A.X.I.S. Posted June 2, 2011 Author Posted June 2, 2011 He can still zone the shit out of us. His combo abilites are better overall. He can get curse meter off a air hit 5A/2A and thats too much.
Mucky Posted June 2, 2011 Posted June 2, 2011 So how do you not have problems with Rachel? Her j.A becoming an overhead again has basically caused my attitude towards the matchup to change from "lol, rachel" to "I just don't give a fuck"
CrazyI-nomitsu Posted June 2, 2011 Posted June 2, 2011 Well when I'm playing i actually got people running away from Tager. i'm not joking. They will run away from me and try their failure rushdown that I easily punish. Eat your heart out mikez.
A.X.I.S. Posted June 2, 2011 Author Posted June 2, 2011 So how do you not have problems with Rachel? Her j.A becoming an overhead again has basically caused my attitude towards the matchup to change from "lol, rachel" to "I just don't give a fuck" Hmmm? Maybe because I am motherfucking Axis? Ok real answer. When I fight Rachel I keep a eye out on multiple things, how many rods there are, where the frog is, the pumpkins location, her WIND METER!! etc etc. If she is winding when she jumps then she is usually going for a instant overhead, there were cases where she winded down and 2B'd me and cases where she landed and overheaded me. My only problem I have with Rachel is her consistent zoning (thanks wind regen seriously I hate you so much.) and her lock down when I don't have meter. The good thing is Tagers CA is hard to jump over in some cases. The bad thing is, get hit by something good when she has heat and you are gonna hate yourself. I normally scape by with yomi though.
CrazyI-nomitsu Posted June 2, 2011 Posted June 2, 2011 I got gimmicks and some combos you guys miss. Where should I put them? Also, SB beats Tao's grab super clean.
FlyingVe Posted June 2, 2011 Posted June 2, 2011 The fact of the matter is, Litchi, Mu, Hazama, Carl, etc, aren't the problem here, Tager is. They don' need nerfing, Tager needs answers. Edit: okay, Hazama needs nerfing. Edit #2: Saving grace against Rachel is, once you do get on top of her, you are in control. Not true of many other matchups.
CrazyI-nomitsu Posted June 2, 2011 Posted June 2, 2011 The fact of the matter is, Litchi, Mu, Hazama, Carl, etc, aren't the problem here, Tager is. They don' need nerfing, Tager needs answers. Edit: okay, Hazama needs nerfing. Edit #2: Saving grace against Rachel is, once you do get on top of her, you are in control. Not true of many other matchups. Well we ain't gonna get any answers in less we spam the shit out of AA. Just sayin'.
A.X.I.S. Posted June 2, 2011 Author Posted June 2, 2011 AA is situational. Hell more than half the time my AA is IB 720 and that can be beaten if they leave no gaps or jump. Hazama should be romoved from the playable roster. I never faced Carl but word on the street its not that bad like it was in CS1 and CT. I told Kyle to practice BB and he said he will lol. @ Ve: Normally when I have momentum I keep it, even when they get me off of them, I find a way to continue what I was doing.
Darlos9D Posted June 2, 2011 Posted June 2, 2011 I never faced Carl but word on the street its not that bad like it was in CS1 and CT. Well I'm only speaking from onrine experience, but it seems to be "block a hit, eat a blockstring forever. FUCK YOU YOU SHOULDN'T HAVE BLOCKED." Though I hear it ends eventually since Nirvana's meter drains faster now. I don't get to experience that reprieve much though, because I'm not familiar with his blockstrings yet, and of course ONRINE. I tend to eat a mixup long before then.
FlyingVe Posted June 2, 2011 Posted June 2, 2011 @ Ve: Normally when I have momentum I keep it, even when they get me off of them, I find a way to continue what I was doing. That's how every matchup with Tager works. Thankfully, his pressure is better than before. I was just pointing out that Rachel has more trouble than average when your in her grill.
Darlos9D Posted June 6, 2011 Posted June 6, 2011 The only semi-solid reversal she's got is cat chair, and you can reaction block it if all you did was tap it with a quick poke. So I guess it makes sense that she'd actually have trouble up close since she doesn't have many tricks to get her out of there or make Tager afraid.
CrazyI-nomitsu Posted June 8, 2011 Posted June 8, 2011 I think jumping, not a lot, with Tager helps him a lot. I played a good Tao. A well-place j.D/B help me out a lot. I wonder if this will help against haz and jin?
FlyingVe Posted June 8, 2011 Posted June 8, 2011 Umm... I can't support jumping alot with Tager. He has some of the worst (if not the worst) air options in the game. I'm not saying don't jump, but, I wouldn't make it an integral part of my strategy.
CrazyI-nomitsu Posted June 8, 2011 Posted June 8, 2011 No,no Ve you're misunderstanding. I don't see the ponit of jumping a lot. But timing your jumps are fucking important. It's so awesome when it works.
OrionXElite Posted June 8, 2011 Posted June 8, 2011 Umm... I can't support jumping alot with Tager. He has some of the worst (if not the worst) air options in the game. I'm not saying don't jump, but, I wouldn't make it an integral part of my strategy. Thats actually not entirely true. His j.B is easily one of the best jump ins in the game. Its one of his better starters, has an amazing hitbox and has 9 fucking active frames. I have flat out beaten moves likes Tao's 6A and Ragna's 6A not by stuffing it, but by clashing it and hitting them after. Doing this a couple times and beating them out can really make someone afraid to try and Anti-Air you which inherently gives you free pressure.
Isorropia Posted June 8, 2011 Posted June 8, 2011 His j.B is amazing, but it's only clashing when opponents do their anti-air too early and the pure hitboxes of both moves collide. If they do their antiair later then they'll still be invulnerable to your attack but will manage to reach your vulnerable hitbox.
Manta Posted June 8, 2011 Posted June 8, 2011 You're pretty much forced to mix j.B up with j.2C. Each one stuffs the defense against the other. Unless that defense is inferno divider.
A.X.I.S. Posted June 8, 2011 Author Posted June 8, 2011 I don't know these days I prefer spaced jumps so they are forced to approach for the AA and if they don't I can land and 360A through their poke. FYI troll stuff for Tager. A sledge follow up: 16 active frames, you can pretty much make funny tech traps with it, I have done a few mash traps and the later it hits the safer it becomes. J.B: 9 active frames are pretty baller, use it to OTG people who won't tech, I am gonna run some tests with it today so I'll let you know what I found. 6A: Clashes with a lot of stuff, 7 active frames...its 6A so its not much else to be said. Guys I barely pick Tager in casuals anymore because when I do I create salt loops. You know how bad salt loops are? They don't let me switch characters and they play me until they win a considerable number of times. They don't win.
CrazyI-nomitsu Posted June 8, 2011 Posted June 8, 2011 Don't back down from a challenge math problem. You knew that was going to happen. Why complain about it now? Anyways, I can't figure out how to do the combos where you have to j.6C, J.B. What's the timing. Every time I try it, I only get the j.6C and that's it.
Osuna Posted June 8, 2011 Posted June 8, 2011 (edited) Don't back down from a challenge math problem. You knew that was going to happen. Why complain about it now? Anyways, I can't figure out how to do the combos where you have to j.6C, J.B. What's the timing. Every time I try it, I only get the j.6C and that's it.Since there is no such move as j.6C and for some reason I don't know what you mean by it, I'm gonna request that you relook at the combo notation. Actually does anyone else know what he means? I'm not too sharp right now. edit OH! You mean J.C whiff J.B right? It's a little character specific and a lot of characters will require you to walk forward the tiniest bit to get it to work. You also want to J.C very early so that you have enough time for the j.B to come out. Edited June 8, 2011 by Osuna
CrazyI-nomitsu Posted June 9, 2011 Posted June 9, 2011 Since there is no such move as j.6C and for some reason I don't know what you mean by it, I'm gonna request that you relook at the combo notation. Actually does anyone else know what he means? I'm not too sharp right now. edit OH! You mean J.C whiff J.B right? It's a little character specific and a lot of characters will require you to walk forward the tiniest bit to get it to work. You also want to J.C very early so that you have enough time for the j.B to come out. If I see you at an offline tourney. I'm going to pay 200 dollars for the best post ever. Anyways thanks for the info with J.C whiff to J.B I put j.6C because I thought it was that every time I did the move.
Darlos9D Posted June 10, 2011 Posted June 10, 2011 There have been multiple fights in which I have lost the first round against some mobile character like Bang or Tao, and then in the next round I completely change my strategy to "jump around and j5A like an idiot" or something. It's weirdness throws people off so hard (and manages to trade with other air attacks a surprising number of times) that I can then bullshit my way into a win since they're not really sure what to do about me. Also, sledge followup IS a pretty damn good meaty oki attack if you can work out the end of a combo for it. That misleading hitbox can really bring the stupid out in people.
FlyingVe Posted June 10, 2011 Posted June 10, 2011 First round is for information. This applies to both players, and every character. Sometimes, the first game is for information, which is why the ranked format sucks.
mAc Chaos Posted June 10, 2011 Posted June 10, 2011 Why not just try to win and see what they do along the way?
FlyingVe Posted June 10, 2011 Posted June 10, 2011 Why not just try to win and see what they do along the way? That too, but in a good first round, you should be actively trying to figure out how the other guy responds to things. As opposed to passive observation.
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