|| Tager || nani?!

2D is such a good tool, I would say it’s very important to become familiar with its max range so you can safely lead into block strings or tick into 360/720. Once you conditon your opponent to start jumping away after a blocked 2D, you can hit them with 623C for some ridiculous damage.

Speaking of block strings, what are some of your favourites? Favourite for whatever reason, setting up 360s, creating frame traps leading into combos, etc. Since 236A leaves you at -1 and 236B leaves you at +3, is it always a good bet to end your strings with Sledge, or to throw Sledge in there after unsafe normals with bad pushback. I’ve been a Capcom man most of my life, so I’m just trying to get an idea of how to construct my strings in this game. All of his really unsafe shit cancels into safer normals with good pushback, so that’s probably what I’m looking to do here. I am currently consulting as many video as I can find.

This video is an excellent example of solid Tager play, especially starting at 5:15. Honestly, one of the most disgusting rounds ever caught on film, I didn’t know Tager could have combos like that.

And it’s pretty clear that [media=youtube]fgNgB7wV-8g[/media] sucks ass, but at least he makes Tager look top tier :razz:.

As well, which button configuration do you guys feel complements Tager the most? I personally like D-ABC.

dabc is pretty much always best unless you’ve been playing SNK games since their inception, then abcd will probably be more comfortable for you. The only austin player that used abcd was a snk guy.

edit: that meaning any character generally feels more comfortable with dabc. Most peoples thumbs are fairly dominant and you will be using D in combos etc, obviously. thats really not the best reason but its the best I can come up with atm.

u can cancel his spin super to regular throw idk why but u cani did to my buddy who was blocking it then just threw him was hilarious

never knew about the button layout, or the whole thumb thing. I don’t use my thumb for buttons, actually. thx

I decided on Tager to be my char just because I loved Potemkin so much and he just looked like an utter beast. Time to practice, practice, and practice. :lovin:

How do you guys handle V-13?

I played one dude about 5 times in a row and I only managed to beat him once. Tager is too damn slow to get close enough. Though his 2D seems to get me out of a jam at times. Any tips?

Sledge is your best friend in this fight, as retarded as this fight is, but watch out for the baits. You should memorize the range on his B Sledge and the counterhit combo that follows. If you’re thinking you don’t have enough time to react to counterhit, you’re wrong, counterhit in this game is HELLA long. Bait bursts, because if they burst and you have low life it’s over, but if you can bait it you can usually get free 720.

how the hell do you do his astral?

please oh please add dlc to make him look like Potempkin. He is my favorite fighting game character. I never thought I would like a grappler like that til I got used to him.
It is killing me that I bought the game yesterday and have had to put in 14 hour days at work and was too exhausted to fire it up.

The use of sledge in this matchup is quite harder than it seems, all her normal drive moves can be jump canceled ans dash canceled, so actually the majority of what she does can lead to punish a B sledge attempt if the player reacts fast enough. For exemple if she does a DD 4DD, you try to sledge before the 4D, it will hit you in the autoguard and she’ll be able to back dash, making the sledge whiff and giving her a free drive combo or at least kepping the pressure. If the distance to the corner make the back dash option impossible, she can just jump cancel to evade.
Some things can be sledged for sure, like j214D, unless she RCs it before you hit her, or if she goes for a blockstring like j2DD > 214DC > j2DD, after the 214DC the sledge will hit for sure as she can no longer jump cancel there, but if she does an air dash jB or j2C you will most likely get it.
There is no really safe way to get in, you’ll have to be patient as you shouldn’t get a lot of openings, either wait for the v13 to do something wrong, or take risks.

Kaal: I found that Sledge didn’t exactly work to well, sometimes they would get whiffed and V-13 would just punish.

Maho: Half the time I am taking risks :stuck_out_tongue: The other half I actually try to just wait it out until I get spark bolt. Doing voltic charge is risky so I don’t try that.

i feel like against chracter like this the best bait u have is charging magnetic bar across the screen you are invulnerable to projectiles so long as u charge and your gettting your shot ready but like maho said ure gonna have to take risks i sometimes chrage from med screen just to get them to approach me
quick charge>iron fist is a favorite

I need nelp against a rushdown up close Taokaka, shes such a bitch. I ended up winning against one it was hard as hell tho I used the elbow drop which helped alot but does anyone have any more useful tactics.
And sorry if this is a noob question but how do you get out of that super move where she jumps at you and claws you down, I cant block it, is it considered a grab that you break or what?

You just have crouch and it will whiff, then you have all day to punish with 360B as she landed in front of you, just don’t jump you can’t block it it the air.
Taokaka pressure is indeed hard to deal with as she as a lot of variants, if you can predict your opponent, most her gatlings can be IBed into 360A or 720, but it’s easier said than done though. Note that most of her moves doesn’t have a lot of active frame so she’s kinda vulnerable to backdash shenigans, Taos also jump a lots, 623C can be useful if you can predict a jump in some cases, 2C can also be used when the player goes for pressure into 2D and tries to attack you right above your head.

sweatyshoulderguy > against v13, you can do some voltic charges if you’re back to corner and she’s on the other side of the screen, but don’t hold it, you may be invulnerable to projectiles as you hold but not during the recovery, a v13 player can punish you hard for this.
If you don’t hold it and don’t get predictable you can get away with some quick charges, anyway you don’t have to hurry to much to get the shot ready as it’s not such a threat for v13 as it is for Rachel or Arakune when they zone you, unfortunately you can’t punish v13 zoning with it.
One thing to look for with the shot is backdashes, try to get in a little with jumps, the player probably go for 6DD then a drive string to keep you out, if you get somewhat closer, a lot of v13 players tends to backdash here and you can try to tag them with the shot, but it something you have to guess, you can’t react to this.
One other thing to look out is jump drive pressure into 214DC, you can try to shot there and if the player did try to continue the pressure, he’ll get hit. But same thing, it’s a guess thing, he can just block the shot, and the magnetism you’ll get isn’t really usefull for you when v13 is full screen away.

waht do u do against carl were suppose to have the advantage in the fight but because of that infinite man its nuts ive only met 2 carls online man i cant learn anything if i dont play them and the only way to get out of the infinite wih tager is emergency burst at the right time do it wrong and u still get caught
im gonna use him as my second :confused:

I’ve yet to try this against an experienced Carl but I have two ideas of how to survive.

1.) Don’t get sandwiched between Carl and “Nee-san”. One possible option to avoid that is man a corner early in the match and punish him when he tries to get close.

2.) Keep Carl and his robo buddy right in front of you and damage “Nee-san” as much as possible. I’m not a 100% but I do think that the robot breaks down for a while after a certain amount of damage while it is attacking, thus a yet unproven theory I’ve had is to try to hit it if the opponent is tries to have her attack you before starting a clap loop.

I’d figure point 1 would be mandatory for 2 to work because unfortunately if Carl gets behind you its over. 2D would be great if not manning a corner but I am unsure which of “Nee-san’s” attacks are strong enough to stop it as some attacks usually do. So maybe Sledge B.

Either way, haven’t had the time to play the game against a really good Carl to try it. So those are some possible tips, let me know if they work for you.

Actually, Tager has a 2.0 matchup against Carl, worst in the game currently.

Against carl, take your time. Punish him when he tries to get in on you. Remember that A is your friend. It’s so fast.

For those who don’t know. Tager is currently the WORST character in the game (Which isn’t saying much since he still is viable) but maining him will mean it will ALWAYS be an uphill struggle. I have yet to have a match where it didn’t feel like an uphill battle.

General tips I have found:

Sledge is god. Really. B sledge on hit stuns them for 360A or B (Techable) or follow up combo.

j.2C is amazing. In air it pauses which can bait out some hits. It has a retardedly huge hit box and it hits a little INFRONT of tager. Also can be done JUST OFF THE GROUND and comboed after with 2B->2C->236C-> ect ect. It’s not safe unless its just off the ground but by then your opponent will be blocking or try for a counter attack.

Backdash is great way for the buffer into 360 or 720

6A->2C is VERY nice.

Both throws allow atomic collider to be hit but you need to hit it quick.

Atomic collider DOES NOT GRAB while you are holding down C.

I have had great success using A,A,A,B,C,D. Standard stupid string. If the A hits, everything up to C hits. If your next to your opponent, even if fully blocked, it guaranties magnetism and I have yet to be seriously punished.

A magnetized opponent in the air will go flying with 236C. ESPECIALLY Arakune.

DO NOT BE PREDICTABLE WITH SPARK BOLT. It has SO many applications and it is VITAL to use it correctly. For some fights, it will be your only way in, so use it right. A counter hit will NOT SEND OUT THE BOLT and you will loose the meeter.

A,A,A,A,A,720 super. Pro strats.

Do it up, rep the low tier.

I finally got a chance to play BB at my buddy’s house. The gameplay is totally different from what I imaged. Tager is my favorite and easiest character to play. I love his 360a,b and his magnetic charge. My only problem I have is when people stay on the other side of the screen and spam projectiles all day b/c they can’t handle my inside game.

Sledge through that shit or charge up your magnetism. They both eat projectiles. Be careful. Some people will bait Tager with a projectile to sledge through (I.e: Jin) and punish you. If you think they are catching on, use A sledge.

For those who haven’t played story of Tager from the console version. Do it!!

You will fight Bang, Distortion finish him.
ENJOY!