|| Tager || nani?!

Yes…Tager needs a thread.

He’s becoming my favorite character to main.

There’s nothing much I can add (since I haven’t played him as of yet)…but I’m glad to see more Tager action at the arcades.

Edit: Done.

Post strats, matchups, vids, squatch matches…we just love Tager!

Best grappler ever and I usually hate grapplers and 360 special moves. But Tager is so damn awesome after losing to him my second play through in the arcade I gave him a shot and have been in love since.

Also the thread should be renamed “NANI!? The Thread of Iron Tager!”

Also

THE POWER OF SCIENCE

Yeah, Tager is going to be one of my mains, to replace my Potemkin.

His moves are even more epic.

I can’t wait for the console release. He’s the first guy I’m gonna pick up. The bass in his theme song is also pretty good.

Haha nice.

Anyone know exactly when Magnetic Charge is invulnerable? I have been having trouble timing it to avoid certain attacks.

It’s only invulnerable to projectiles, and it has guard point against high/mid attacks, the frame date says from frame 6 to 16, and as long as you can hold it (90f) if we look as the frame data.

It’s good for burst baiting, but other than that it’s really risky to block something with it, as the recovery isn’t instant and you no longer have the autoguard.

Hmm, I was actually trying to find a reliable way to counter air attacks when opponents are not magnetized.

Motor Head is probably one of the coolest themes I’ve ever heard. Is he easier to play than Potemkin?

Thats a good question. I have no access to an arcade, and have never played a grappler. He looks fun to play though.

Easier to play can be debated, but he’s certainly really harder to win with that AC Potemkin.

Sadly Tager doesn’t have any reliable anti air, 2C can be used in some situations when the opponent is right above you, but you have to predict what he’ll do as it pretty slow. You can do a nice combo if it’s counter hit and even on trade so think of using it if you have the occasion.

Of course there’s the spinny super, but it costs meter and has a downside, it has autoguard on startup and not invulerability, meaning that if the opponent attack get autoguarded before the super hits him, he might be able to jump cancel his move and block the super, or just RC then block if he have the meter.

Other than that there’s the good old backdash into command grab, 360B is good but you can be hit out of it if your timing isn’t good, 360A has invincibility from frame 3 which is good if the guy tries to hit you upon landing, but is slower so more time for him to jump back and less damage too. 720C is the fastest, best damage and has invincibility from the start, but you need meter.
And lastly do not forget the normal throw, it’s actually very good even if it’s breakable, the recovery on whiff is the fastest out of all throws so you’ll be safer if the guys jumps out of it, the startup is faster than 360s, and if you land it you can do up to 360B like damage with possible magnetism.
The one thing with that is that it seems that some chars in this game doesn’t have any landing recovery at all, Ragna for exemple can rejump as soon as he touches the ground so it’s hard to land this on him, but when a character jumps, he loses his guard ability for the jump’s startup (3 to 6 frames depending on the character) so if you predict that you can backdash into 5A to take advantage of this, and of you course you can do 623C instead but it’s way more risky.
This technique can work against strong attacks, but your opponent can hit you out the backdash with jA mash if he saw it coming, against that unless he really above you, you can try to use 2A as anti air, it can work and on counter hit it comboes to 5C > 623C…

You can also try to use the 360A invincibility to make a jump in whiff, hold it a few frames and release upon opponent’s landing, but that’s quite hard to do, and very risky.

One last important thing, when you have your magnetism meter full, look out for iads, in this game you can’t block for quite a long time when you iad, so if you have good reflexes, and iad should be an occasion for a free fireball combo.

Wow, thx for the info. I still have one question though; is it true that Tagar can’t air dash? I forgot where I heard it from and can’t remember seeing him do so. If he can’t it won’t bother me that much, since Tager looks fun.

No he can’t air dash, he can’t double jump either which is more problematic, but you can use jC to move forward more during a jump as it gives you some momentum.

Counterhit 236A is a free 360. Not sure if 720, will check tonight.

Credit to Mike_Z over on the Dustloop forums.

Edit; Is he easier to play than Potemkin? GOD yes, and so much fun too. I will be playing a copy of the game in three hours so if people want me to try some stuff out, go ahead and post up here and I’ll try anything out.

360s and 720 after a counter hit 236A are throw breakable, better do a standard combo after it.

Yeah, that is what sucks about his 360s they are throw breakable if you combo into them. A respectable way to make sure he isn’t overpowered but man o man does it suck against someone that knows this and can react fast enough.

well go to zets board they have a lot of great info on tager
btw i maining tager so add me !
btw tager electectricty slash move goes through nu swords

We need videos. I want a good idea on how to play him before I even grab this game! I like how the characters in this game are portrayed as GG counterparts, you don’t feel like you lost your main. This is the reason I wont buy KOF, no Rugal.

[media=youtube]EmgGe1vsX7I"[/media]

[media=youtube]TeOslskkKrY"[/media]

[media=youtube]vOkAoq_Wb-A"[/media] Starts at 3:42

after CH 236 a YOU ALWAYS want to do 2b, 1C, heat extend , 6C, 5D, 236 B or alternative ending

5D, heat extend ( hold to suck them close to you so you attempt a tick 360 or 720)

I can’t remember the name of his anti air grab, so Im just calling it heat extend lol. I should know I’ve played since arcade release lawls… ><

corner mind games can get really nasty with tager because if your close to the corner when you do above said combo you have tons of options

if you do 236 B you can buffer 720 and if your opponent doesnt jump, they get grabbed
if you do 236 b and your opponent tries to jump, you can heat extend, then 6C, heat extend, 6C, 5D repeat