If you get gadget fingered you have a one in three chance of getting hit with something on wake-up. They can 5a 360, 720C, or 423C/ air buster you. It's mainly a guessing game.
For the 5A you can block and jump it. I prefer to block and try back hopping. Usually if they hit you they will continue a ground combo and drop you cause you're technically air borne.
Second option is either delay tech or jump right when you can.
Again for the last option I prefer back hops.
Tager is all about guessing once you're in the bad situation. Bursting is almost never an option on gadget finger unless they try and hit you, same with a counter assault. Best thing is to get a few hits in him then play like a coward. You have to be patient. Also, never run up to him on his wake up because that's an easy spot for them to buffer a 360 or 720.
Thanks. I'll have to go back and watch the match to see if the chain or air command grabs that I got stuck in is actually considered a combo, but knowing his options for pressuring you on wake up and how to deal with them is great to know.
I at least did much better versus Tager last night and feel like I'm getting a much better understanding of the match up overall. Delayed teching seemed to help a ton, though probably partly because the person I'm was playing with is likely used to me rolling backwards on wake up.