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PostPosted: Sun Aug 22, 2010 11:02 pm 
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So can you also explain in this thread how to deal with tager. Because im have to accept i just don't know to fight tager. It feels like everytime i fight tager im so overwhelmed of trying not to mess up get grabbed and lose 50% of my bar. I play makoto as my main she is clearly a up front rush down char. so what stops a tager player from spinning the stick and getting a successful random grab?

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PostPosted: Mon Aug 23, 2010 12:41 am 
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KurisuKappsu wrote:
so what stops a tager player from spinning the stick and getting a successful random grab?

Don't let him grab you. Stay off the ground. Make sure that all your combos are legit so he can't grab you inbetween moves. If he grabs while you're in hit or block stun, tech out. Watch his Electricity gauge and his Heat. If he's got 50 Heat, expect GETB. If he's got a charged Spark Bolt, expect him to use it.

Sledge overrides projectiles. Atomic Collider pulls you in when you're magnetized. If you're magnetized, stay out of the air.

Watch for wake up 360/720/Magna Tech Wheel. Watch for tech traps into GETB.

Add me and I'll play a few matches with you.

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PostPosted: Tue Aug 24, 2010 7:32 am 
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Good stuff MIT. Maybe this will help out some people with excessive Tager rage. (I still lose to Tagers here and there, but I always know that I F'd up when I do)

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PostPosted: Tue Aug 24, 2010 9:12 am 
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Jdietz43 wrote:
Good stuff MIT. Maybe this will help out some people with excessive Tager rage. (I still lose to Tagers here and there, but I always know that I F'd up when I do)

Which reminds me. We need to play sometime.

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PostPosted: Tue Aug 24, 2010 9:13 am 
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hughjazz44 wrote:
Jdietz43 wrote:
Good stuff MIT. Maybe this will help out some people with excessive Tager rage. (I still lose to Tagers here and there, but I always know that I F'd up when I do)

Which reminds me. We need to play sometime.

Yeah we do. Cuz I still need work on my own Tager spacing.

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PostPosted: Tue Aug 24, 2010 9:18 am 
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And I need to work on my Makoto matchups.

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PostPosted: Wed Sep 08, 2010 12:01 am 
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If you play MIT, he's a turtle.

He'll just sit there and wait for you to screw up.

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PostPosted: Sun Dec 05, 2010 6:38 pm 
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Anyhow to Revive this dead Thread.


General Basics of How to Deal with Tager.

Tager damage is (cs1) currently average, combine that with the longer combos that can be done on him for quite a bit more damage his 13,000 health will mean little to you. Tager is Slow, and rather immobile and lacks general approach game. Make sure you learn your Tager Specific combos.

General mistakes player make Fighting:

1: JIAD (Jump Instant Air Dash)
The Number one mistake most players make is JIAD in too far. There is no reason to JIAD into Tager's face the further you come the better 360 B becomes which is quite a bit more damage than 360 A. Note: Even if you try to cross Tager up and tag him from behind a well timed (during backdash) 720/360 will swap directions with the cross-up and tag the person on the backside with no alteration to input command due to the cross-up timing.


2: Magnetism
Magnetism is something you need to know how to deal with. On the Ground in the Air and elsewhere. If you Jump you need to know exactly how far 5D 4D AC 2D 6A J5D will pull you in. If you do not Tager will make this hurt and hurt alot. Once you get that down you can Punish these rather slow moves/long recovery moves. Make sure you also know this on the ground and on wake-up (foward nuetral and backwards).

3: Spark Gauge
Spark bolt is the deterent to backdashing (cept in the mirror). NEVER BACKDASH, or JIAD with Tager being open to Sparkbolt. Watch that Gauge, you need to know when he will have Sparkbolt and when he doesn't.

4: Predictable pressure or Long recovery pressure
If Tager has Heat you need to remember anything done predictable or that has long recovery, can result into 720. Ragna's 5D for example doesn't even need to IB'ed to 720 between the two hits and confirm the grab.
Cross-ups are good measure to to get away from 720, but in general If a Tager suspects this he can get 2C FATAL counter which may turn out worse than eating the 720. You need to play very safely when he has Heat, and You need to know if you are magnetised or not. The reason being normally where you may be safe at (with a backdash) to easily keep you out of range may not be safe if magnetised. Lambda and Arakune's Backdash suffer from this as magnet pulls them in faster than they pull back.

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