Tips for when to break through her BnB's would be nice, as her pressure is really killing me. By this, I mean that I'm having trouble finding holes in her pressure to get in a backdash/throw/360/720/MIGHTY-JAB. Especially the throw-cancel combo (not sure what it's called, but it's where she uses a whiffed throw to cancel one of her moves, over and over again).
This matchup is almost worse for me then Nu and Arakune.
Definitely turning on the english voice for the announcer when I get this. Ugh...
Not as much with that player specifically, but as far as Tager goes, I'm getting excited. Any videos of arcade matches this side of the ocean?
Edit: This vid on the channel linked by Lester is awesome: http://www.youtube.com/watch?v=C3j8NbBjahA
My question comes from that bit in the first round, but how do you guys use Voltic Charge? I only ever sneak it in after a knockdownif I need some meter, or when I can see a projectile coming a mile away, but do you guys use it strategically to eat bursts/Tsubame Gaeshi and shit?
http://www.youtube.com/watch?v=rTSlfS9jKY8&NR=1
I'm surprised you can't 720 on reaction to 720... or at least, I can't get it to work...
You can counter if you KNOW it's coming at least, thanks for those tips.
Edit: Well, I can't say I'm totally surprised, since it would really suck if you could.
The 720 on reaction to dive only seems helpful against the D dive, where its invulnerability protects against the bug from behind.
For those of us who can't do an unbuffered 720, the 720 on reaction to dive is useful at least against okizeme dives, I think.
I have a quick question about RC'ing Magna Tech Wheel (obviously assuming you have 100% heat and only for the desperate "Oh noez, he blocked my last shot..." situation):
What's the frame data for rapid canceling it? (say into a 360 against a ground-blocking opponent, or a collider against air) Does it work?
I can get it to in Training, but I'm not sure if that means it'll work in real play.
Yeah, but you can't just depend on the Carl player to eff up. Your best bet is to try and get some damage in before-hand, and play defensively.
That way, your life will out last the doll's metre.
I was wonder if you guys could give me some C & C on my play. Don't worry about being harsh, I know I still suck, but I wanna get better, and I'm finally getting used to using my new arcade stick.
http://www.youtube.com/watch?v=j01GKZ-Hggw
Yeah, it seems most of the Rachels I've been facing like to spam Fork against Tager. I usually punish whiffs with 5C or 5D, or 360A/720 (if they're magnetized).
What parts of Rachel's strings (especially off the fork and her 5B) are backdash-360-safe?
The best part about these matches is you can save the replay, when the other Tager completely owns you.
Too bad it doesn't let you save VS replays. I'd love to have replays to go over from when I bring in my 360 to the downtown gaming cafe. The other Tager there is much better than me, and I've been learning from him a lot.
I've found it's generally a bad idea to go for the 360A right off the bat, because everyone expects (read: punishes) it.
Yeah, I had some trouble in the beginning getting the timing of Terra Break to hit them properly.
Speaking of MTW, is there any good tech-traps/followups off of it?
My noobish bad. I thought it just ate projectiles. Whoops.
That said, I still think it's worth mentioning, since otherwise a Ragna player would never give you a chance to breathe/charge yer lazer.
I'd like tips on when to tech out of her strings. I just took a bad loss to a really good Noel player (not Perfect'ed, but just about), just 'cause I couldn't figure out when to tech out of her LOOOOOOONG strings. Any Noel-specific tips, beyond the usual "learn from experience", which of course I try to do?
Something useful I've found:
Tager's Voltaic Charge (412B) eats Ragna's Hell's Fang (214A) and Gauntlet Hades (214B), as well as their followups (214D).
Very easy to followup with a 360B afterwards.
In my admittedly noobish experience, nothing works better against another Tager than a (air) 2C (RC) -> long, nasty combo.
Like Tiamat mentions, Tager's anti-air sucks. So take advantage of it, especially the (air) D to magnetize, and the (air) 2C.
Gonna have to try that 360A off the bat. Ha!
http://www.youtube.com/watch?v=_0KgQbxKefs
I know this vid has been posted a bunch, but I have a quick question. The one round Tager wins (ugh), he uses the Spark -> 2D -> 720 to win. (at roughly 4:17)
Was that just a mistake on the V-13's player's part, or is that a good tactic?