I’ll try not to slack off and update the first post with infos from other members.
I still main Tager in CT and look forward to kicking ass with him in CS.
CS2 changes to make note of-
:r:+:snka: Can now be delayed by holding :snka:
:l::d::db:+:snkb: is now :qcb:+:snkb:
:qcb:+:snkb: can be canceled into 720+:snkc: whether it is being charged or not
360+:snka: leaves them closer to you allowing you to combo off of it easier
Gadget Finger now does 100 points of damage (doesn’t seem to get scaled)
:d:+:snkd: seems less safe to use now (check a vid below in this post to see what I mean)
720+:snkc: will drag them in stronger and faster now (best example shown in same vid mentioned above)
Take note of how the first Tager match ends-
[media=youtube]cJhgtKvhD_M[/media]
A mostly accurate summary of BB:CS Tager by Spirit Juice:
NEW TO CS:
WTF is Gadget Finger?
[media=youtube]zpvrafHIyhw[/media]
I’m not watching sum it up!: OTG Grab that magnetizes and puts Tager at +3 Frame Advantage with the opponent in throw range for a mix up opportunity.
Should I abuse it?
Match up specific!! Some characters have very good options to get away and even lead to Tager being the one mostly at risk. There are other options to end your combos, research them.
I don’t play Tager and Gadget Finger “infinites” make me lose online and he’s so broken waah
Getting messages like this online is awesome. Treat Gadget Finger like you would treat any other mix up in the game. Seriously that’s all there is to this. Everyone online please stop mashing dem buttons. Move to evade, use normals, use reversals, or just block. Know what your character specifically can do after Gadget Finger is done to you!
Throw Techable 360’s/720’s after Gadget Finger and some commentary on how people are playing stupidly online
I notice people have a habit to try and throw tech after they get dropped by Gadget Finger. That’s because online Tager scrubs aren’t properly tick throwing and are conditioning other online scrubs to mash throw tech like this is SSF4. What do you do? You have to wait a tiny bit after they land before doing a 360B/720C to prevent it from being techable. Practice this timing since it is really important. If you come up against a decent player and do a throw techable grab after Gadget finger, then they will tech the huge Purple !! throw window. So you basically just did gadget finger for no reason because you’ll lose pressure and never get a real mix up in.
There’s really not a lot of radical difference between CT Tager and CS Tager. Most notable differences include:
3C is a lot more useful now because it pulls opponents closer when it hits. This means from raw sweep you can do stuff like OTG 2B 2C xx Atomic Collider combos, or you can gatling into it from 2B/5B for a free Gadget Finger if you need magnetism.
5C and 5D are both faster. 5C still isn’t fast enough to be a really good anti-air, but at least now it can combo very consistently from counter-hit/anti-air A attacks. 5D no longer knocks down on regular hit (I THINK that was what it used to do in CT? It’s been so long since I played CT I can’t remember), but now it wallbounces on counter hit for some easy and decent combos. Just buffer B Sledge when you know the move is going to counter-hit and finish with a juggle into Atomic Collider.
Fatal Counter 2C is pretty hot. If you’ve got somebody jumping all over you, you can use 2C SF4-style to trade or clean hit, launching the opponent way the hell into the air for a free 2C xx Atomic Collider or raw Atomic Collider followup (with additional, nasty combo of your choice to follow). I think they buffed the upper-body invincibility on 2C as well, making it win a lot more consistently. You can treat it almost like Potemkin’s 2HS now, except with much-shorter ranged normals that gatling into 2C. Oh well, can’t have everything.
New basic 4D. Wallbounces on counter hit, fast enough to chain from 5A/2A, and neutral on block. You can gatling into it from 2C for safety and magnetism to continue pressure from +0. This is really good also because 2C takes off a guard primer on block, allowing you to use it more safely if you wanna just kill someone’s last few primers.
New Guard Primer system really helps Tager on the defensive end. Offensively, he’s not really a guard crush machine (more like a guard break machine, in terms of tick throws), but with ten (!) primers you get a lot of mileage to sit and weather pressure that you can’t safely break. As long as you don’t go too nuts on Barrier, there’s no way in hell Tager’s ever getting guard crushed.
Magnetism buff to Atomic Collider makes it really powerful when whiffed against magnetized opponents inside a combo. Tager’s best avenue for combo damage now is to combo into AC against magnetized opponent and then immediately whiff Atomic Collider. This yanks the opponent right back to your feet for at least one guaranteed red (totally legit combo, no bluebeat) 2B (or 6B) 2C Atomic Collider, or you can do 2B (or 6B) xx Magna-Tech Wheel instead if you have meter. Good for both filling combos and setting up resets into command throws or raw Atomic Collider combos. Really adds a lot to Tager’s combo utility.
The usefulness of Gadget Finger as a preferred combo ender depends a lot on character matchup, but if you just want magnetism right off the bat, it’s a good tool. Some characters can just bullshit their way out (Ragna RC Inferno Divider), others really struggle to escape (basically anybody without a good DP to RC). Against good players, you really need to be mindful how you use it, but against scrubs you can just vortex them to death. Just draw up your favorite flowchart and watch twitchy players DIE.
I believe the Spark Bolt gauge charges faster now as well. Not a huge deal, but nice to get that little extra mileage from doing quick Voltic Charges (421B) while you’re being kept out.
Tager’s Astral Heat is now a 1080 motion + D, making it a little less awkward to buffer and use if you’re planning on ending the match in style. Still an unblockable HIT, meaning it can grab airborne opponents as well as grounded ones.
^Thanks for the info mate, though what you wrote really does seem to make the difference ‘radical’. For one Tager has more (or improved) Magnetizing, and the collider bringing opponents closer to him now really helps his close-up game.
Why is Lambda considered one of his worst match-ups?
Actually AFAIK Lambda match is not considered to be very bad at all for CS Tager. You’re still gonna be blocking a shitload of swords before you get in, but with the changes to how the guard system works, you’re no longer flirting with guard crush for being overly cautious. The ranges of her projectiles are still relatively easy to manage as long as you don’t mindlessly Sledge, and since she can’t teleport dash/backdash for free anymore, it’s a lot easier to stay inside and deal damage before Lambda kicks you out. Her damage is also much more reasonable now, and requires more aggressive positioning to do monster damage to you. There’s no more getting your face melted from full screen.
Generally, Lambda has to respect Tager a LOT more than Nu did in CT. The Bang matchup is WAY worse than Lambda in CS (mostly because Bang has the combination of annoying pressure, high damage, high mobility and a relative fuckton of life…you have to MURDER Bang every time you touch him or you’re going to lose the damage race, plain and simple).
CT was about 8-2 Nu-Tager
CS is about 6-4 Lambda-Tager
Watch out for guard crushes from lambda still, she can take primers off like no ones business. Thank god she doesnt have Nu’s damage potential, or she would still be s tier, and this matchup wouldnt have changed at all.
Good stuff guys :tup:
Recently watched a Litchi vs. Tager match from NorCal Install, that is one tough battle-
[media=youtube]M5drcdR2kuQ&feature=player_embedded[/media]