being predictable with sledge is even more dangerous than not using it, if she nails a CH 6B you lose half of your life (and this is as tager!) you have to use it super sparingly.
I’ve been using Voltic Charge (421+B) as a pretty reliable anti-air, especially when I have meter; Voltic Charge to absorb the hit, buffer a 720, say good bye to 60% of your health bar. The only thing is, it only works some of the time; can someone give me a comprehensive breakdown of how this move works so I can make it more useful?
that sounds…unbelievably risky. You’re invulnerable while charging but you can be hit out of it on the recovery, if you play anyone who actually knows the tager matchup you’re going to get destroyed.
Does anyone have any advice for the rachel matchup? the pink pumpkin with the wind utterly destroys any attempt I make to sledge in. can’t walk forward past it, can’t jump it. I have good success with spark bolt but the rachel I play just bursts whenever I score a hit with it and is really good at paying attention to my meter.
Replace your 421b with back dash. Back dash->their air attack whiffs and lands next to you, you buffer you 720 during the back dash. And then KA-BOOM!!
Damn, so there’s no way to use Voltic Charge as a safe anti-air against skilled opponents?
Even so, what are its hit-absorption properties?
C&P from Zetaboards:
6~16 High + mid guard point against attacks, 10F startup when guarding attacks, gauge start to increase at 22F, guard point is active while holding the button (at most 90F), after releasing guard point disappears in 2F and gauge increases in 7F then move stops in 24F, gauge increases by 60 at least, increase by 4 per frame, on the 22F or 7F after button release, gauge increases all at once.
Tager doesn’t really have a safe AA.
P.S. Against Noel’s air DD, use 421b while the bazooka comes, free meter! Works against Jin’s ice wave DD also, no chip damage afaik. BTW the same DD beats spark bolt =(
what can i use to stop tao’s air claw attack if they’re spamming it.
yomi
serious answer: tager has a myriad of moves that function as specific anti-airs for specific situations, 2C, 2A, backdash, spark volt, 5A, instant air throw, atomic collider and 236236B all work as anti-airs, but the situation that each calls for is generally pretty specific. he has no clean anti-air which SUCKS but you can get away with lots of ghetto shit to keep them out of your face.
So I just started playing Tager. I’ve been doing a lot of QCF-B, F-A, into 360. My problem is I keep super jumping canceling out of the forward A. Because of this I only pull of my move about half the time. QCF-B, F-A, into 720 super is amazing too.
I was fighting a Hakumen in the final round. We both have no health and literally right next to each other. I throw out a couple of jabs and then he does his counter super. I respond with a standing 720.
Seriously, this is why I love grapplers. I get wrecked and combo’d all over the place and have more losses than wins, but when you can pull off shit like that it makes it all worthwhile.
This man is right. I start almost every round against Tager with my 6B poke because I frequently get a CH out of the deal. Also, a blocked sledge is often an opportunity for me to throw out a string.
I know tager is the “bottom” of the tier list, but how much does this take into account when fighting above average ONLINE players? Not arcade aces and pros but can I hold my own with tager even against some top of the line online players.
Tiers are supposed to be from the perspective of two top players fighting, not a bunch of average people online
Can anyone help me with my question? I will post it again.
How do you prevent yourself from super jump canceling during forward A? I wanna go from sledge to forward A to 360 B. This combos about half the time and the other half I super jump cancel the forward A.
personally, ive met less than 10 people that beat me consistently online, its really not hindering me at all. also every single person thats beating me played the arcade version more than i did.
not really true, blocked sledge is almost universally in tagers advantage, unless A sledge is done point blank. tager not only have frame advantage, hes also up close vs a character who has worse up close moves. at good tager will abuse 360A if a rachel is starting a block string up close after sledge, and 360A beats 6B clean. its not cut and dry (rachel can do jumping attacks), but unless rachel has something on top of tager, tager has the advantage up close.
you have to do it after the 6a recovers.
Actually you can do 270 instead of 360, I do 4123698 myself. Do it fast enough and you will never jump up by accident.
BTW 720 is another story, in BB you must find some way to buffer 720…
also i just realized rushdown seems to think 6A into 360 is a combo, its not a real combo, you can escape it. hence why i was recommending to wait, sorry.
and no one was asking about that hiruma.
?? He says he accidentally super jump during sledge 6a->360…since there’s no jump input in 6a so the problem must come from the 360 input. If he cut the 360 to 270 than the chance of super jump come out accidentally should be way lower…
I am confused…
Why does the combo counter continue if sledge, into forward A, into 360 doesn’t connect?
There is no jump on forward A, but there is on the 360 which is what I was talking about. I was asking how to avoid super jump canceling out of the forward A.
Also about the 720s, I was doing B sledge, into forward A into 720 C (which also seemed to combo). I also wasn’t doing a full 720. I’m pretty sure I was only doing slightly more than a 360.
The combo counter will keep counting but the red text turn dim if it would be tech/ throw break but the other player didn’t.