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[CSE] Iron Tager vs Lambda: Hold that D

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Lets discuss how charged B sledge did not make the match easier.

What the above post says is true, it doesn't make the match easier but you can surprise her with it on occasion, then that high level play steps in and you need really good reads at this point.

Alas lets talk about the usual now.

Objective:

Carefully advance you way in and dodge swords, no blocking them is not what you want to get in, you must make her whiff swords.

Reason:

Blocking most swords will push you back, more distance=more work=more time wasted getting in to make up for the damage you took getting in.

Far range:

Walk forward, block or make her whiff a sword, sledge if she doing something unsafe, do not always jump in as 2DD>6DD>jump cancel will just put you in the same spot, and if you barrier you messed up.

Medium range:

Ideal sledge range but you shouldn't do it unless you read a sword and make damn sure you read that sword or you get combo'd and get put back to far range again.

Close range:

3C will beat just about all of your normal ground pokes but you can hop it, sadly Tager is big enough for 2DD to hit him on his jump in.

On the offense the most notable thing to change in your behavior is dealing with her backdash, like mu and Tao's Lambda's backdash is different so the usual stuff won't beat it.

5D can hit her and pull her back in and 6C works for punishing it too.

This means after gadget you have:

5A stuff pokes and keeps them from jumping out.

360/720 for stuffing pokes and scared to move players.

5D/6C for backdashes, 6C is much more rewarding meterless.

Strings she likes to use:

  • 5DD>236A/B
  • 5DD>4DD
  • 5DD>6DD>jump cancel
  • 6DD>214D/214D~C
  • 6DD>2DD>236D/236D~C
  • J.2DD>crescent whiff
  • 52/2A>5B>2B>236A
  • 5A/2A>5B>2B>3C>236A
  • 5B>2C>5C>6C
  • 2C>crescent/cresent whiff

Now for swords and how they work.

ALL SWORDS CAN BE SLEDGED!

5DD:

They go straight, if you are a bit far away you can jump over them, more often than not she will shoot them when you are too close to dodge, 2 hits that knock you back and she can delay the 2 hits to mess with your timing, both special cancelable can gattling into 4DD.

6DD:

These swords moves at a upward angle and is made to catch jumps, they don't hit us crouching so duck them, jump cancelable on hit and block.

4DD:

Overhead swords: Stand up and barrier block because of the barrier mechanic's you will be pushed closer to Lambda on barrier block, even more if you IB barrier.

2DD:

Goes up at a 45 degree angle and beats high jumps usually, this sword makes jumping in really hard, which is why I advise against jumping in, walking is slow and may be a bit boring but as long as lambda is looking for a jump, this will be a problem.

J.DD/j.2DD:

Both jumping swords used to push you back with their respective angles, j.DD shoots swords upward, j.2DD shoots downward.

Crescent:

Really fast overhead but she can fake it (crescent feint) and since it has much less recovery makes her mix up less easy to read.

Normals and other stuff that you should look out for:

3C:

Hits far and low, pretty fast and out right punishes sledge or any thing we like to stick out, punishable on IB so IB it and kill her for doing this at close range.

2C:

Anti air and jump cancelable and she likes to do crescent mix up from this.

4B:

Overhead, the first hit is a normal hit but the second hit hits overhead, Lambdas like to space this so only the second hit comes out, pushes her really far back so we can't really punish it.

236 series:

236A is a command dash, very fast but can be reacted to, also expect grab after this.

236B is like 236A but it is an attack instead, hits low and is -1 on block so there is no real punish unless your buttons are faster than hers.

236C is a tackle of sorts, breaks a primer and leaves her at -6, usually the distance she is left at makes her safe, you can actually stuff her as this move is slow compared to the previous two moves.

That's all I the stuff I can think of at the moment.

Basic match up stuff go.

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in my experience it seems like sledging is the only thing tager has to get remotely close to lambda, is this matchup really as hard as it seems?

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