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  • 2 weeks later...
Posted

3c blows up badly timed charged 6as and looks damn hype. 2a or 2c is obviously safer but you get man points for 3c fatal.

  • 2 months later...
Posted

Don't try to attempt tech traps with Tager unless you want him to 360/720 during command throw thingies. Also, try not to get hit by his Fatal 2c's while attempting a cross up, you just need to watch those, and when he is airborn, just block if he tries anything. That has been my input on Tager. (still think its in his favor imo)

  • 1 month later...
Posted

I feel like Tager is the one character in the game who is hurt by our Steel Rain. Vs. overaggressive Tager, jump back B nail > Steel Rain. God that's so situational but if it hits, it's amazing. Actual combo, 100 heat, CMD throw RC backdash b.nail (land) umbrella. Though, that depletes all of our nail ammo... Makes me wonder is bleeding Tager with Poison nails really worth it with all that health he has. Some other things I like, ending air combos with purple throws. If he techs, he has no options really. If he doesn't, it's a nice chunk of damage. You can land some ambiguous throws off of a few air combos ending with j.C in the corner. Also, if you're brave, I think 5C hits Tager's crouch hitbox faster than other since he's such a fatty.

Posted

How does bang beat wakeup backdash? I think j.D might work but it feels shitty having to commit when every other character can mash 5A/2A.

Posted (edited)
How does bang beat wakeup backdash? I think j.D might work but it feels shitty having to commit when every other character can mash 5A/2A.

lololololol. 2B is the answer. Next time don't get blown up over and over by it, k?

Oh spacing with dash 2B is really good in this matchup. Get FRKZ as soon as possible because Tager can't really do anything about it. Don't ever end your pressure with double palm thrust. Always end it with jump cancellable moves.

Edited by Zeron_X25
Posted
How does bang beat wakeup backdash? I think j.D might work but it feels shitty having to commit when every other character can mash 5A/2A.

If they are midscreen, a crossup j.4B will do (but you will hit him while he is airborn if it hits early).

If cornered, try a j.C 5B meaty setup, if j.C doesn't hit, 5B will. You can also try a well timed C nail, it may work.

Just remember that you are never safe against Tager, but an air approach is safer IMO (I got 360A a LOT when I was trying something on the ground).

Then again you can try some things by yourself, but remember that 360A > a lot of your ground poke.

And as Zeron said, a well spaced 2B will do.

Posted

I agree with the 2B. It has range, you can jc, and it gatlings tightly into 5B. Personally, I'm never standing on the ground next to Tager when he wakes up unless I'm feeling pretty ballzy. Try a number of things, for instance throw a 2A as he techs, then IAD back A-Nail. Besides, it's not hard to get back in on Tager.

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