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.