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Posted

Let's talk about how badly Tager rapes Litchi in this thread.

  • 2 weeks later...
Posted

Above post: Probably Sarcasm

Can I tell? Not really, this is probably my hardest matchup.

I honestly don't know why, it doesn't seem that bad but I keep getting flat out beaten at everything, and once he gets you the rest of the match (feels) pretty much done.

In all likely hood, I just personally suck against Tager. How should I be playing this one?

6B seems to get blocked all day, getting close enough for jC = Atomic collider or 5C to my death, getting close enough for anything else earns me a fancy 720 half the time.

Staff launches are okay, but he'll get through eventually (not through sledge, punishable as fuck).

I guess the question is, what should I be doing that every other Litchi is doing better?

Posted

If you do 6b and he's at a distance follow up with 6c do take a guard. When I play this match I wait for tager to come to me, if he uses sledge to get closer use 6b to get a counter, if he jumps in 2c. In this match you can't really rush in start poken you got the range use it. Mix it up throw 3c, 6a, make him guess. The only issue I have is after a sledge they do 5a 5a then then grab you out of the air whether you tech or not, I've tried to 2d with the staff to drop down and get out but I can't seem to, I need help with this one.

Posted

Just stay back and chill. You're basically counter-hit fishing this whole match. Never leave the staff on the ground. With the staff, she can eat Tager alive for free. Without it, she's looking at genuine pressure and lacks a DP to get him off her. Stay at the edge of 2B[m] range. From there you can throw out (2B) 6B 6C as a blockstring to take a guard primer. If you predict a sledge just use 6B; if it hits you get a wallbounce into 5B>ItsuuA>combo, and can combo straight into the corner. But 5B works too, and you can use it as a reactionary move with no anticipation required. Just your preference, really. From there just move back and resume zoning. If Tager jumps at you (and he probably will) just 2C[m] him and combo into an ItsuuA combo. Just keep good spacing, you shouldn't really be within 5B range and you definitely shouldn't be jumping/airdashing at a decent Tager.

When he gets Spark Bolt, sit tight until he wastes it. This move is probably his biggest threat in the nuetral game, but most Taigas are too eager to use it and will let it out about as soon as they get it. When you see his bar turn yellow, hold down-back and wait for the fireworks. A good Tager might hold on to it, in which case you just continuee your zoning, just be more careful. If the Tager player just sits there prancing around waiting for you to do something, just hold downback for like 2 seconds and throw out a 2A and he should get overeager and waste it. Other than that type thing, don't throw out any moves unless you see him doing something first (well I guess that could apply just in general). Lastly, if he just sits there and turtles (imitating you) then you can do the exact same thing. Don't rush unless you're desperate/confident. Some people consider it boring, but it's easy and it rarely fails, and personally I like it. Oh, and people hate it when you ItsuuD repeatedly at fullscreen. It confuses nubs. ;)

If I messed something (or everything) up, it's cuz it's 4 in the morning. Sorry.

Posted

to add to what is said above, rising j.b will beat out collider and anything he tries to throw out if timed right.

Posted

Don't forget to kote dj away if he blocks your 4D (this applies to anyone, but Tager punishes it hard).

Posted

I prefer airdashing back, sometimes if you jump it he ACs you anyway, but the dash makes you eat a 5D. Give or take on what he tries to do after he blocks 4D. You must IB the Sledge if you want to counterpoke 5A his pressure.

Remember, Itsuu stance autoblocks Spark Bolts. Handy if you want to bait one out. If he isn't firing, you can ItsuuD cancel for more pressure to make him think about firing one off. If you're sparkly, Itsuu stance full screen is a nice wait - n - see option. Jumps = ItsuuA, Sledge + D moves, ItsuuB/C. Nothing or full screen Distortions, ItsuuD.

Posted

I've been having some trouble with this matchup, so I have some general questions

Can you punish Tagers 3C?

what do you find to be effective when dealing with magnetism?

Posted

Depends on where you are when you're magnetized. If you're in his face you gotta guess. If you're over half screen you can try to space him w/ j.B, or pretty much any B poke. j.B is ridiculously good against Tager. It will stuff most of his ground pokes if done going right into the beginning of the jump. You can also get fuzzy guard mixups off of 5B if you have over 50% meter.

I'm not sure about 3c punishers. I'm too busy getting hit by it to know what punishes it :vbang:

Posted
I've been having some trouble with this matchup, so I have some general questions

Can you punish Tagers 3C?

what do you find to be effective when dealing with magnetism?

3C is -8 on block. -13 on IB.

Posted

2B[m] is a low profile move, not a terrible move to fish with. Will go under Spark Bolt and 5D, can gatling it to a 6B[m] Ryuuisou or a ItsuuC among other things. On block you can Itsuu and respond depending on how they respond to the Itsuu. It's a good way to encourage them to jump, where you should have no problem no matter what they do (counter jC, 2C[m], grab, block, etc). Airborne Tagers are less scary than grounded ones (at least until they give Tager an airborne 720).

Posted

The strategy is mostly the same as CT, both characters are stronger.

The Tager only crossups are lost (sadface), but just like Hakumen we got 2A > rising jB, 5B > rising jB, dash > rising jB.

Itsuu is really good for punishing a Tager that whiffs.

3C is the preferred poke, 2B is better when he has Spark Bolt stocked (because of low profile). But hitting 3C midscreen gives a way better reward than hitting 2B. An actual good Tager will spend more time just walking at you than jumping in mindlessly.

2C is the preferred anti-air. If they do sj jC > falling barrier, then just jump up and airthrow them. When they try to attack, 2C them. Just vary your options. If the 2C is blocked, Itsuucan and try to get away.

For Tagers that mash 2C for teching (air and ground), if you catch them in the air, try running under them when they tech, and punish j2C recovery with your own 2C.

Posted

Ok this is a scrubby question but how do you deal with tager mashing 5D? I'm out of range to do 2a. I may be timing it wrong, but 5b gets me hit. if i jump back it drags me back in but i can block. If i backdash i get hit.

Posted
Ok this is a scrubby question but how do you deal with tager mashing 5D? I'm out of range to do 2a. I may be timing it wrong, but 5b gets me hit. if i jump back it drags me back in but i can block. If i backdash i get hit.

Itsuu to block then combo from it or if they sledge after just instant block the sledge and throw or 5a

Posted

If all they are doing is 5D, like I said, 2B[m] is low profile and will go under 5D. Or foward jump, and get sucked past the D hit where you can lay some punishment, or IB 5D and 5B[m]

Posted

Anyone on XBL want to help a Tager out in this matchup? Very little experience against Litchi (got raped by one at Summer Jam tho).

preferably east coast, seeing how I live in Philly.

Posted
Anyone on XBL want to help a Tager out in this matchup? Very little experience against Litchi (got raped by one at Summer Jam tho).

preferably east coast, seeing how I live in Philly.

Send me a Friend Request.

Posted

2B is going to be your main poke and zoning tool against Tager. Not only does it stuff alot of his moves,but his 236A/B as well. When laying down the pressure,a good ippatsu combo is reliable because his hitbox is large. But when playing a keep away game,2B is going to be your savior.

Posted

I'd like to point out that Litchi also has an instant over-head on Tager staffless. Rising j.C will hit crouching Tager. If you have KM or Daisharin out you can combo off of it and if not but have the 50 meter, RC into falling j.CB 2C 3C into the appropriate combo.

Posted

Sooo...this may be a scrubby question, I'm still in the process of learning how to combo her properly and use her to her full potential...but this situation is annoying me and I want to learn if there is a way to punish it.

My friends main is Tager and we've been playing against him often, and he recently learned how to buffer GETB off of Volt Tackle.

So...whenever he's in a pinch (and I'm usually magnetized) he will try and spam Volt Tackle (especially if I'm in close range to him, he'll try to either Burst or try to poke me out of my combos so that he can just charge and buffer his 720). Even if he's not too incredibly close, he will charge and charge until he closes distance or GETB.

I know I'm kinda a scrubby Litchi, but it's usually not hard to whittle him down to about 10-20% damage before he just decides to go last resort and spam charges to just lock me into a GETB.

Posted
Thanks for the games Spud, learned a lot. I need to stop throwing out 360 every time I IB something >_<

Good games Shervin, you have a very good Tager. Just try to hold on to Spark Bolt longer.

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