attack out and ate a 360. I noticed, however, that even though it was a command throw it was a purple counter, meaning I could've broken out of it if I hadn't mashed. So the next time, and the next, and the next and the next I broke their grabs time and time again, thus making this whole theory fighting over GF oki invalid in my point of view. Netplay is just netplay though, so let me ask you how long must a Tager delay 360 after GF for it not to be purple? Also kinda noobish general question - what is the delay between me pressing up-back and being aerial, thus immune to grabs (aside from AC of course)? The way I see it, right after GF I should block and expect having to break a purple throw on reaction, but if the Tager stays idle for the few frames it takes for his grab not to be purple I should probably jump + barrier to try and cover the options he's most likely to pick. I know the situation is more complicated than this but I'm talking low to mid-level play (keep in mind the Tagers I played time and time again failed to do anything after their GF and never modified their tactics), so indulge me please. I'd add 2C to the moves to do when magnetized, but again I'm talking netplay and they seem to love eating fatals.
flytai45 Posted December 29, 2010 Posted December 29, 2010 (edited) wat do u do when they Astral Heat you while your magnetized...lol Edited December 29, 2010 by flytai45
Jetm Posted December 29, 2010 Posted December 29, 2010 wat do u do when they Astral Heat you while your magnetized...lol Just about anything. If you're close to him, 5A mash will hit him out of it. DPs will beat him out. Hell, just jumping will beat it out.
natearistata Posted December 29, 2010 Posted December 29, 2010 if you're next to him, you can do about anything. mash jab, normal throw, DP. I wouldn't jump though, I've caught plenty of people who just try to jump like it's a 720. If you're across the screen, super jumping up+forward will get you over, and doing that + an ice car will make it extra safe.
flytai45 Posted December 29, 2010 Posted December 29, 2010 Just about anything. If you're close to him, 5A mash will hit him out of it. DPs will beat him out. Hell, just jumping will beat it out. if you're next to him, you can do about anything. mash jab, normal throw, DP. I wouldn't jump though, I've caught plenty of people who just try to jump like it's a 720. If you're across the screen, super jumping up+forward will get you over, and doing that + an ice car will make it extra safe. kk thank you both
TCSyd Posted February 8, 2011 Posted February 8, 2011 If you're doing a meterless corner combo on Tager, such as 5B(2)5C623B -> 6C6D -> 6D -> 5C -> jBj2CjC -> 66 5B(2)2B5C3C, do you find the extra advantage from 3C to be well worth it on Tager, as opposed to ending that combo with 5B(2)2B5C3C214C for more damage and meter? It's ~120 damage difference, but 6-7 meter difference, for reference.
shadow2bolt Posted February 8, 2011 Posted February 8, 2011 Why not end with 3C>236D Oki? And even if you mess up, you still have pressure at your advantage. But to answer your question, I'd end in 3C for the Oki.
TCSyd Posted February 8, 2011 Posted February 8, 2011 Follow-up question: how well does 236D reset perform, from your experience? Do you often sacrifice a superior damage combo (involving meter expenditure) in order to end with 236D (that is, ending with 5B(2)(2B5C)3C236D)?
Yuushiro Posted February 8, 2011 Posted February 8, 2011 236D is gdlk, it allows you for better mixup... I got 10-15 wins streak against my friend Scott Tager that way. and for the meterless question, I'd end it with the ice car. 3C oki is not that useful against tager.
Commanderoftroy Posted February 8, 2011 Posted February 8, 2011 As a tager player i would tell you i would rather deal with some type 3C oki versus anything ending in 236D. Easier to keep tager in the corner with that and due to an obvious lack of mobility 236D is a pain in the ass to avoid. Its also another easy tool to bait sledge with if the tager is a careless player.
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