haku tager is a really easy but really occuard match up. something you always have to keep in mind this
anti jumping tager. (punishes air attacks with 623, block to 360, jumping jab to land 623 jumping D into halve heath, and other things Astoroth is a good example of this style)
max mag tager (only does good dam when magnetized until then, he relaxes, Le7ard is a good example of this)
charge for shock bolt tager (won't start attacking until volt is charged don't really know a good example for this kind of tager that wins alot, most begainers use this style of tager)
back dashing tager (BACKDASH'S ALL THE TiME NO MATTER WHAT THE CIRCUMSTANCE, Big moverment use this tager style, hard to hit something that has 4 frames in between opportunities to be hit)
pressure tagers (miragestrike, catch up to him and see what i'm talking about, fast and strong, attacks your weakness and uses what ever he has that fights the fight)
techniques to remember
2D and 6D - go inbettween tager's iron fist to heavy sledge (the block string they all do) classafi the tager in his persective catagory of play style
623A- goes under spark bolt
623AA- goes under various attacks and has in air unblockalbe perk with invincibility in the upper body, when magnatize and tager does air attacks to suck you in. it is a garmented it do to the extra momentum of the JD
JB- jc/Super cancelable/ and tager has no anti air that gives him upper body invincibility. on the rise it hits tager and counts as an over head and since it jc
JB >jc>JC>236C> land> 2B 236A> 6A work like a charm for like 3+ 4+ k,
ahh, the things you can get away with on tager.
J2C - out prioritizes a lot of stuff and is out in front of you.
8 recovery- timed right off of tager's knock downs give you a free counter throw.
J214B- move is fully invincible and when magnetized, weird properties occur when you and tager go fling into the corner and J2C can be landed up to 8 time with no air dash and can till be combo-ed by doing JC when you notice your about to fall.