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[CP] Tager vs Kagura: How does he swing that?

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It's difficult to safely Asledge his projectile near the start of it's momentum. It goes too slowly and it will hit you after your projectile-guard frames are gone.

Be prepared for tons of instant overheads.

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Ok, better write-up now I've got good XP with multiple Kaguras.

Summary:

-Uber long range pokes

-Incredible damage, easily some of the highest in the entire game

-Weak to 360 reversals

-Charge-based, so weak to overheads

-Powerful flashkick

-If you block his stance strings, he's very vulnerable at the end.

His Neutral

5C & 2C: These are his pokes, he doesn't really get anything on them without either CH or meter. However, he'll use these as a buffer and use orbs on block or raw hit to get his momentum going.

jC: A very annoying overhead that's usually safe. Has huge vertical range but little horizontal. He can use this almost immediately on a jump and it will hit anyone. It hits Tager even if he uses it instantly.

6A: His go-to overhead on orb oki. It's super short range but leads to very real damage on hit.

6C: This move is an anti-air that pushes you really far away on block with and has a massive hitbox. This can be a real problem for Tager because you have no aerial movement options on Tager once you've jumped. It's hitbox is so big you can forget about baiting it with j2C. I am not sure what the blockstun is on this move (no frame data) but usually it's long enough you can't punish it if you block it in the air, not to mention the huge knockback. The exception is 720 with magnetism, but even this can get reversed by a Flashkick gatling. Good Kaguras will be charging this move the moment they use it.

Orbs: He throws this out all the time in order to put up a shield while he advances. It is not safe to try and sledge these. His pokes are way too long range. You can Sledge them if he tries to use them for oki though and usually get either a CH or a block.

Aerial Stances: If he's feeling threatened on the ground he may go for these. Try to pay attention to which stance he's in to gain some insight on what he might do. He's capable of zooming down away from you, then rushing towards you. It can be very unpredictable and difficult to punish due to our slowness.

Cross-up/Cross-up Feint: His 6D~B and 6D~A are highly similar animation moves, except one of them suddenly crosses you up at the last moment. This is a pretty legit cross-up and should be respected. Even when you predict the cross-up his hurtbox will disappear deceptively quick and you may attack the wrong way and open yourself up for a CH. The best defense is to 360 it with good timing. He will usually use this either in the middle of a stance pressure string (very risky) or he'll use it as oki once he's knocked you down.

Flashkick: A constant threat and a real nuisance. It's pretty much an incredibly good DP that needs charging. The upside to this is that we can use overheads and force him to block high, which cancels his charge for a DP. You'll get some mileage out of 6B in this matchup. Compared to other DPs it has really short recovery, especially if you blocked it in the air with Barrier. Usually your best bet to punish it is just a 360B

Important Tips

Outside of OD, he only ever gets to use 3 stances in a string, and only 1 of each type (5, 6, and 2). 5D has the command throw in it. 6D has a cross-up and a relatively safe, fullscreen projectile-guardpoint charge. His 2D is the dangerous stance with either a fast low that can be RC'ed for good damage, or a decent overhead that will obliterate you if it hits.

He cannot cancel into specials on blocked Stance moves. So if he expends all his stances he cannot throw an orb onto you at the end.

His 2C has a delayed gatling into 5C. I'm pretty sure it works even on block. So even if you block a 2C, don't rule out the possibility of a second poke coming.

When he uses stance moves from the air, he can pass through you on his way down making even more cross-ups possible. This isn't too much of a threat to Tager though because 360 is universal.

Fighting his stances is sort of like fighting Noel's D moves. He almost always ends up having to move towards you when he uses them. This opens him up for a lot of 360A reversals. There is one specific move to look out for and that's 2DA. He's off the ground when uses it and can't be thrown. Not to mention it's an overhead that leads to intense pain when he lands it.

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Just a heads up that some of that previous write-up is no longer correct as of 1.1

 

Also an obnoxious fact about this matchup:

 

Your 6A superarmor will break to his DP due to the way his DP works. Even though when he hits you with it normally it only does like ~1700 damage, when he gets guardpointed by your armor every single hit he is hitting you with is doing like 300~500 damage (reduced by 1/2 because of super armor). 

 

So this means about 5 hits in or so you're 6A superarmor will break and you'll get dinged by the last couple of hits.

 

Backstep won't avoid it either, and it's difficult to punish afterwards without magnetism. It's a really aggravating move in this MU.

 

If you really really want to hard read a flashkick, Voltec Charge is your only meterless option and it's still pretty difficult to time properly. Not to mention he will still hit you so he has the ability to RC

 

 

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That aside, you can 5A him out of his jumping overhead (2DA), and 360 him out of almost everything else.

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Just in case no one knew, if Kagura tries to end a corner combo with 2DB (the sword surf) > B Orb oki, you can wakeup 720 him before he actually recovers from throwing it.

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