I won't spend a lot of time on this and it's been awhile since I touched the game.
Hakumen should do:
-Keep his distance and build three stars, always try to have a minimum of two stars, Haku is scary with just two stars.
Carry the third star so you'd have two stars at the end of a confirm.
-Vary air movement, Tager can AA haku whatevers if too close, can AC if you are dumb about it, and His air normals just shit on Tager hard.
-Block or avoid spark bolt.
If you can D it then I won't stop you from doing it but you get no benefit from it, you want benefit then try to yomi cut it.
Not only do you not get magged you also create a small wall that Tager won't try to get pass, thus buying time.
More time=more meter for Haku.
-If it's over 15F and you are looking for it then you D it.
2D, 6C, 6A, Sledge, j.2C
D that shit, D that shit to oblivion.
-AA's to use:
5A, hotaru, 6A (sketchy I guess) jump back j.C
You have stars and Tager is pressing a button throw them out.
-3C some shit.
its 9F fast and Tager players should be scared to get CH'd by it.
Onto what mAc now
Tailoring yourself to a specific player is really good and you if you are winning with rush down then the Tager's neutral isn't strong.
If you are winning by time out then the Tager player isn't taking risks or picking up on things yadayada.
Play to win.