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 Post subject: Having Trouble
PostPosted: Thu Jul 29, 2010 12:01 am 
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I started maining Lambda and i have not been able to beat a single tager or bang yet. Anyone have any tips for these 2 ? :/

almost beat a tager but then he caught me once with a super and i lost 75% of my health in one hit :/

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 Post subject: Re: Having Trouble
PostPosted: Thu Jul 29, 2010 12:03 am 
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Valkyrie85 wrote:
Posted: Thu Jul 29, 2010 12:01 am


6A > 2147D > rinse and repeat :lol:

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 Post subject: Re: Having Trouble
PostPosted: Thu Jul 29, 2010 12:09 am 
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add hazama to that list....that snake is annoying...

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 Post subject: Re: Having Trouble
PostPosted: Thu Jul 29, 2010 12:15 am 
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Zone smartly, also funny thing to do is if he sledges your 5D and has range to hit you, if you have your gravity meter filled you can punish sledge with lol dp. Also if you happen to get a 5D Ch make sure you hitconfirm it to 236C! thats half his health taken away from him from a combo from that move.

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 Post subject: Re: Having Trouble
PostPosted: Thu Jul 29, 2010 1:21 am 
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MechaIronTager wrote:
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It looks like Tager has some new tricks up his metallic sleeves. However, Lambda's got a few of her own. The matchup chart from February stands at 60:40 in Our favor OR in the Tager forums in Their favor... currently? How did...

The reason for the matchup change comes from the fact that Japanese Tagers play extremely differently than other Tagers. In Japan, Tager is a defensive character who doesn't take risks and drops lots of chances for 360/720s. Everywhere else, Tager is a monster. He's not that hard to play at a competitive level, and the worse your skills are at the game, the exponentially stronger Tager becomes. With the slow spread of CS, Tager's true potential is revealing itself.

Between the switch from CT and CS, Tager is much stronger in this matchup now. Don't be fooled by the fights in Japan with him.

Beating Tager is not a walk in the park like it used to be...

And without further ado, Let's Play Tager Tag!

Keep away:
Tager is a grapple character while we zone. It is imperative to keep Tager away. You're going to be running away from him lots.

If you're far away, throw out several projectiles to keep him at bay. Don't be predicted because he might Sledgehammer his way through your projectiles. Instead, create as many opportunities as you can to bait him into an opening via 214D~C. If he is airborne, lead him towards the ground with D moves and lay a 236D; 214D also becomes an option when he is in the air.

Remember, you can use 6D and 2D as jump cancel tools to aid a trusty escape.

Magnetism:
Magnetism can be problematic- it throws off spacing and it drastically decreases retreat options. Sadly, Magnetism is much stronger than it was in CT. If Tager is throwing out his 5D, try to 3C or 5D/6D him. If Tager is in the air, he's probably going to j.D.

Close Combat Offense
If Tager is blocking, make sure to lead into a jump cancel option as often as you can as to avoid leaving gaps in your offense. If you don't, you might suffer a 360 in your openings.

If you feel like your offense isn't going to work (or you want to change it up), it's best to jump cancel your move into a retreating IAD.

If you score a knockdown on Tager that isn't point blank, Tager can wakeup Sledge a 214D (or if you are really unlucky, roll forward 360)- be weary of this option and bait him into a 214A.

Close Combat Defense
Some of Tager's attacks have ridiculous blockstun, you're going to be wanting to IBing him all the time. If you can't, watch out for his Sledgehammer resets- poke with 5A/214A during this opening.

Be weary of blockstrings into 360s. There are some instances in which a 360 can be thrown rejected- when blockstun lasts excessively long. If this happens, any 5A/214A buffer reversals turn your throw reject into a throw reject miss.

Sledgehammer.
Sledgehammer gives Tager full invincibility against projectiles while the attack is out, if you aren't careful, he can Sledgehammer and hit you when you're trying to attack with projectile C or D moves. The best way to punish Sledgehammer is to time an offense after it comes out, sweep him with 3C, or 214A. If you 214A too early, you will trade and put Tager in a great tick throw position.

Charge
Charge will give Tager upperbody invincibility- 3C/236B/236C/236D~C will hit him out of it. Use these at the appropriate distances to hit him coming out.

Spark Bolt
Spark Bolt magnetizes, this isn't a problem if he's far away. Zone with caution if he has a full charge since it will break all other projectiles we can throw out. 236236D will beat it, but it's best not to risk on a quick draw. It's best to bait it.

Gadget Finger
214A is relatively safe, however, watch out for baits. If you don't have the gravity charge then backdash, Gold Burst for a reversal. His 360A/B halt at Gravity and Burst, but there are a few exceptions.

If he has 50 Heat, he may 720C which overrides everything ground related but Burst- get in the air and attack. He might Atomic Collider if he predicts you and start another Gadget Finger.

There are a few instances where Gadget Finger will make 360/720 into a purple throw. And there are some instances where Tager can 360 as soon as frame 0, without a purple throw, before your buffered 214A/backdash/jump come out. Personally, I call this fucking cheap.

236C
Here's an interesting Act Parser. Upon a non-counter hit. It combos... into itself. You can do this off of a 214A counter. If you time it good, you can deal around 3.5k to Tager.

If you're stressed out about the match, this will make you feel really good.

Summary
If Tager begins to play defensive, you win. Sure he'll block all of your moves, but if he doesn't risk it, he won't reap the benefits.

However, if he's not Japanese, then you're in for a highly stressful match.

Be tactful, make him play defensively rather than offensive and most importantly, don't be predictable.


ran into that way to many times

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 Post subject: Re: Having Trouble
PostPosted: Thu Jul 29, 2010 4:32 pm 
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Valkyrie85 wrote:
add hazama to that list....that snake is annoying...


yeah, he is so annoying in arcade mode especially with his life draining barrier. the closest i've gotten to beating him was to rebel 3, but then he uses his grab distortion or his kick distortion.

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 Post subject: Re: Having Trouble
PostPosted: Thu Jul 29, 2010 9:02 pm 
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MechaIronTager wrote:
ran into that way to many times


When I did 360a Gadget 360B Gadget 360b (till dead) you could tech'ed them all (fyi)


It's difficult to know sometimes. Yes if the Tager does them in sequence it can be teched. But the margin between in combo and out of combo is slight. If the Tager delays his input just a little he can sometimes still get backdashers and can always get those who are blocking, and it's untechable. It's a yomi game that I have yet to learn completely, but the Tager appears to have a response to most situations. Atomic collider stops jump-aways, staggered 360's catch blockers (and slow backdashers) untechable, instant 360's catch counter attacks, and simply attacking is always viable. (Normal grabs too, but they are technically techable)

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 Post subject: Re: Having Trouble
PostPosted: Sat Jul 31, 2010 3:08 am 
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Well I don't have much experience fighting Tager but from what I do know just like Kaoru said, zone smartly. If the Tager is overusing sledge and he is close enough for you to hit him, stuff it with a 2c. It can lead into a nice combo. Another thing is to NOT over abuse act parser. Tager can backdash and grab you on reaction if you get too predictable.

Time your swords well and watch your distance. Always try to keep some distance between you and Tager and if you can, avoid getting caught in the gadget finger trap. It's a guessing game that you don't want to lose.

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