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[CS1] Iron Tager Complete Guide

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Iron Tager

Height: 240 cm

Weight: 550 kg

Blood Type: Natural Oil

Origins: Unknown (doesn't remember)

Birthday: November 27 (date of creation)

Hobby: Bottle-ships

Likes: Kokonoe (his creator)

Dislikes: Salt Water

Originally the leader of a battle unit which revolved around physical combat, Tager was forced to withdraw from the front lines after sustaining a mortal wound in the Ikaruga Civil War. He was brought back from the brink of death at the hands of the scientist "Kokonoe" and revived as a cyborg, and is currently assigned to a combat unit under the direct control of Kokonoe. He seems to be pursuing Ragna, though his goals are entirely unclear.

Guide Information

This guide represents the combined efforts of all contributors to the Tager board. Special thanks to Mike Z! Feel free to inform me of changes that need to be made. Thank you!

Table of Contents

  • Move List at a Glance
  • Notation
  • Gameplay Specifics
  • Changes from Calamity Trigger
  • Normal Move Overview
  • Drive Overview
  • Special Move Overview
  • Distortion Drive Overview
  • Move Properties
  • Combos
  • Matchup Data
  • Tips and Tricks
  • Misc. Notes
  • To Do Section

Move List at a Glance

Special Attacks

Gigantic Tager Driver (360+:abt: or :bbt:)

Atomic Collider (:f::d::df:+:cbt:)

Sledge Hammer (:d::df::f:+:abt: or :bbt:)

:f: Additional Attack (:d::df::f:+:abt:)

Spark Bolt (:b::db::d::df::f:+:dbt:)

Voltic Charge (:b::d::db:+:bbt:)

Gadget Finger (:d::d:+:dbt: on downed opponent)

Distortion Drives

Magna-Tech Wheel (:d::df::f::d::df::f:+:bbt:)

:f: Terra Brake (:d::df::f::d::df::f:+:bbt:)

Genesic Emerald Tager Buster (720+:cbt:)

Astral Heat

King of Tager (1080+:dbt:)

Notation

A 2B 6C xx Special Move(Button Used, Notes), D - Example combo

- A, B, C, and D are used to represent those respective buttons.

- The numbers represent joystick postions in the following manner:

7 8 9

4 5 6

1 2 3

With 2 being down, 5 being neutral, etc.

- The "->" symbols indicate gatlings, or cancels between two normals.

- The "xx" indicates a cancel that doesn't involve two normals, i.e. from a normal to a special.

- The commas indicates a link, or two full actions that combo without cancelling.

Some of Tager's moves have received nicknames. These are:

Gigantic Tager Driver: 360, Tager Buster

Atomic Collider: Heat, Collider, AC

Sledge Hammer: Sledge

Additional Attack: Follow-Up, Hammer

Spark Bolt: Shot, Tager Shot, Spark

Voltic Charge: Charge

Gadget Finger: Rocket Finger, Finger

Magna-Tech Wheel: Spinny-super, MTW

Terra Brake: Follow-Up (again)

EGadget: [j.C(whiff) j.2C(lowest) xx 22D]

BGadget: [236B, 22D]

Genesic Emerald Tager Buster: 720, GETB

King of Tager: AH, Astral

Changes from Calamity Trigger

New Moves:

  • 4D
  • Gadget Finger (22D on downed opponent)

Changes:

  • 5A now combos into 2B.
  • 5C is much faster.
  • 3C now has vacuum effect, pulling opponents toward Tager on hit.
  • 6C breaks one guard primer.
  • j.2C now breaks one guard primer.
  • 5D no longer blasts opponent away, allowing a combo on hit.
  • 2D is now much faster.
  • 360A links into Gadget Finger.
  • Sledge followup breaks one guard primer.
  • Atomic Collider is now invincible to head attribute moves during startup.
  • Spark Bolt combos now do less damage.
  • Magna-Tech Wheel now breaks one guard primer.
  • Terra Brake now does much less damage.
  • Astral Heat motion is now 1080D
  • Tager now walks and jumps faster.
  • Magnetism does not last as long.

Gameplay Specifics

Pros:

  • Easy character to learn
  • Short and damaging combos
  • Has the highest health in the game (13000)
  • Huge damage output
  • Great close-ranged combat
  • Strengthened greatly against magnetized opponents
  • Has a slew of difficult to understand mindgames

Cons:

  • Has difficulty dealing with "zoning" tactics
  • All grabs can be teched by opponents in hit- or block-stun
  • Rather immobile
  • Requires access to Spark Bolt for several tactics

The biggest step to learning Iron Tager is how to get close enough to the opponent to knock them down or magnetize them. Against projectiles, you can use Sledge Hammer to plow through them, Voltic Charge to avoid them, or Spark Bolt to override the projectile and nail the opponent with a counter hit combo. Make good use of Tager's backdash, as it can avoid most attacks and allow you to counter with a Tager Driver or 720. Tager's jump is also an invaluable tool, as it allows you to avoid the opponent's attacks while getting closer and gives you access to powerful moves, such as j.2C. Also, when paired with j.C, it allows you to move closer to the opponent.

Another big chunk of Tager's game lies in knowing when to throw and when not to. If you can't nail the opponent with a combo, catch moves during recovery frames or, if you can predict them, during startup. Also, adding tick throws to your mindgames will greatly increase your effectiveness with Tager. If you have time to start a combo, however, that will almost always be the better option.

In order to get the most out of your command throws, you need to be able to consistently pull them off. A popular trick is to jump, input the required motion (usually 720), and press the necessary button to execute the throw upon landing. However, this technique is not very efficient and is very dated; most advanced players will see right through it. How do you combat this? Well, with 720s, about all you can do is buffer the motions, usually in either ticks or on wakeup. However, it is possible to perform a standing 360 motion. To do this, you must very quickly input a 270 degree motion (not a full circle, as the name would have you believe) and press the appropriate button for your throw. If done quickly enough, the move will execute before the jump can come out. This allows you to punish moves you wouldn't be able to otherwise.

Learning to utilize magnetism is a vital tool. Whenever you strike the opponent, hit or blocked, with any of Tager's D attacks, they will be magnetized for a short period of time. During this time frame, certain attacks are modified to "suck in" the opponent. This removes some of the need of getting in by bringing the opponent to you.

Tager's new move, "Gadget Finger", is a strong part of his oki game. After most combos, Tager has the opportunity to use gadget finger, which will put the opponent into a guessing game. Against most opponents, you can use 360A to beat attacks, 623C to beat jumps, and 720s or 6Cs or whatever to beat backdashes. Against opponents with dragon puches, things get a little more complicated, but gadget finger is shaping up to be a strong tool nonetheless.

Normal Move Overview

A: Your average mid-height poke. One of Tager's faster moves, so use mainly to slow rushdowns or stuff fast moves. Be aware, however, that this move will whiff against characters that are low to the ground.

2A: Another basic poke. Can be used as an anti-air.

6A: A farily fast move that pulls the opponent in on hit or block. This move is also affected by magnetism, and negates projectiles, making it a possible way to get in, with practice. Useful for extending combos.

j.A: A fast, horizontal aerial attack.

B: A relatively fast poke. It can OTG opponents after 360s, and functions as a very valuable 720 buffer

2B: A low-hitting move. Useful for mixups and its chain into 2C. Another useful 720 buffer, although it is slightly more difficult than 5B.

6B: A slow overhead that breaks one guard primer. Use occasionally in mixups.

j.B: A very useful aerial. Hits airborne and grounded opponents. Useful for its crossup and combo-starting properties.

C: A very useful move. Deals good damage and opens up several combo opportunities, and is much faster than in CT.

2C: A situational anti-air with head attribute invincibility during most of the startup. Use occasionally, but only if you know it will hit.

3C: A low-hitting poke. Knocks the opponent down and pulls them towards Tager.

6C: A long-ranged overhead that breaks one guard primer. Used mainly in old-school OTG combos.

j.C A horizontal aerial. Moves Tager forward a little bit. Used in Gadget Finger setups.

j.2C A very useful aerial that breaks one guard primer. Upon execution, Tager drops to the ground with a full-body hitbox. When used immediately prior to landing, it becomes active immediately.

Drive Overview

Tager's Drive, Voltic Battler, involves magnetism. All D moves magnetize the opponent on hit or block and suck in opponents who are already magnetized.

D: A very large, slow poke. Useful in combos and blockstrings, and allows for wall-bounce combos on counter-hit. Useful on occasion as a long-ranged anti-ar on a magnetized opponent.

2D: Moves Tager forward a fairly large distance. Works well as a 720 tick, and is handy for OTG hits and pessuring magnetized opponents. Much faster than in CT.

4D: A fast move that can be combo'd into from 2A that knocks the opponent away on CH.

j.D: An aerial with a fairly large hit-box. Useful in air to air situations. When used after the peak of Tager's jump, it will be cut short by his landing, pulling magnetized opponents closer and allowing for a 720.

Special Move Overview

Gigantic Tager Driver (360A/B): A heavily damaging command grab. The A version doesn't do as much damage as the B one, and it isn't quite as fast, but it has a lot of range and the ability to "suck in" magnetized opponents if the button is held for a much longer period of time than the B version. It also links into Gadget Finger. The B version, on the other hand, does significantly more damage, comes out faster, and can be combo'd from on most characters, at the expense of the range and invincibility of the A version.

Atomic Collider (623C): An anti-air grab that is head attribute invincible on startup. It works very well on anticipated jumps, but done too late and it will probably get stuffed. However, this move is extremely useful in combos. When the opponent is airborne and magnetized, this move will "suck" them in for as long as C is held, although the grab will not activate until the button is released.

Sledge Hammer (236A/B): A useful attack that nullifies projectiles and moves Tager forward. The A version comes out faster, but does not cover much distance. The B version, while it has longer startup, covers a large amount of space and staggers the opponent on hit, leaving them open to a combo.

Additional Attack (236A After Sledge Hammer): An overhead attack. Not very useful outside of combos, as it is unsafe on block, although it can catch some opponents off guard and breaks one guard primer.

Spark Bolt (41236D): A fast-moving projectile that consumes a full energy guage and breaks one guard primer. This move can plow through other projectiles and cause wall-bounce on hit. Because it is a D attack, it will magnetize the opponent on hit or block. Useful for long-distance punishes and in combos, although combos from this attack aren't as strong as they were in CT. Try not to be too predictable with this.

Voltic Charge (421B): A move that charges the energy guage for as long as the button is held. When the button is released, an additional chunck will be added to the meter. This move has upper-body autoguard and will automatically guard against all projectiles. As a result, this move makes for an effective buffer into the 720, especially against bursts and aerials.

Gadget Finger (22D on downed opponent): Tager magnetizes the opponent and gains a couple frames of advantage. Do note that this move does no damage. On hit, it opens up a guessing game for the opponent. If they jump, you can anti-air them with something like AC. If they backdash, you can 6C or 720. If they stand there like an idiot, you can do whatever you want.

Distortion Drive Overview

Magna-Tech Wheel (236236B): A useful super move that has 50 frames of auto-guard. When used against a magnetized opponent, Tager will gravitate towards them, in violation of the laws of physics. Useful in combos and as a counter to jump-ins. On block, it should be RCed and followed-up with pressure or mind games. Breaks two guard primers.

Terra Brake (236236B After Magna-Tech Wheel): Does much less damage than in CT, so isn't very useful except for catching opponents off-guard.

Genesic Emerald Tager Buster (720C): A highly damaging super grab, and the super you will probably be using most often. Invincible on startup, and can be held to "suck in" magnetized magnetized opponents, although it will not be invincible during this time.

Combos

Magnetism Combos

2C xx 623C, 623C(whiff), 6B -> 2C xx 623C, BGadget - 3820 dmg, basic BnB

2C xx 623C, 623C(whiff), 6B xx 236A, 2B -> 2C xx 623C, BGadget - 3957 dmg, works on everyone

2C xx 623C, j.D(whiff), j.2C(late), 2B xx 623C, EGadget - 4000 dmg

2C xx 623C, 623C(whiff), 2B -> 2C -> 5D xx 41236D, 5C -> 6A -> 2C xx 623C, 5D - 4435, can cancel into Gadget whiff, uses charge meter

2C xx 623C, j.D(whiff), j.2C(late), 2B -> 2C -> 5D xx 41236D, 5C -> 6A -> 2C xx 623C, 5D - 4621 dmg, uses charge meter

2C xx 623C, 623C(whiff), 6B xx 236236B xx 236236B, 22D - 6550 dmg, 100% heat

Other Combos

B+C xx 236B, 5C 6A xx 623C, BGadget

360A, 22D

360A, 5C 6A xx 623C, BGadget - vs. Rachel only

4D(CH), 5C 6A xx 623C, BGadget

623C(AA), j.C(whiff), j.2C(lowest), 2B 2C xx 623C, BGadget

Matchup Data

Λ-11: 6.0

Arakune: 5.0

Bang: 3.5

Carl: 3.5

Hakumen: 4.5

Hazama: 4.5

Iron Tager: 5.0

Jin: 4.5

Litchi: 4.0

Noel: 5.5

Rachel: 6.5

Ragna: 4.0

Taokaka: 4.0

Tsubaki: 6.0

Tips and Tricks

Buffering Circular Motions (360s and 720s)

Because performing a full 360 of 720 degree motion requires the player to press in the upwards direction, a jump will be performed at some time during the motion, thereby causing the command to fail. Because of this, it is important for a Tager player to know how to buffer their command throws. This means that the motion for the throw is inputted during another action (such as a jump, block, or attack) so that you can execute the throw without jumping. As far as 720 degree motions go, this is about all that you will be able to do. In this case, useful buffers include 5B, 2B, Sledge, 2D, backdashes, guards, hitstun(!), and even the screen freeze from the opponent's supers. Jumps are also pretty useful, but that trick is old, and is rather predictable. Do note that it actually is possible to perform an unbuffered 720, but this method is rather unreliable due to the difficulty in performance.

For 360 degree motions, however, you have another powerful tool at your disposal. The although listed as needing a full circle, the stick only needs to be move 270 degrees for the input to be successful. For example, you could input the motion 6321478A and have a Tager Buster come out. This technique is very useful because it allows the throw to come out before the jump registers, allowing you to perform a Tager Buster without the need to buffer.

For more information on buffering circular motions, click here.

Resets

Before learning how to perform a reset, it is important to understand what a reset is. In this case, it refers to a method of offense that catches opponents with attacks or grabs by baiting and punishing their recoveries. It is called a "reset" because it sets the combo counter back to zero. For example, if you hit the opponent with [Collider, 6C, superjump], you can hit them with an airthrow if they tech towards you. Because use of resets often involves predicting the opponent's behavior, it is important to observe their teching habits and use an appropriate reset to counter them.

For more information on throw resets, click here.

Tick Throwing

Tick throwing is landing a grab on the opponent immediately after they come out of hit- or block-stun. Because it can hit on the first frame of their recovery, it can be difficult to avoid, especially for opponents who do not have invincible start-up moves to use as a reversal. For example, when the opponent blocks the B Sledge Hammer, you can wait a moment and use a 720 to catch them as soon as they return to a normal state.

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ryokalways in the BBCS thread posted this. Tager: throw>B sledge >2B>2C>collider confirmed. jD feels slower. corner only, i think- collider>6C>spark>2C>collider>lowest air j2c>gadget for 3.9k (pretty good) 6B、6C、3C、j2C、and spark bolt guard crush. astral input is now 2 circles D. 4D (counter)>5C>6A>collider>6C>5D

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The arcade near me will be getting Continuum Shift in mid-December so I'll be contributing as much as I can by answering questions, recording videos and testing out any theories you guys might have about what Continuum Shift Tager is capable of. Because you can't jump out of barrier guard anymore, Mike Z suggested that you'd be able to buffer a 720 out of the cooldown frames of barrier guard. I will be testing this first.

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The arcade near me will be getting Continuum Shift in mid-December so I'll be contributing as much as I can by answering questions, recording videos and testing out any theories you guys might have about what Continuum Shift Tager is capable of. Because you can't jump out of barrier guard anymore, Mike Z suggested that you'd be able to buffer a 720 out of the cooldown frames of barrier guard. I will be testing this first.

thats awesome, i think barrier 720 is going to scare people, also IB>360A will be easy to do, moves that don't jump cancel can and may be punished.

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just had cs here in houston....and Jan showed that the Gadget Driver puts your opponent in a 50:50.....still having a hard time with Bang because of the explosive nails that he has now....will continue playing later in the week.....

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I'm a bit worried that as the game is played more, people will figure out each characters best options after gadget, and the mixup will get weaker over time, esp. against some chars with good backdashes/dps....hopefully not the ones that also turn out to be naturally bad matchups. Then again, I might just be paranoid.

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i doubt there will be many more discoveries about the mixup game... its just a wheel of option beats option, like guilty gear wakeups. you have the advantage and magnetism after it so its not a huge deal. besides, even if it sucks, you can just do other combos / resets.

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ShinsoBeam: yes....but the damage on that has scaled on that combo....i believe if you immediately 720 after finger, you'll get !! but, delay it and it'll go off... you can finger after 360A...and the people's elbow will put you in a disadvantage...more info later quick combo: 5a, 5b, 3c, finger....in the mirror, if tager backdash, 6a will get him there is already video up in the video thread...check those out

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....in the mirror, if tager backdash, 6a will get him

I went to the only tager mirror video I know for CS and didn't see this. I'm wondering what it means because in CT 6A can be used to beat backdash.

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So does this mean Gadget -> Astral will be a legit mixup? Gadget adds magnetism, right?

Super flash + zero invincibility = waste of 100% heat and a burst icon. It's like Ragna's Devoured by Darkness. If they don't know what they're doing you'll kill them, but if they have a clue what's going on you'll just get punched in the face.

Stick to the Spark -> Astral combos, or Astral on neutral wakeup against characters that don't have any sort of invincible reversal.

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I went to the only tager mirror video I know for CS and didn't see this. I'm wondering what it means because in CT 6A can be used to beat backdash.

6A does beat backdash...sorry for the confusion.....

finger into astral equals !!

finger into delayed 360A works

I'll start recording videos later in the weekend and post it up

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For the people worried about Gadget mixup, compare it to 3s Makoto. A command grab leads to a 33/33/33 attack/block/jump situation, with: Attack - Makoto must block or parry. Tager can 360a or collider most stuff! DPs must be blocked for both. Block - command grab back into mixup, just like Makoto. Jump - collider back into mixup, even better than Makoto. And she wins whole rounds just off of that.

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eh theres a lot of differences between the two. backdash as reversals, the fact that tager is at frame advantage and doesnt actually get a meaty etc... i know you're breaking it down for simplicity's sake but really i dont think the two are very comparable beyond "you are at an advantegous mixup situation" im actually pretty interested in the amount of frame advantage you get off gadget finger more than anything, anything above +2 would be ideal, +2 would be solid, and 1 could be bad vs some chars with fast buttons... though with 360a as a reversal its not as big of a deal as it would be in CT.

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So does this mean Gadget -> Astral will be a legit mixup? Gadget adds magnetism, right?

tagers ah is garbage. if you tried to do that, you could mash 5a and hit tg out of it. better to just combo it off of ch 2c or bolt.

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If certain options are found that can weaken the mixup game after 22D, then Im sure that we will eventually find ways to counter these options, etc.

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tagers ah is garbage. if you tried to do that, you could mash 5a and hit tg out of it. better to just combo it off of ch 2c or bolt.

or ch b sledge

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or ch b sledge
or B+C throw into corner.

It's garbage for almost anything but combo purposes, but has tons of combo options. It has a few situations where you can abuse the fact that it's unblockable, but that's only really against characters without a reversal where you have major frame advantage due to whiffs, wakeup animations, etc.

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i dont think the two are very comparable beyond "you are at an advantegous mixup situation"

Makoto doesn't get a meaty either. You're right, there are differences, but my point was that every option where you get to hit them from the advantageous mixup can lead back into the same advantageous mixup. Very few characters have this, anywhere.

Also IIRC something at one point said Gadget is +3.

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