TL;DR (For Beginners)
Check this Guide to Tager Basics for whenever you want a more thorough look at Tager's kit. This section takes information from there and condenses it even further.
- 5A: Fastest normal, can set up command grabs
- 2A: Low risk antiair
- j.C: Helps move Tager faster
- j.2C: Baits anti-airs
- 4D: Applies magnetism, good way to end blockstrings
- 22D: Oki tool, sets magnetism
- 236B: Useful for approaching zoners and blowing up slow attacks
- 360A: Fast command throw, especially with good defense
- 720C: Amazing Command Grab Super for punishing even 1F gaps
- 41236D: Punishes slow attacks, destroys projectiles, only way to apply magnetism at range
Above all else, Tager requires patience. Spark Bolt is essentially his only fullscreen option, and his lack of mobility means he can't close the gap aggressively. Thankfully, with good defense Tager can transition into offense with his command grabs. With instant block, Tager can punish many gaps with 360A. Each of his command grabs (aside from 720C), lead to Gadget Finger Oki. This is his strongest oki option because it keeps the opponent close, has solid frame advantage, and applies magnetism. On offense, Tager's magnetism plays a big part in his combos and pressure. It enables more damaging punishes on the cast from a higher range. Tager's offense shines when he's up close, and magnetism can pull in opponents for command grabs and trap them in new ways.
Tager doesn't have many extensive blockstrings. They're often short and try to find ways to mix in a throw or set up magnetism. Most of the time you'll be fishing for counterhits with 5D (still valuable to land on block), ending short strings with 4D, or setting up a tick throw. These are some ideas to take and integrate into your game:
- 5A > 5B > 5C > 6A > 4D
A basic way to set up magnetism on the opponent. Most strings into 6A can set up magnetism or a command throw.
- 5A > 5B > 5C > 236A
Leaves Tager quite minus, but helps keep him in after 5C. You can threaten a sledge followup, back off, or command grab.
- 2A > 5B > 360A
Basic setup into a command throw. With magnetism, you can drag them in. 360A won't special cancel, so you need to recover from 5B before inputting it.
In the corner, Tager can set up air hit 6Bs in order to get a hard knockdown. This route is done off of many corner routes including his corner 6C->5D loop and 6C > 5D > 236B routes. Afterwards, he can gatling 6B > 2D. After 2D, 2B catches any rolls or no techs, and lets Tager recover in time to either block DPs, use 360A, or 5B to meaty. If 2B picks up any rolls/no tech attempts, then it loops back into 6C > 5D loops with 2B > 5B > 5C > 5D.
There's variations of this as well; You could just end in 6BB, 6B > 236A, or 6BB > 22D (explained below). If you've already used 236B in the combo, you can safe jump with j.B instead. Keep in mind that in order to set up this safe jump, you'll have to cut some filler from your combo.
You can even combine this with hitstop OS! You can buffer a 5B in case the 2B lands. If the 2B whiffs it is very likely they have used emergency tech. In that case, you can quickly input a 360A/B to catch them out, then proceed to set up with Gadget Finger!
Gadget Finger (GF/22D) Oki
This is one of Tager's most well known oki options. There are a few major benefits to Gadget Finger oki:
Many of Tager's gimmicky resets also work from this oki: