Its silly, but at least it works vs you hero :P. But in seriousness, if you think doing hooligan to beat sledge or punish 360's is risky, then you obviously forgot what match-up your in. EVERYTHING is very risky vs Tager! Tager's huge and higher priority normals and slegde making you scared of half of your moves, then a mixup game never favors you ever. You have to pull some really wacky shit, like using Tager's magnetism to pull d move into him, or bait a far collider while magnetized to beat it with j. d, random hooligans in strings, run up throw, late 6b to beat backdashes, etc.
Stuff that is 'safeish' are 5b. 5b, is far, doesn't get sledged, and on CH goes to 3c. 4d beats it sadly, but you can bait it and punish with CH 5c. If it hits him crouching, its even better cause you can go strait to 5c, 2c,3c. 3c is only good if you can hit confirm off of something, or can react to a far 5c, 5d, wiffed 2c or 4d. Because of sledge, and how easy it is to punish on block, i wouldn't use it unless you know you can make it hit. (Also, if you see doing voltec charge, punish with hooligan instead of 3c. Trust me.) Jd is surprisingly good in this match. You can use it to beat his anti-airs, and punish 360's and mess up techtraps, and even use his magnetism against him. But, you guess wrong, and its your ass.
This matchup sucks, but i have fought threw more bullshit matchups for fighters in general. Just do what it takes to keep the momentum, don't get predictable or careless, force your opponent to react incorrectly to scare them and learn how the tech traps work, where the holes are, and how to punish them. Either that or learn how to play carl :P