+When you've got him in the corner you could try adding 6C to your gameplan, especially meaty. You can hold it to bait/catch his backstep as well.
+Kishuu goes under a lot of Tager's stuff, including Spark Bolt and his 5D. 6D interrupts a lot of Tager's block strings, especially if you get an IB.
+Meaty Hop-Hotaru is a pretty safe option, if Tager mashes MTW it clashes though which usually leads to Tager winning if he expects it. You can mash Zanshin after the clash though. Even if Tager backsteps you generally have the advantage.
-Gadget Finger for Haku-men is a 50/50 affair between Tager 5A or 360. 5A beats everything you do except Zanshin/Yukikaze, 360 beats those though. Your yomi is everything when it comes to this. Sometimes you just gotta go for it and do a 6D.
-If you ever see Tager use 6A in his blockstring he's about to go for some kind of mix-up. 6A can link to just about every option Tager could ever want, and it's the only move that can cancel into 360.
-Don't ever AD in on Tager, AC will blow you up. This is what I hate most about fighting Tager in this MU, as Haku-men is such an AD-heavy character.
-With a bit of good timing, Tager is capable of countering a 4C with a 360A (with magnetism). You can usually jump out in time at longer ranges though.
-Zanshin'ing Spark Bolt still gets you magnetized, you might want to just avoid it instead. (looking at you, mAc)