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Posted

yea i hate this too. and out of pure reflex i allmost allways attack low...of course that doesnt work. in the end jumping up is the key to win here. its kinda hard to get used to an i havent gotten used to it myself but i could test it in training mode. jumping up and doing a jumping c will make most of them retreat when they ecpected to throw you

  • 3 weeks later...
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Posted

By the way is it a bad idea to do low pokes or standing pokes are in haku's best interest? Is there anything you can once your sword is auto guarding Magna-tech-Wheel. Cus then ur just stuck in the air until his over head comes to finish you off.

Posted

2 things i can say for you guys. becareful with those IAD j.C's we can backdash 360 you real easy you can use J.B's and J.A's as they are harder to react to. use those double jumps and zone the shit out of him with your sword and for god sakes counter sledge and any poke that has long start up, you guys are immune to tagers block string bullshit because of your D, and in this fight its very good to use it.

  • 2 weeks later...
Posted

haku tager is a really easy but really occuard match up. something you always have to keep in mind this

anti jumping tager. (punishes air attacks with 623, block to 360, jumping jab to land 623 jumping D into halve heath, and other things Astoroth is a good example of this style)

max mag tager (only does good dam when magnetized until then, he relaxes, Le7ard is a good example of this)

charge for shock bolt tager (won't start attacking until volt is charged don't really know a good example for this kind of tager that wins alot, most begainers use this style of tager)

back dashing tager (BACKDASH'S ALL THE TiME NO MATTER WHAT THE CIRCUMSTANCE, Big moverment use this tager style, hard to hit something that has 4 frames in between opportunities to be hit)

pressure tagers (miragestrike, catch up to him and see what i'm talking about, fast and strong, attacks your weakness and uses what ever he has that fights the fight)

techniques to remember

2D and 6D - go inbettween tager's iron fist to heavy sledge (the block string they all do) classafi the tager in his persective catagory of play style

623A- goes under spark bolt

623AA- goes under various attacks and has in air unblockalbe perk with invincibility in the upper body, when magnatize and tager does air attacks to suck you in. it is a garmented it do to the extra momentum of the JD

JB- jc/Super cancelable/ and tager has no anti air that gives him upper body invincibility. on the rise it hits tager and counts as an over head and since it jc

JB >jc>JC>236C> land> 2B 236A> 6A work like a charm for like 3+ 4+ k,

ahh, the things you can get away with on tager.

J2C - out prioritizes a lot of stuff and is out in front of you.

8 recovery- timed right off of tager's knock downs give you a free counter throw.

J214B- move is fully invincible and when magnetized, weird properties occur when you and tager go fling into the corner and J2C can be landed up to 8 time with no air dash and can till be combo-ed by doing JC when you notice your about to fall.

Posted

SolBadass beat me to it, but I'm noticing a lot of Hakumens like to jump back, then airdash forward with a j.C. You need to be careful with this, because if you're magnetized, we can psychic Collider you into 40% of your health. If not, we can just backdash or IB into a throw. However, you'll catch Tagers off-guard if he blocks the C and autopilots into a 360 by cancelling into j.214B/C. Also, it's been mentioned, but keeping Tager at that sweet spot near the end of your 6C can get really annoying. So, of course, that is the place to be. :v:

Posted

Also, it's been mentioned, but keeping Tager at that sweet spot near the end of your 6C can get really annoying. So, of course, that is the place to be. :v:

my home vs tager <3

  • 3 weeks later...
Posted

Hey guys I need some advice, My friend decided to start playing tager and its giving me some real issues. The thing is he doesn't know how to combo with tager, so he deals most of his damage by 2D>360C or 5D when i go in for the air dash. My issue is, regardless of him simply spamming moves and not linking into any decent combos, he makes up with really good timing. So when ever I wake up for a quick A or 2A he can grab me before it connects. Also, I cant seem to open him up because every time I try to air dash in I get rocked with a 5D. Once I open him up though its open season and I can usually get 30-50% of his life bar with B&B's etc. So any suggestions on how I can get close? Also whenever I seem to block the 5D out of an air dash (being a grab whore that he is) he just does a grab to 5 D and we start the whole process again). Suggestions?

Posted

You have a button that basically neutralizes any of Tager's physical attacks that take 9 years to start up. Use it. It's called D.

Posted

i'm not a huge fan of the 6C tactic. not that it's bad, but if it's all you do it can be really easy to punish on ib (especially when magnetized). best way to handle tager imo is just jump in and crossup all day. remember that hotaru crosses up on tager so you can j.C and hotaru after you've crossed up and tager has no choice but to eat it unless he blocks. edit: i saw bjholmes mention it above so i figured i'd address this right here and now JUMP BACK AIRDASH FORWARD IS A HORRIBLE TACTIC. DO YOU THINK YOUR OPPONENT DOESN'T SEE IT COMING? THE ONLY PERSON YOU'RE MIXING UP IS YOURSELF BECAUSE YOU THINK ITS SAFE

Posted

@Nero: Jumping mostly renders Tager's throws useless. Learn to use D effectively because Tager is quite slow as Heroic said. I'd argue against countering any of Tager's D moves since you get magnetized in exchange, but it's up to you to decide if it's worth the damage, though. For his 2D, jump back for a j.C CH combo. 5D, hop back, hop forward, 6c CH combo. Hotaru can handle j.D. And once your friend starts using the 720 like MikeZ, punch him in the face. Shit should be nerfed.

Posted

JUMP BACK AIRDASH FORWARD IS A HORRIBLE TACTIC. DO YOU THINK YOUR OPPONENT DOESN'T SEE IT COMING? THE ONLY PERSON YOU'RE MIXING UP IS YOURSELF BECAUSE YOU THINK ITS SAFE

Aren't you the guy on that video on youtube vs ArcadeFire87 who IAD'd all day and got 6D'd repeatedly because you wouldn't stop?

Posted

Aren't you the guy on that video on youtube vs ArcadeFire87 who IAD'd all day and got 6D'd repeatedly because you wouldn't stop?

What else are you supposed to do? Slowly hopping in just gets you pushed back, his command dash gets hit by 5D, and his hop is no good.

Sometimes I get mileage out of a superjump though.

Posted

What else are you supposed to do? Slowly hopping in just gets you pushed back, his command dash gets hit by 5D, and his hop is no good.

Sometimes I get mileage out of a superjump though.

I should make a quick video of the ultimate turtleness strategy.... though I have no means of recording.... and really super duper good tagers are few and far in between (is that the right expression?) best I fought was outlawassassin and he just gave up on my turtle and used ragna :vbang:

I'd make a flow chart if you really want it lol

Posted

i'm not a huge fan of the 6C tactic.

not that it's bad, but if it's all you do it can be really easy to punish on ib (especially when magnetized).

best way to handle tager imo is just jump in and crossup all day. remember that hotaru crosses up on tager so you can j.C and hotaru after you've crossed up and tager has no choice but to eat it unless he blocks.

edit: i saw bjholmes mention it above so i figured i'd address this right here and now

JUMP BACK AIRDASH FORWARD IS A HORRIBLE TACTIC. DO YOU THINK YOUR OPPONENT DOESN'T SEE IT COMING? THE ONLY PERSON YOU'RE MIXING UP IS YOURSELF BECAUSE YOU THINK ITS SAFE

Both as a Haku-men and Tager player I agree with this. The hard to fight Haku-mens are the ones that abuse double jump and hotaru's extra jump to keep in the air and cross-up. 6C is still a good tactic though but you're not gonna crack open a good Tager like that. If you use it sparingly to control the match while you get mags its useful but that's not how you're going to beat good Tagers.

Posted

watch out if your magnetized, 720 will beat that 6C shit at just the right range. and us coming in at haku is a tactic that you should watch out for. most tagers don't do this but we can beat your air shit with J.C just because we got it out, and always be sure of surprises. silly tager's love 5D and B sledge and with 5 stars and a random counter will be over 4000+ damage easy. just keep him at bay its not hard he's slow. -_-

Posted

Aren't you the guy on that video on youtube vs ArcadeFire87 who IAD'd all day and got 6D'd repeatedly because you wouldn't stop?

netplay != realplay

i'll gladly money match you in 0delay, or any netplayer for that matter

and let's do it publicly. you know, so there's pressure to perform well.

Posted

Calm yourselves~

^This

Also it may be common sense but non"charged" 6c's seem to work the best I no longer charge my slashes against tager for the speed advantage. Tager's seem to be very 2d friendly which I either yukikaze/2d/or jd (if I'm rushing at them magnetized and they JUST stopped doing atomic collider).

You also need to bait MTW when it comes to the closing hits of a match where either of you can be killed, since tager's usually wait on you to attack them. BTW it REALLY sucks when tager's get their spark bolt yukikaze'd:vbang: I've done this to two different tager's:eng101: by no means are they experts though.

And qwerty, do you have nay fights posted on youtube, you sound very skilled I'd to be able to watch some of your matches:keke: You know to get some pointers:eng101:

Posted

Thanks for the advice everyone. So I guess I will just try to punish with arieal D, or 6D. Also see if i cant open him up with a double jump and hotaru mix up. Ill see what happens

Posted

Thanks for the advice everyone.

So I guess I will just try to punish with arieal D, or 6D. Also see if i cant open him up with a double jump and hotaru mix up.

Ill see what happens

i really don't see haku's charge on tager at the beginning, we normally just wait for you to move, some haku's use 6C or 3C for openers in a match or just walk back.

Posted

5C is probably the best on start up of the match. out reaches his 360s if they jump 8 or 9 the attack gains slam down, and it's quick. little recovery if they do nothing, 623A B+C and it's not a purple lots of bonuses >,> but i start most commonly with hj J2C hits every where they can go, then to place them out of positioning, i'll fall with JB and jc to another JB, and on landing 2B. this opens up a lot of tagers and after all of that you have2 magna. in round two i open with 5C because most tagers think that i'm going to do it again, so they'll jump into JA. 5C will gain slam down and can be combo-ed with 623A - 2B for pick up. next hj and throw a meaty grab. An, no one breaks it, even in in person tourneys.

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