BBTag/Iron Tager/Strategy: Difference between revisions

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==Tips and Tricks==
==Tips and Tricks==
GIMMICKS:
This is Tager's best way to exploit people unfamiliar with the matchup. Tager has many strong gimmicks, some of which have counterplay that is not very transparent.


RESETS:
<br>
5AA 2A > 236[B]
<br>This is the classic B Collider reset. Opponents who air tech away after 2A will be vacuumed directly into the B Collider. Some characters can tech forward and still be caught. Neutral teching, delay teching, and mashing fast air buttons/reversals are all strong ways to punish Tager's who overuse this option. That is where part two of the 5AA2A gimmick resets start.
<br><br>
5AA 2A, 214A/C/B+C
<br>Once opponents begin to neutral tech, Tager can instead opt to watch them land and catch them unawares with a fast grounded command grab. This is defeated with reversals and some fast buttons. Of course, Tager can simply choose to block after the 2A.
<br><br>
5AA 2B
<br>Doing 2B after 5AA will whiff, but still leave Tager in advantage around +5, similar to Gadget Finger. This is a cross-up reset that can be avoided by the opponent forward teching, which will carry them far past Tager. Options after the 2B are 4A to catch jump squat, grounded command throws, and blocking once the opponent uses reversals to escape the situation.
<br><br>
Whiff GF
<br>Whiff Gadget Finger can be done off j.214X, 214A/C, and 5BB. This is a very fake setup that does not leave Tager as plus as doing Gadget Finger, but messes up opponent wakeup timings significantly. Typically, one would go into 214A/C/B+C to either kill or continue the gimmick vortex. It is possible to escape this setup with a forward tech, but Tager can opt to not perform Gadget Finger at all, leading to the opponent teching into Tager's range.
<br><br>
4A jc j.214B/C/B+C
<br>Once a combo is long enough that the hitstun/untech time is significantly reduced, a 4A ender causes opponents who are holding tech to be caught with an air command throw with magnetism.
<br><br>
RESONANCE BLAZE GIMMICKS:
<br>The opponent activating resonance blaze can become a strong opportunity for Tager to gimmick them.
<br><br>
Grounded RB -
<br>In the case of grounded resonance blaze, Tager can use 214[B+C] against unaware opponents. Resonance blaze does not have a generous input buffer, requiring opponents to mash precisely to escape the meaty. Opponents can just hold up, however.
<br><br>
Airborne RB -
<br>Airborne RB is where Tager gimmicks are extremely strong. Tager can use 214[B+C] against opponents who air RB. These opponents must reversal against this setup, as holding up does not work. Again, there is not a generous input buffer for these reversals. In cases where opponents have a strong grasp of the reversal timing, Tager can use his better gimmick against air RB. Opponents who choose air RB can be affected by magnetism throughout their entire falling animation. Reacting to air RB with j.214B will cause them to circle around and frequently by drawn closer to Tager. This will heavily interfere with reversal timings, allowing Tager to land and try for meaty 214{B+C].
<br><br>


==Fighting Tager==
==Fighting Tager==

Revision as of 01:43, 22 August 2019


Team Synergy

Point

Anchor

Recommended Partners

Waldstein

Top players agree

General Tactics

Like any other grappler, Tager's gameplan is to get close enough on his terms to make his command grabs a threat. Courtesy of Tager's extremely high maximum health, you can afford to take some risks and make mistakes to either figure out your opponent or condition them into a favorable pattern.

Tager's primary tool to close the gap is usually Sledge, which blocks high and mid attacks while Tager is winding up. To establish the advantage, Tager should be looking to pair Sledge with an assist to add additional block/hitstun so that Tager can start his offensive pressure. When Tager is in the back, forcing the opponent to block his 5P, then using a long range normal/special to cover Active Switch can be a strong way to get Tager in safely.

Against opponents that actively maintain a lot of distance from Tager, you can also pursue them with Spark Bolt at the cost of 1 Skill Gauge. As this move will wallbounce on hit, you can easily get a damaging combo from using this move successfully. Be careful at full screen, as the opponent may not bounce far enough for 236C > 5AA to connect. This situation may require 2 Spark Bolts.

Tager can be difficult to pressure when he has meter. Two meter allows Tager to push block Spark Bolt to whiff punish laggy moves, as well as GETB through grounded stagger pressure. It is worth noting that any gap in pressure 6F or longer can be disrespected with 214A/B/C. Furthermore, Projectile attribute stagger can be disrespected with Sledge, due to its frame 1 Projectile armor. Rising jump normals can be disrespected with 236A, but be careful of trying to beat jump-ins with either Atomic Collider, as the hitboxes come out slowly and are likely to whiff.

It's also important to keep in mind that opponents will often jump to try to outmaneuver Tager's grabs, but this can often be used to your advantage! An opponent that jumps may actually be easier for Tager to grab in several situations given once his opponent has jumped, their movement options are typically limited to air dashing and double jumping. These options can easily fall prey to the aerial version of the GETB as well as j.214C. In addition, opponents baiting grounded throw options can be forced to block and land with 4A, which gives Tager a second chance at playing the grounded game.

Okizeme

Blockstrings

Tips and Tricks

GIMMICKS: This is Tager's best way to exploit people unfamiliar with the matchup. Tager has many strong gimmicks, some of which have counterplay that is not very transparent.

RESETS:
5AA 2A > 236[B]
This is the classic B Collider reset. Opponents who air tech away after 2A will be vacuumed directly into the B Collider. Some characters can tech forward and still be caught. Neutral teching, delay teching, and mashing fast air buttons/reversals are all strong ways to punish Tager's who overuse this option. That is where part two of the 5AA2A gimmick resets start.

5AA 2A, 214A/C/B+C
Once opponents begin to neutral tech, Tager can instead opt to watch them land and catch them unawares with a fast grounded command grab. This is defeated with reversals and some fast buttons. Of course, Tager can simply choose to block after the 2A.

5AA 2B
Doing 2B after 5AA will whiff, but still leave Tager in advantage around +5, similar to Gadget Finger. This is a cross-up reset that can be avoided by the opponent forward teching, which will carry them far past Tager. Options after the 2B are 4A to catch jump squat, grounded command throws, and blocking once the opponent uses reversals to escape the situation.

Whiff GF
Whiff Gadget Finger can be done off j.214X, 214A/C, and 5BB. This is a very fake setup that does not leave Tager as plus as doing Gadget Finger, but messes up opponent wakeup timings significantly. Typically, one would go into 214A/C/B+C to either kill or continue the gimmick vortex. It is possible to escape this setup with a forward tech, but Tager can opt to not perform Gadget Finger at all, leading to the opponent teching into Tager's range.

4A jc j.214B/C/B+C
Once a combo is long enough that the hitstun/untech time is significantly reduced, a 4A ender causes opponents who are holding tech to be caught with an air command throw with magnetism.

RESONANCE BLAZE GIMMICKS:
The opponent activating resonance blaze can become a strong opportunity for Tager to gimmick them.

Grounded RB -
In the case of grounded resonance blaze, Tager can use 214[B+C] against unaware opponents. Resonance blaze does not have a generous input buffer, requiring opponents to mash precisely to escape the meaty. Opponents can just hold up, however.

Airborne RB -
Airborne RB is where Tager gimmicks are extremely strong. Tager can use 214[B+C] against opponents who air RB. These opponents must reversal against this setup, as holding up does not work. Again, there is not a generous input buffer for these reversals. In cases where opponents have a strong grasp of the reversal timing, Tager can use his better gimmick against air RB. Opponents who choose air RB can be affected by magnetism throughout their entire falling animation. Reacting to air RB with j.214B will cause them to circle around and frequently by drawn closer to Tager. This will heavily interfere with reversal timings, allowing Tager to land and try for meaty 214{B+C].

Fighting Tager

Tager's fighting style is one of extremes generally speaking. He has moves that are extremely strong when used properly, but his low mobility, large size, and meter dependence often can force him into situations where he can be bullied by his opponent. In general, the most reliable strategy to grapplers usually involves zoning them. While Spark Bolt can be an easy reaction punish to careless long range projectiles, remember that Tager doesn't actually have many ways to hit you if you aren't inside the range where he can get a command grab on the ground. That being said, trying to simply run away and chip Tager to death with projectiles however is usually not a sustainable strategy, as at the end of the day, both Sledge and Spark Bolt are very strong anti-projectile tools.

What you usually want to do when zoning Tager is establish safe approach opportunities after he is forced to block. Tager's frame data is relatively mediocre, so he doesn't have many ways to easily break block pressure once it starts. You DO need to make sure however if he has meter, you are careful about leaving any blockstring gaps that Tager can reversal GETB through.

Tager primarily uses three options to approach: Sledge (5B), Voltic tackle (2B), and jumping forward using either j.B or j.C to bait buttons. If not pushblocked, Tager is extremely rewarded just for forcing the opponent to block. 5B is -4, 2B is +2, and low j.B is around +9~12. 2B is extremely reactable and does not go fullscreen. It is possible to reaction reversal 2B nearly 100% of the time. If the character lacks strong reversals or meter, neutral jumping will cause Tager to whiff, due to 2B's small vertical hitbox. 5B is not as easy to deal with as 2B, but is still exploitable. Active hitboxes that can cover the portion of the charge that has no armor and no hitbox blow this move up. Similarly, jumping towards Tager will force him to whiff. Some characters can reaction super to 5B startup and always come out on top. Tager 214B+C or Hyde 214B+C are notable examples. Tager j.B has 7f of landing lag, and his j.C has f of landing lag. Furthermore, both buttons have difficulty hitting or can't hit characters that are crouching or low beneath him. Additionally, Tager has no real air mobility outside of slight stalling with j.214X or j.C, so run up A+D will work on basically any character with a run and upwards reaching A+D.