Name Input Cancel Damage P1 P2 Guard Level Attribute Startup Active Recovery Frame Adv. Counter Hit Untechable
6A SJR 800 100 89 All 3 HB 21 7 29 -19 41 17
17-30 has projectile guard point, has draw-in effect
A Sledge 236A R 980 70 80 All 3 HB 19 3 21 -2 35 36
1-22F projectile guard point, standing hit has hit stun of 29F, ground guard has guard recovery of 21F, 65% same move prorate, 22-31F can add follow-up
B Sledge 236B R 1100 70 70 All 4 HB 35 6 15 +3 51 40
1-41F projectile guard point, ground hit has stagger of 31F, ground guard has guard recovery of 23F, 55% same move prorate, 41-48F can enter follow-up
Voltec Charge 421B - - - - - - - - - total 39-113F - during move -
high mid guard point till 6-16F or 1F after button release, 22F adds 63 to gauge, each additional charge frame adds 4 to gauge, gauge increase 7F after button release
Above info. taken from tager's frame data.
None of those moves absorb a certain amount of damage. They're all based on the amount of frames it can guard point a projectile move. Time your 6c so if he tries to sledge through lasers, you will get a fatal counter on tager when he is recovering from sledge.
Otherwise, Mu's advantage. Mu has mobility and zoning options.
As for exploding steins to punish sledge, I don't think it'll work because he'll probably just guard point the whole thing. Not worth it imo.