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[CP] Tager vs Amane: This is anything but pretty

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He doesn't have mix up but the keep away and drill chip will annoy you.

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You can use sledge to get out of drill oki but don't even think about it during neutral! He has a fullscreen low that pretty much negates your ability to Voltic Charge. 6A is basically useless too. You need patience in this MU to get in on him.

Moment he's got his back to a wall he's going to try to super jump fab hob away. This is annoying cause we usually can't get our spark bolt charged in time to deal with it due to all his long range attacks.

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Because grabbing Amane on GF oki is impossible I was having a lot of difficulty in the matchup because of it so I took some notes. Here's what I got. May be some things I missed. A lot of the piano/backdash options apply to other characters as well.

 

Tager v Amane GF Oki:
 
5A > 5B > 5D
-Piano slowly 5A > 5B >5D, if backdash 5A (WHiff) 5D comes out, on block or hit 5A > 5B comes out
-Beats jumpout, confirm into 5A > 5B > 3C > AC (whiff) > 6A > 2C > xx
-Beats 6B. But MUST confirm. Confirm into 5A > 5B > j.5A > j.5B > j.5C > GP
-Puts into blockstring if Backdashed. Sometimes punishes if they do something dumb (double backdash, 
 
backdash > normal)
 
360A/360B
-don't do it in this matchup lmao you fuckin idiot
-360A charge doesn't even beat Backdash
 
5A > 2C > 5D
Plink 5A 2C, piano 5D
-punishes 6B really hard
-Can confirm 5A > 2C into 4D/Sledge for continued pressure if they block, or AC for combo.
-On backdash, 5D comes out
-On non-CH, whiffed 2C means you get punished hard.
-a pretty good option
 
5A > Spark Bolt > xx
-punishes 6B without needing to confirm
-punishes jumpout without needing to confirm
-trades with mash 5A (non-IB) in your favor
-loses to mash 5A (IB)
-Puts in blockstun on Backdash, or punishes (depending on post-backdash option)
-A Great Option, but uses valuable resources. Best used at end of round.
 
3C
-Punishes any timing Backdash very hard
-Leads into 3.5K damage combo (with GP, 3.2k with Atomic Collider oki)
-Loses to 6B
-Is punishable on jumpout by j.5B/j.2B
-Loses to Mashing
-is OK on block
-If you want to make a hard read, use 3C, because Command Grab is super bad in this matchup
 
Jump forward j.B (air to ground) or j.A (air to air)
-OK option but not great. Amane can anti-air on reaction if he's on point.
-Main advantage is it beats Reversal Super (Read below)
 
5B
-Beats jumpout, but so does 5A
-Leads to 3.5kish damage if they jumpout and don't barrier, but is a hard read
-Loses to mashing
-Loses to first-frame Backdash (beats mistimed backdashes)
 
Gadget Finger
-Catches Backdash
-Catches jumpout
-Loses to 6B
-Loses to Mashing
 
 
OPTIONS AGAINST REVERSAL DP
any normal/special loses clean (duh)
 
Jump Backwards land 5B
-Wins Cleanly, and leads to a solid 3.5k punish. If they don't reversal DP you're left floundering and lost all your oki, so it's a hard read
-j.5B near landing makes 5B punish easier, but isn't necessary
 
Jump Fowards Spark Bolt
-Wins Cleanly but uses resources. If they don't DP you can continue pressure. A Great Option 
-shows you're a smart cookie who knows how to play this game
 
Block
-Wins. Obviously
-They can RC to make it safe
 
Voltic Charge
-Wins, builds a shitload of meter
-Can 720C, 360B after a full charge
-looks hella rad and sweet
-Risky but dawg you look so smart

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