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[CP] Iron Tager Complete Guide

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1. Intro

2. Quick References

3. General information

4. Changes from Continuum shift Extend

5. Spin motions

6. Throw Mechanics

7. Projectile Guard points

8. Magnetism

9. Combo Structure

10. Tech Traps

11. Gadget finger Shenanigans

12. Moves in Detail

1. Intro

This guide is currently based on assumptions and observations of the BBCS:Extend and will likely not be 100% accurate until the frame data is released

Do you think bigger is better? Do you think that the floor is a perfectly good weapon to use against our opponents repeatedly? Do you like being able to destroy an entire stage with someone's face and yet somehow come across as calm and collected? You've come to the right place.

This guide is an incredibly in depth look at everything Tager, with the exception of extensive combo and reset lists. If you are new to Tager, I suggest you familiarise yourself with the detailed moves list in the second and third posts before delving into the detailed strategy is the first post. If you haven't done so already, read this; http://www.dustloop.com/guides/bbcs2/systemGuide/notation.html and possibly also this; http://www.dustloop.com/guides/bbcs2/systemGuide/systemGuide.html otherwise much of the combo notation and terminology will seem to be total nonsense.

2. Quick references

This section is a few quick lists of all the useful tidbits to get you started. Each move, as well as all of the normal moves, are explained in much higher detail below.

Special Attacks

Spark Bolt :b::db::d::df::f:+:dbt: (Requires full electricity gauge)

Spark bolt :f::d::df::dbt: (goes at a upward angle)

Voltic Charge :d::db::b::dbt: (May be held)

Sledgehammer :d::df::f:+:abt: or :bbt: (B Version may be held)

Additional Attack :d::df::f:+:abt: After Sledgehammer or Voltic charge guardpoint

Atomic Collider :f::d::df:+:cbt: (May be held)

Gadget Finger :d::d:+:dbt: on downed opponent (May be held)

Gigantic Tager Driver 360+:abt: or :bbt:, can be done with :cbt: in the air (May be held)

Distortion Drives

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

Terra Break :d::df::f::d::df::f:+:bbt: (After Magna Tech Wheel)

Genesic Emerald Tager Buster 720+:cbt: (May be held)

Astral Heat

King of Tager 1080+:dbt: (May be held)

Crush Trigger


Magetising Moves




Jumping :dbt:

Spark Bolt

Gadget Finger

Attractive moves





Jumping :dbt:

Gadget Finger

Atomic Collider

Gigantic Tager Driver

Genesic Emerald Tager Buster

King of Tager

3. General Information


"The Power of science!"

  • Health: 13,000
  • 60% Character combo rate
  • Cannot forward dash
  • Cannot air dash
  • Cannot double jump
  • Fast walking speed

    Tager fits the bill of the Mighty Glacier archetype, meaning his mobility is very limited (He has no forward dash or double jump) but if he does get in close he can inflict heavy damage on the opponent, he also possesses the highest health in the game (1000hp clear of the next toughest), but this is counterbalanced by his massive hitbox making him an easy target sometimes. In order to avoid such damage, Tager's opponents have to anticipate his attacks and act accordingly. Try not to be predictable as any experienced opponent will make short work of you! The following sections detail various parts of his gameplay, finished off by an in-depth look at every move he has.

    4. Changes from Blazblue: Continuum Shift Extend


    • 2D - has ground slide on air hit.
    • 4D - Wall bound on air hit in corner
    • 5D - Sends opponents flying on regular hit (like he does on air hit)
    • JD - Your opponent gets knocked back further, has wall bound property
    • 6B - Now jump cancelable on hit, lost fatal counter property
    • 6C - No longer launches on normal hit, forces crouch
    • 2C - More untechable time on regular hit, lost fatal counter property
    • J2C - Fatal counter property added, has ground bounce on fatal
    • Spark bolt - Bounce like old spark bolt, air spark bolt has CSE bounce
    • Atomic Collider -Bounce is much higher, making it harder to combo after without magnetism or spark.
    • 360A/B - Proration worse, can only follow up with gadget now
    • Air 360+C added
    • 63214+A Grand punish added

      Damage Changes:
      Information shown is Damage/P1 proration/P2 proration. See the system guide linked at the top for information.
      • 5A 460/80/86->460/100/85
      • 5B 520/80/89->520//85/89
      • 5C 1000/100/92 ->1000/100/92 *no change*
      • 5D 1100/85/92->1100/100/72
      • 2A 400/80/86->400/100/85
      • 2B 650/85/92->650/90/92
      • 2C 1200/90/92->1200/90/82
      • 2D 1200/100/92->1200/100/72
      • 6A 800/80/89 ->800/90/89
      • 6B 960/72/89->960/80/92
      • 6C 1500/90/80 55% SMP->1500/85/92 *SMP 2*
      • 3C 760/90/88 10% SMP->760/90/82 *SMP 2*
      • 4D 800/60/80->800/100/72
      • j.A 500/900/86->500/90/85
      • j.B 700/90/89->700/90/89 *no change*
      • j.C 1050/90/92->1050/90/92 *no change*
      • J.2C 1200/90/92->1200/90/92 *no change*
      • j.D 1120/100/92->1120/100/72
      • B+C 1900/90/55->1500/100/60
      • 4B+C 1600/90/55->1500/100/60
      • J.B+C 1900/100/55->1500/100/60 *no change*
      • CA 0/50/92->0/50/92 *no change*
      • 360A 2700/82/48->2700/72/20
      • 360B 3700/82/20->3500/72/20
      • AC 1600/100/80->20% SMP 1668/60/20 *SMP 2*
      • Asledge 980/70/92 45% SMP->980/70/89 *SMP 2*
      • Bsledge 1100/70/92 45% SMP ->1100/70/92 *SMP 2* both sledges absorbs up to 1500 damage.
      • Hammer 1200/100/85 10% SMP->1200/90/85 *SMP 2*
      • Spark 1100/65/80->1100/65/80
      • gadget 100/100/60->100/100/60 *no change*
      • Terra Break now has 30% minimum damage.

        In general, Tager's damage, abare (Ability to get good damage off of random hits) and heat gain have been strengthened, meaning he now needs fewer opportunities to score damage to win a round. He is still heavily dependant on magnetism and momentum for accomplishing anything though.

        5. Spin Motions

        Tager's Gigantic Tager Driver, Genesic Emerald Tager Buster and King of Tager moves all require you to spin the stick once, twice and three times respectively before you push the corresponding button. However, it may seem odd to do so as pointing the stick in the upward direction at least once means that Tager will jump (And none of the mentioned moves are air moves). In order to understand how these moves can be performed at all, you first need to be aware of the following:

        • For spin motions, it does not matter where you start from, or which direction you spin in.
        • Tager's jump takes 6 frames to start up.
        • Jump startup is special cancellable for all characters.
        • Whilst the move specifies a full circle, in reality only 6 of the 8 directional inputs need to be registered, so long as they are in order.
        • Spin motions, like any other direction command, may be input at any time, the game only checks if you are in a position to perform the move when you push the corresponding button.

          Therefore, it is possible to perform a standing 360 motion by going :b::db::d::df::f::uf::u: and then pressing the button, the trick is to do it quick enough so that you special cancel the jump start up, in essence, the stick is only spun 270 degrees rather than the full circle, similarly 720 degree motions only require one and a half full circles and the 1080 motion only requires 2 and a quarter full circles, although it is recommended you spin a bit more as this assumes you don't miss a single directional input. Another common way to prevent jumping is to use a "buffer" which is to perform a quick move that cannot be jump cancelled (2B for example) and perform the upward parts of the spin (as well as the other parts) whilst the move is active and you are unable to jump. Other similar techniques include; performing the spin motion whilst already airborne (Quite a slow and obvious method) and performing the motion whilst blocking (Quite often done when attempting reversals).

          6. Throw mechanics
          "You Dodged!?"

          You may notice that Tager features an awful lot of command throws alongside the usual throws that all characters have, and that they do high damage which cannot be bursted. You may have also noticed inexperienced Tager players to simply attempting to throw at every apparent opportunity and be left wondering why his opponent mopped the floor with him. The same will happen to you unless you understand these few small but massively important bits of information:

          (A "Ground throw" is used to describe any attack that is performed on the ground and can only hit opponents with their feet on the ground as well)

          • Jump startup is ground-throw invulnerable! That is, the moment a player presses up on their controller and begins a jump, they cannot be ground-thrown, even though they haven't actually left the ground yet. This includes when teching, if a player performs an emergency tech and holds up, they will tech and jump immediately, leaving not even a single frame where a ground throw would hit. Therefore standing over a downed opponent holding a Genesic Emerald Tager buster is only going to catch people who don't know this. Trust me when I say that people who play against Tager learn this very quickly indeed, as should you.
          • Landing IS ground-throw vulnerable, including from bursts. Therefore you may notice that a lot of Tager's tech traps involve getting your opponent to neutral Tech very close to the ground so they land into his outstretched hand.
          • Air techs are briefly invulnerable to hits and projectiles, but not throws. Atomic Collider is a throw and pulls magnetised opponents towards it, I think you can work out what I'm getting at here...
          • In the event that a throw would hit at the same time as another type of attack, the throw wins. This just explains why a throw that has its first active frame the same as its first vulnerable frame will still beat out other attacks, even though other moves with that property would trade hits.
          • Throws that connect during block or hitstun (Or up to 6 frames afterwards) will cause purple exclamation marks and most opponents will throw reject them. This includes command throws that aren't normally escapable. Learn to space out your throws so that they land just after this time. If you however perform a throw-counter during this time, the purple exclamation marks will still appear, but your opponent will be unable to reject the throw.
          • Throws always deal 100% of their normal damage in any situation, regardless of combo proration making the move damage less, or Danger state and Negative penalty raising the damage.
          • Once a throw connects, the struck player may not burst until the next hit of the combo or until they tech, similar to Distortion Drives.

            7. Projectile Guard Points
            "How Primitive!"

            Tager's Voltic Charge, Sledgehammer and Additional Attack moves all have projectile guard points, this means that any move that has the projectile attribute will get blocked by these moves, even if it has other attributes. Whilst there are a number of moves in the game which are obviously projectiles, there exists a large number of moves that have this property even if they don't look like they should. This is the full list of projectiles in the game:

            • Jin's ice swords, grounded drives (But not the air one) and Touga Hyojin and Hiyoku Getsumei Distortions (Ice arrow and Shockwave)
            • Ragna's Dead Spike
            • Every one of Lambda's drive moves (Including specials and distortions) and her standing 5C.
            • Taokaka's Kitty litter special
            • Carl's Gear distortion and everything that Nirvana performs (She is basically one large projectile)
            • Any of noel's moves that involves a muzzle flash from her pistols
            • Hakumen's projectile void
            • Tager's Spark Bolt
            • All of Rachel's Specials and Distortions, as well as 5B and 2B.
            • Hazama's Drive, 6C, Jakou, Mizuchi Rekkazan (Portal Distortion) and his Senkon Meiraku (Astral)
            • Tsubaki's Benedictus Rex (Her Dragon punch move, excludes the D version), the B version of Sanctuss Decus (22B) and also the D version of Aequum Eleison (Bubble projectile)
            • Bang's Nails and Steel rain
            • Arakune's drives, bugs and distortions.
            • Mu's stiens and any move related to them in any way as well as Arrows of Heaven and 6C
            • Platinum's magical missiles and bombs, Mystique momo (Weapon eject) as well as the quake from Special Magical Hammer
            • Makoto's Comet Cannon and Big Bang Smash
            • Litchi's empty handed 5C, her staff when used on its own (With Litchi it isn't a projectile usually), Straight Through, Tsubame Gaeshi, Four winds and all of her Distortions.
            • Relius' distortions, as well as everything ignis does (Including the astral)

              8. Magnetism
              "An object that is in motion will not change its velocity unless an unbalanced force acts upon it."

              Magnetism is the unique property of Tager, each of his drive moves applies magnetism to his opponents on hit or block for a set duration (Henceforth known simply as Magnetises). This stacks up additively to a maximum of 16 seconds (Counting down half as quickly if Tager himself is being hit). A magnetised opponent will have a force exerted upon them during certain parts of specified moves by Tager, dependant on the state of the opponent, (Such moves will now be known as attractive moves). Obeying Newton's first law of motion, opponents effected by magnetism will continue to move even after the attractive move has stopped acting on the opponent. Friction with the floor will cause grounded opponents to come to rest whereas airborne opponents will continue to move, sometimes at great speeds. Attractive moves will effect the opponent differently if they are airborne compared to when they are touching the ground (Downed, crouching or standing), for example, Tager's Atomic Collider move will drag airborne opponents towards his hand, but won't affect grounded opponents at all.

              Due to the way Magnetism can be used to reposition your opponent, combos inflicted against magnetised opponents can typically yield much greater damage than against un-magnetised opponents.

              Note: For the purposes of magnetism, an emergency roll (Bounce Tech) is considered airborne, however it is not possible to change how long the roll lasts. In other words, you can move your opponent horizontally towards you, but you cannot drag them upwards or downwards, as this would change how long the roll lasted.

              9. Combo Structure
              "Learn to use your power!"

              As of BBCS:EX Tager has gained a rather large selection of combo paths and various other links which work in some situations and not others. During a combo, your choice for the next section of the combo is based on:
              • Magnetism
              • Available Heat
              • Spark bolt availability
              • Avoiding repetition of moves with Same Move rates
              • Combo Proration in effect
              • Ensuring a favourable position and magnetism when the combo finishes

              So rather than studying pre-built combos from a list, it is better in the long run to gain the ability to piece together combo sections, sections which are chosen based the criteria above. Here are some common combo paths (Not full combos!):

              (Moves listed in brackets may be skipped)

              (Any State)

                [*]3C > 22D

                [*]3C > 623C (whiff), j.2C (Magnetised only)

                [*]3C > 236A

                [*]5C > 6A > 2C > 623C


                  [*](5A >) 5B > 5C

                  [*](5A >) 5B > 3C

                  [*]6B (> 6B) > 6C > 623C

                  [*]6B > 5D > 236A > 236A

                  [*]5C > 6A

                  [*]6A > 2C

                  [*]6A > 3C

                  [*]2C > 236236B

                  (Downed and close)

                    [*]5B > 5C (> 6A > 2C) > 623C

                    [*]5B > 5C > 41236D

                    [*]2B > 2C > 623C

                    [*]5B > 4D

                    [*]5B > j.A > j.C > j.D


                    [*]236A > 3C > 623C (whiff) (Magnetised only)

                    (After Atomic Collider)

                      [*]623C (Whiff), 6C > j.2C (Magnetised only)

                      [*]623C (Whiff), 236236B (Magnetised only)

                      [*]22D (Whiff), 6C > j.2C (Magnetised only, requires that the opponent had been downed earlier in the combo)

                      [*]4D (Whiff), 3C (Magnetised only)

                      [*]j.C (Whiff), j.2C (lowest possible)

                      [*]j.C (Whiff), j.B, 5C

                      [*]6C > 5D

                      With these paths, you can than piece together your own combos based on the situation, for example:

                      (Magnetised) 5B > 5C > 6A > 2C > 623C, 623C (Whiff) 6C, j.2C, 3C > 623C (Whiff) j.2C, 3C > 22D

                      If it all looks a bit complex for now, practice the individual parts and also watch some match videos in order to understand which parts to use when.

                      Additionally, during Fatal Counter combos, the following options open up:


                      236A or B, 5A

                      5A > 5C

                      5C > 5D (Opponent must also be crouching)

                      5B > 6A (Opponent must also be crouching)

                      In the air:

                      5A > 5C

                      5C > 6C

                      5B > j.2C

                      2B > 236A

                      2B > 236236B (Although I have no idea why you'd use this)

                      j.D, 5B (Both you and your opponent must be very close to the ground)

                      These will only work early in the combo before proration scaling takes effect, however it does mean you can perform other combo paths later in the combo than you would otherwise be able to and also generally makes combo timing more lenient.

                      10. Tech Traps and Other resets


                      "Fatal Mistake!"

                      Due to Tager's horrible character combo rate, most of the Damage of Tager's combos occur within the first few hits (With a few exceptions), therefore it is often worth sacrificing the highest-possible damage ender for a favourable position as discussed above, since it's not much damage sacrificed. When a combo ends and a new one is started, all of the combo scaling starts over meaning two short combos will do substantially more damage than one long one, this is known as a "Reset". Tech Traps are situations where if a player techs, he immediately gets hit by his opponent and a new combo starts, whereas if he hadn't teched at all the attack would've either blue-beat (Thus not resetting the combo) or missed altogether. This section describes the theory behind the traps rather than an exhaustive list of examples, since that is a whole new thread in itself,

                      Tager's true tech traps can largely be boiled down into one of the following:

                        [*]launching your opponent so they air tech and get sucked into Atomic Collider (Or an airthrow)

                        [*]Placing them in the air close to the ground so they tech and you grab them out of the landing recovery

                        There is also a blurred line between what is a tech trap and what is okizeme since both have the goal of scoring a new combo from a position caused by a previous combo. What makes Tager's tech traps unique is that he has readily available unblockable moves which, in ideal cases, mean that if the opponent techs are the wrong time in the wrong way, then there's nothing stopping you from hitting them with the attack. In reality though most tech traps have an escape, but relies on your opponent acting in time to the situation you've put them in. Given the speed at which a combo can turn into a tech trap, this means that your opponent often has to anticipate the trap, rather than react to it. An opponent who simply refuses to tech can just be bluebeat until they do, or you gain the downed-state reset (Lying on the ground too long gives your opponent a reset if they hit you). Here are they key points to remember when adding tech traps into your game:

                          [*]Be quick; Speed is everything, if your opponent doesn't notice the trap until after you've reset the combo, so much the better.

                          [*]Be unpredictable; A common newbie mistake is to always use the same small number of traps in the same parts of the same combos, respect your opponent's ability to learn.

                          [*]As well as using traps at different times, use different traps with different escape mechanisms; Give your opponent something to think about, some traps can be beaten by not teching, others that just leads to a bluebeat when they could've teched and done a quick attack or teched late.

                          [*]Make it look like part of a combo; Your opponent knows what your combos look like, therefore if you start deviating from the combo with an odd or unexpected move, then your opponent will realise you're setting up a trap and be much more likely to escape it.

                          [*]Appear to be making a mistake; Moves that look like they're part of a combo but whiff give the impression that you've left yourself wide open to a counterattack when they tech, giving you a much greater chance that they won't have anticipated your trap move

                          [*]Mess up the timing of their ground tech using magnetism; Goes hand in hand with the first point, dragging your opponent to the ground and letting them tech gives them a little bit less thinking time, which raises the chance of you hitting with your trap move or okizeme

                          To illustrate my point, here are some examples:

                          (Magnetised) 3C CH, 5B > 5C > 6A > 2C > 623[C]

                          This move knocks the opponent high into the air and then drags them back into the atomic collider. Normally this series would combo, but if you hold the Collider out a little bit longer then they can tech and you will be able to reset the combo from there.

                          ... 3C > 22D(whiff), 360B

                          This can be done from any combo that can end with 3C. The trick is that it you deliberately whiff the Gadget finger by only tapping the button, making it look like you've messed up. You opponent will likely emergency tech on the floor when they weren't expecting to and this will leave them open for the throw.

                          ... 623C (Into corner), 236B > 236A, 360B

                          This ages-old trick exploits the fact that if your opponent air techs the Additional Attack, then they will land right in front of you, sandwiched between you and the wall and you can just grab them out of the landing recovery.

                          There are many, many more than this, have fun experimenting!An object that is in motion will not change its velocity unless an unbalanced force acts upon it.

                          11. Gadget Finger Shenanigans


                          "You have no-where to run!"

                          Gadget finger is a tricky little move that appears at the end of many of Tager's combos and puts your opponent in a tricky situation where you both must out-guess each other's response, but with the odds often stacked in your favour in terms of risk/reward given magnetism and Tager loves to be close to his opponent. Since this move is so telegraphed, your opponent will never be surprised by it, so therefore this is one of those times where you have to assess your opponent's probable reaction. Players who are winning tend to behave differently to those who are currently losing, for example. Listed below are the common options open to you:


                          A safe choice in many cases and your slight frame advantage from gadget finger ensures you will always beat out other 5As. Stuffs any heavier attack or throw attempt, will force jump-outs to land (Or hit them in jump startup if you're frame-perfect in starting your 5A) and will miss backdashes, but safely so. Will lose to reversals.


                          Use this against opponents with good reversal moves, since such moves often have horribly punishable recovery times. A well timed backdash in particular will allow you a counter attack and deny your opponent the chance to Rapid Cancel his attack.

                          Atomic Collider:

                          Ideal move for calling out chicken blocking opponents (Jumping away and barrier guarding) since this move doesn't care if they have barrier or not, and leads into big damage on hit. Obviously loses to them just attacking you, but often if they backdash they won't have time to punish you for it.

                          Throw (One of the many):

                          A tricky one this. One one hand, if you throw asap (except 360A) then you will always get a purple throw, but if they're mashing buttons then you'll throw them anyway due to a throw coutner. Normal throws are useful here since if they jump and block, you will likely recover before they realise you can be hit, whereas the command throws recover too slowly for this if they miss.


                          Used for catching backdashes and also jump attacks, due to its big and tall hitbox. Obviously loses to jabs and other quick moves from your opponent. If you do get a hit with this, get ready to some real damage since this is one of Tager's best combo starters.

                          There are obviously a few more choices than the above, but I shall leave that to you to experiment with.

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Special Moves


Electricity Gauge


  • Represents the readiness of the Spark Bolt attack
  • Reaches full charge in 20 seconds
  • Bar turns yellow when charged

    Spark Bolt

    • Magnetising: Adds 6 seconds of magnetism on hit or block
    • Level 2 Projectile, will destroy lower level projectiles (That is, the vast majority of them) without any effect to Spark Bolt itself
    • Requires a full electricity meter to use, consumes the entire meter in doing so.
    • On hit, causes wallbound and extended untechable time
    • Full wallbounce on Counterhit
    • Fast activation and fast projectile speed

      An immediate concern to any opponent whenever your electricity meter is full since it can beat out long range zoning with ease. Your opponent will then likely focus their efforts on baiting out this move. Don't fall for it by throwing this move away. Instead, make use of their more cautious attitude to advance upon them. Your best bet when using this as a poke is try to be as unexpected as possible, it goes active quick, so it beat out low airdashes and run ins with only a moderate amount of prediction. Easily the best projectile in the game, but with its use so limited it's easy to squander it. If you do hit, follow up with Atomic Collider to drag them back towards you.

      One of the few ways to get magnetism mid-combo and is also used near the end of combos due to its resistance to untechable time scaling both due to its fast activation and long untechable time. Used as a part of many of the highest damage combos Tager has access to. If your combo started with a badly prorating move, such as 5A or 6B, it's generally not worth firing this move off to the extend the combo, unless it would finish the round of course.

      Voltic Charge
      "VC", "XYH"

      • Stance; Button can be held to extend the duration
      • Tager has upper body and projectile guard point during move until recovery starts
      • Guard point prevents chip damage as well as on-block effects such as Arakune's and Ragna's drive moves.
      • Successfully entering recovery adds to Tager's Electricity meter, the longer the stance is held, the more is added
      • Within the first 10 frames, this move may can cancelled by Genesic Emeral Tager Buster
      • If the guard point is activated, the stance may be cancelled into Additional Attack until the beginning of recovery
      • Cancelling the stance in this way does not gain any electricity meter.

        A two-fold move, on the one hand you can use it during any safe downtime in a round to add to your electricity meter, on the other hand you can use it as a trap since the two moves you can activate lead into good damage and are aided by the extended hitstop your opponent suffers when they hit your guard point. This works even against bursts, so if you expect a burst, you can special cancel into this (From moves which allow this), block the burst and then use the appropriate cancel move. If it's clear that your opponent won't fall for your trap, end the stance immediately since they can simply use a low hitting move at any time to hit you out of it. Blocking with this move is also preferable to normal blocking against Arakune's drive moves.

        Sledgehammer (Light Version)
        "Sledge", "ASledge"

        • Advancing move, does not move far
        • Projectile guard point from the start until the end of the active frames (Does not block bursts)
        • Blocking projectiles incurs no hitstop and nulifies on-block effects
        • Causes tumble on air hit
        • Can be cancelled into Additional Attack from the end of the active frames
        • Good damage and combo proration, but poor starting proration
        • Same move rate of 45%

          A reasonably quick and somewhat safe poke that can be used to close gaps caused by blockstrings and make 2C and 3C slightly safer on block, oddly tall hitbox also makes it semi useful as an anti-jump out move. Tumble property has an annoying habit of knocking your opponents away for followup combos however. Its projectile invulnerability means you can punch through certain attacks at close range, see the projectile list above for details.

          Pretty much only used in corner combos de to its tumble effect, but can lead to good damage when used with hammer to follow the combo up. If your opponent is downed right in front of you after j.2C then you can use this move and catch them with the very tip of 3C afterwards.

          Sledgehammer (Strong version)
          "BSledge", "Sledge" (For charged version)
          1100/70/92 (1500 Damage for charged version)

          • Advancing move with long startup but moves a great distance
          • May be held to delay the startup
          • If delayed for the maximum length, will move even further and deal more damage
          • Causes tumble on air hit
          • Projectile guard point from the start until the end of the active frames (Does not block bursts), blocking projectiles incurs no hitstop
          • Can be cancelled into Additional Attack from the end of the active frames
          • Good damage and combo proration, but poor starting proration
          • Same move rate of 45%

            A dashing moved used by too many as some kind of command dash, and whilst it does plow through projectiles like they were nothing, it still gets stuffed by even the lowliest 5A so do not be predictable with this move since it is extremely telegraphed and easily stuffed. The damage you get if you do score a hit is quite badly prorated too.

            Good combo proration, therefore the trick is finding opportunities to actually insert this into your combo due to its long-ass startup, particularly the charged version. Also the tumble means that you will often need the corner to successfully follow this move.

            Additional Attack
            :d::df::f::abt: After Sledgehammer or Voltic Charge guard point.

            • Projectile guard point from start of move to end of active frames
            • Overhead hitting move, must be blocked high
            • Air unblockable
            • Deceptively long active time
            • Causes floorbounce on hit, on counterhit the bounce is much higher and cannot be emergency teched
            • Excellent Damage and proration
            • Large disadvantage on block

              Neutral: An odd move you won't be using much in neutral situations due to its terrible block recovery. However, it still has some uses mostly down to its bizarrely long active time which continues long after it looks like it has finished. It catches people off guard, possibly scoring a counterhit, where your opponent expected a free combo of their own. On counterhit you have plenty of time to pick and choose how you wish to follow it up due to the untechable knockdown, dependant on how far away they bounced. From Voltic Charge bear in mind that this move is still pretty slow to start up, so even if you successfully activate it on the guard point of Voltic Charge, you may still be stuffed or blocked.

              Obviously you will only be comboing into this move from sledgehammer, however comboing from this move depends largely on cornering your opponent since it knocks them away quite far. The followup move changes based on how late you were able to get Addtional Attack to hit; The later, the better. The damage the move deals on its own is well worth featuring it in your combos.

              Atomic Collider
              "Collider", "AC"

              • Attractive: Attracts during startup, only attracts airborne opponents, but incredibly strongly
              • Unblockable even against barrier guard, but cannot hit grounded opponents.
              • Technically a throw, but obeys proration like a normal hit and can never be throw rejected
              • Prevents bursts on hit until the next hit of the combo or opponent techs
              • Startup may be lengthened by holding C, button must be released before move will go active
              • On hit, opponent is slammed to the other side of Tager
              • Opponent is floorbounced and cannot emergency tech
              • Large advantage on hit, but opponent is moved far away
              • Quick recovery on whiff
              • Ignores Tager's Combo rate
              • 20% Same move rate

                On the face of it, this looks like an amazing anti air move, given that it's unblockable and attracts so strongly towards itself. But in reality, it's more used on anticipation of jumps rather than reaction since it starts up too slowly for that purpose. However, where it really shines is when you anticipate your opponent being in the air... because you put them up there and deliberately let them tech so you can reset the combo. This move will have your opponent fearing teching in the air at all since it leads to some big damage combos and has big up front damage.

                Ignores Tager's combo rate, that means it does 2.5 times more damage than a move of the same damage should do in a combo for Tager, and this move already does more than any other non-Distortion move Tager can use in a combo, to counter this, the second collider in any combo will do 20% of its normal damage and will be immediately techable. Simple logic states that every combo should have one of these in it for the incredible damage it does, unless it would take your opponent out of the corner. Comboing into this move involves making your opponent airborne somehow and then knocking them high enough to hit with this move, which is easier than it sounds. Following up this move largely depends on magnetism. If you have it, you can use magnetism to pull them back to your feet for more beatings by either deliberately whiffing this move, using a whiffed Gadget Finger (Assuming you're able to activate it) or 4D. See combo threads for specific details on this. Also worth mentioning is the ability to deliberately whiff this move after hitting a magnetised opponent with 3C to fling them into the air, allowing for an easy followup. Note that any whiffs used in this way do not count as being used for the same-move proration purposes.

                Gadget Finger
                "GF", "Gadget", "The Finger"


                • Unblockable command throw, can only hit opponents who are downed or airborne and close to the ground
                • May only be activated if opponent has been downed during current combo (Floorbounce on its own does not count)
                • Hitting with 3C satisfies above condition, even if it doesn't down opponent
                • Active Frames can be lengthened by holding D
                • Move will automatically grab if opponent is in reach, no need to release D
                • Attractive: Grounded and Airborne opponents are pulled strongly during initial startup and active frames
                • Magnetising: Opponent is magnetised for 6 seconds on hit
                • On hit opponent is dropped in front of Tager (Just inside his throw range) in a standing position with a slight advantage to Tager
                • Opponent may not perform any actions until they have touched the floor
                • Excellent startup and recovery
                • Deals 100 fixed damage.
                • Gains a fixed 5% heat
                • Detail:

                  A move that can be used to end most of Tager's combos, your opponent is placed in an immediately unpleasant situation since they now have to guess your next move, whilst you try to guess theirs with the risk/reward generally in Tager's favour. The final hit can also be Rapid Cancelled into Atomic Collider, which can then be used to fling your opponent skywards, where they will be unable to act until they hit the ground, allowing you to gain much more advantage and even walk underneath them for a crossup! Gadget finger cannot be activated without a combo that has downed your opponent at some point... but that doesn't mean it can't be active after a combo and catch an opponent then. The most common example is immediately after hitting with gadget finger, activate it again asap. If they attempt to jump, then this will catch them out of jump startup and resets the combo (but you will need an RC to follow it up). This cannot be done more than once in a row. As a final note, performing any throw except A-Tager Driver as soon as possible after this move will result in a purple throw, however if is still possible to cause a throw counter if they were pushing buttons as soon as they could as well.


                  Gigantic Tager Driver (Light version)

                  "360A", "A-Tager Buster"

                  360 + :abt:



                    [*]Command throw, cannot be throw escaped under normal circumstances

                    [*]invulnerable from early in the startup until first possible active frame (Not a true reversal however)

                    [*]Startup can be lengthened by holding A (This does not lengthen invulnerable time)

                    [*]Move will not grab opponent until A is released

                    [*]Attractive: Grounded opponents are pulled strongly during initial startup, during extended startup the attraction is weaker

                    [*]Longer range than normal throw

                    [*]Downs opponent on hit

                    [*]Terrible recovery on whiff.

                    [*]Terrible proration


                    A reasonably damaging command throw used to exploit poorly timed blockstrings and as an effective counter to jump ins. Can be used with magnetism to pull opponents from far ranges, but be wary that if you extend the startup by holding A, the move's invulnerability will have worn off before it goes active. Also, don't attempt to use this whenever you are in range of your opponent, most opponents will attempt to jump away for this very reason and will be able to exploit this move's poor recovery. Followups are mainly restricted to gaining magnetism and gaining a little extra heat since the proration prevents any big damage followups.

                    Combo: N/A, your throw ticks shouldn't ever get purple exclamation marks, if you are, you're doing it too quick.


                    Gigantic Tager Driver (Strong version)

                    "360B", "B-Tager Buster"

                    360 + :bbt:


                      [*]Command throw, cannot be throw escaped under normal circumstances

                      [*]Active frames can be lengthened (Slightly) by holding B

                      [*]Move will automatically grab if opponent is in reach, no need to release B

                      [*]Attractive: Grounded opponents are pulled strongly during initial startup, during active frames the attraction is weaker

                      [*]Same range than normal throw (Excluding magnetism effects)

                      [*]Downs opponent on hit

                      [*]Bad recovery on whiff.

                      [*]Terrible proration


                      A big damage throw that has the same reach and startup as his forward throw. However due to the input and lengthier whiff recovery, this move tends to serve the purpose of punishing your opponent's mistakes, which includes Tager's numerous tech traps. If your opponent is magnetised and you know for sure this will hit, then it's often better to use this in favour of using Genesic Emerald Tager buster, since you can follow this move up with a combo that uses Magna Tech wheel and get similar damage whilst gaining more heat and performing a more desirable finishing move.

                      Combo: N/A, see above.

                      Distortion Drives


                      Magna Tech Wheel

                      "MTW", "Tager Blender", "Spinny"


                      40x19/80/88 + 2891/80/70, P2 for the first 19 hits only applies once.


                        [*]19 light hits that deal little damage followed by a massive ending hit, untechable even with strong combo proration in effect.

                        [*]Full body hitbox for all active frames

                        [*]Final hit must be blocked high

                        [*]Guard point against high, low and throw attacks for about the first second of the move.

                        [*]Ignores Tager's combo rate

                        [*]20% Minimum damage

                        [*]During the first part of the move, pressing 6 or 4 will move Tager in that direction slightly.

                        [*]Attractive: If opponent is magnetised, Tager's mobility mentioned above is vastly exaggerated.

                        [*]Final hit breaks one guard primer


                        An extremely risky reversal due to its guard point, will pretty much beat out any attack played against it, but it has such a long recovery time that you will be punished unless it hits unless you had the sense to have another 50 heat available for a Rapid Cancel. With an RC however it becomes a pretty nice mixup as you can delay the cancel on any of the first hits into a low or a throw (mixing it up with the very obvious overhead at the end of the attack).


                        An absolute monster of a move in combos, as it's quite possible to combo into and out of (5C, 2C, 3C, 6C, j.C, 6B, Collider whiff after a collider will all combo into this move, space permitting). The followups depend wildly on the positioning of your opponent. If your opponent hits the top of the move, then they will take longer to fall from the ground bounce, giving you more time to follow up. Similarly if they are deeper into the hitbox (Ideally behind you slightly) or pushed into a wall by the attack, then they will land closer to you, allowing more options that will reach, such as 5B. The guard point on the move will block bursts, therefore if your opponent bursts the move immediately before you activated Magna-Tech Wheel, then they will hit the guard point and be smooshed by this attack anyway, resetting the combo. This is an essential part of some of Tager's burst-proofed combos.


                        Terra Break



                        After Magna-Tech Wheel: :d::df::f::d::df::f::bbt:


                          [*]Command must be entered after the final hit of Magna-Tech Wheel. But there is a significant time window for activation.

                          [*]Performing this move as soon as possible will cause it to whiff due to the high floor bounce of Magna-Tech Wheel

                          [*]Ignores Tager's combo rate

                          [*]30% Minimum damage (1050)

                          [*]Wall Bounces

                          [*]Cannot be teched in the air or on contact with the floor, even with strong combo proration

                          [*]Breaks two primers


                          Don't try to use this move in neutral situations, use the heat instead to Rapid cancel the Magna-Tech Wheel.


                          Typically used at the end of long combos to add a big amount of damage to the end. In order to get this move to reliably hit the opponent, roll the motion on the stick and press B when your opponent reaches the apex on the floor bounce from Magna-Tech Wheel. The choice of followups ranges immensely from your timing with the move, if you hit your opponent when they're very near to the floor or even downed then your followups are very limited. However if you hit them whilst they are still high up, it will take longer for them to hit the floor, giving you more opportunity to reposition yourself and use a more damaging move. Be wary that a high hit may bounce your opponent over your head, obviously not desirable if they're already in the corner.


                          Genesic Emerald Tager Buster

                          "720", "GETB"

                          720 Motion :cbt: (See notes regarding spin motions)

                          5620 Damage


                            [*]Command throw, Throws grounded opponents only but has extreme reach for a throw

                            [*]Invulnerable Startup

                            [*]goes active on the super-freeze frame, meaning that if the if the opponent looks like they can be grabbed on the super freeze then there's nothing they can do about it.

                            [*]Massive damage, fixed at 100% like any other throw

                            [*]C button may be held to extend the active frames, the opponent is grabbed automatically if in reach

                            [*]Attractive: Extremely strong attraction on startup frames, if held then the attraction persists, but not as strongly.

                            [*]Very poor recovery on whiff

                            [*]On hit, moves forward and then switches sides with Tager

                            [*]No followup Possible

                            [*]During the move, Tager is routed to the spot and cannot be moved by another Tager's magnetism or Rachel's Slypheed


                            A reversal feared by all. With magnetism you can pull people from surprising ranges during the invulnerable time, meaning you can beat out some long ranged pokes if they're magnetised. This move features massive and unburstable damage that can appear out of 1 frame holes in blockstrings. This means that your opponents will often play their blockstrings safe simply because this move exists. In spite of this, this move is also extremely risky for Tager too as you have to commit the 50 heat to using this move up front, unlike Magna-Tech Wheel where you will typically wait until mid combo when you know it will hit (And build heat in the process). Even if the move hits, you will not have any opportunity to regain any of the spent heat as it is impossible to follow the move up, which is pretty important as it completely resets any momentum you may have had. Also, due to the way the animation runs, it's impossible to corner your opponent with this move, but it is possible to corner yourself.


                            N/A, the super freeze, combined with the extended throw reject window for use in combos ensures that only an opponent who is asleep will fall for using this in a combo.

                            Astral Heat


                            1080 Motion :dbt:

                            "1080", "Hug.exe", "Limit Break!"


                              [*]Astral Heat; Needs 100% Heat, an available burst, your opponent must be at 35% health or less and you must be one round away from winning the match

                              [*]Unblockable even during combos, may hit grounded or airborne opponents

                              [*]Some invulnerable frames during startup

                              [*]Startup may be lengthened by holding D

                              [*]Attractive: During startup (Including extended startup), magnetised opponents will be pulled very strongly diagonally downwards towards Tager

                              [*]Move activates with a noticeable delay after releasing D

                              [*]Very long recovery on whiff

                              [*]Successful hit wins match


                              A desperate move in most circumstances, has some use at surprising your opponent, but don't rely on surprise nor this move's token invulnerable frames as often Genesic Emerald Tager Buster is a better choice, as that will always finish off an opponent with less than a third of their life anyway. However it does have some uses as a tech trap as it cannot be jumped out of like Tager's other command throws and will attract airborne opponents.


                              If the opportunity arises, go for it! Suitable moves to combo from include Spark Bolt, Back throw and 6C. Do watch out for this move dragging your opponent faster than you can react to however, as the delay before going active after releasing the button, coupled with the strong magnetism, makes it easy to miss.

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12. Moves in Detail


In order to form a structure to the moves rather than a random pile of words, each move will be broken down as follows:

(Move image)

Command Input (Assumes Tager is facing to the right)

Move Name

Alternate name(s)

Damage/P1/P2 (See the system guide for Explainations of what P1 and P2 values mean, basically the higher, the better)

Traits: Important traits of the move (Note; Any move listed as "Air unblockable" may be blocked in the air using barrier guard)

Neutral: Uses of the move outside of combos

Combo: Uses of the move inside a combo (If applicable)

Therefore without further ado, the moves:





  • Doesn't move back very far
  • long invulnerable time (Much longer than most other backdashes)
  • Briefly vulnerable recovery
  • Slight delay before it can be used again

    Worth mentioning Tager's backdash as it is distinctly different and a very key tool in forcing openings in your opponent's offence. Use it to make moves whiff and exploit the advantage with a throw or quick move. Particularly effective against jump-in attacks. Invulnerable on the first frame, and therefore may be used to counter okizeme, just be wary of moves with long active times.

    Light Moves


    • Quick jab with good range, but slower than other character's pokes
    • Cannot self-cancel
    • Highest level jab in the game, excellent advantage on block
    • Jump cancellable
    • Cancels into just about every other move Tager has

      A very safe choice in most close range situations as it leaves most of your options open on block and still gives reasonable damage on hit.

      Typically this move should be avoided in combos due to its comparatively low damage and less than ideal proration values, however it can form a bridge between jump in attacks and ground attacks, and its jump cancel ability allows you to cancel into j.A allowing you to continue combos that are otherwise impossible.


      • Low profile jab.
      • Can be cancelled into itself on hit or block.

        A move suited to stuffing low airdashes and poking whilst keeping your own profile much smaller than the above move. Options on hit are similar to 5A, but without a jump cancel.

        Not really that much, any combo use it had in previous games has been overridden by the improved 5A.

        800/80/89 OR 1000/80/94 (When fully delayed)

        • Attractive: Will move grounded opponents towards Tager and Airborne opponents are moved diagonally downards towards Tager
        • Move startup can be delayed by holding button
        • If delayed fully, move causes more damage, prorates much better and raises the attack level to 5 (From 3)
        • Opponents are pushed towards Tager on impact
        • Air unblockable
        • Special cancellable, including command throws
        • After a few frames, move gains high and projectile super armour
        • During super armour, Tager still takes damage from blocked moves, reduced by half.
        • Super armour fails after 2000 damage, before reduction

          The core of Tager's mixup game due to the options Tager has on block. Can be cancelled into a Low (3C), overhead (6B) a quick neutral move (4D), command throws (Learn the appropriate timing to avoid purple throws) and anti-jumpout moves (2C and Atomic Collider). May be held to drag in opponents and extend the super armour, but this is often risky as you will lose to a quick low attack. Holding the move and failing to drag your opponent in far enough to land a blocked hit is a sure-fire way to get punished, so don't use it at full screen. Instead, use the hold when you're already in range in order to catch any obvious backdashes.

          Despite this move being an "A" move, it really functions more like a "C" move given its position in the cancel order, you will virtually always place this move after 5C in order to drag your opponent back in for the next hit of the combo (Typically 2C or Atomic Collider). Whilst this is not the optimal starting move or combo filler, it still gives good damage and prorates well and is generally worth putting into combos where possible. Note that 5C > 6A cancel will fail past a certain amount of combo scaling, so you may need to skip this move out in order to continue your combo.

          Medium Moves


          • Low hitting move
          • Air unblockable
          • Jump Cancellable
          • Neutral on block

            A functional quick low poke which can cancel into and from 2B to form an instant block-proof blockstring. Safe on block and generally a safe move to stick out much of the time.

            Combos from all lighter moves and combos into 5C on air and grounded hit, even late into the combo due to a slightly extended untechable time. With that said, it is easy to see why this move is excellent at bridging gaps in combos, letting you go from many situations into the powerful 5C and all of the high-damage options it presents. Also forms part of Tager's fiddly tech trap mind games, allowing you to trick people into teching when they shouldn't and also to pick up a blue-beat combo if they refuse to tech when they should have. It is also possible to jump cancel this into j.A, j.B or j.C on air hit and perform an air combo, although the latter two won't work if the combo proration is too high.


            • Low hitting move
            • Slightly longer range than 5B
            • Quick recovery time, +5 frames on block
            • Air unblockable

              A low poke that often gets used as part of the traditional grappler low/throw mixup as it has a deceptively tall hitbox that will catch jumpouts if performed early enough, as well as a noticeably quicker recovery time compared to 5B. It also hits downed opponents and is slightly quicker than an emergency tech, therefore it is often used as a way of ensuring that the enemy does use their emergency tech because otherwise this move will hit them and either bluebeat them or force a new combo.

              Used to have a higher level than 5B and was thus useful in certain situations, however it is now more or less inferior to 5B simply due to the number of cancel options 5B has that 2B does not. Still useful for hitconfirming since it can be looped with 5B back and forth as mentioned above.


              • Standing overhead
              • Slow Startup
              • Deceptively large hitbox
              • Forces crouch on hit
              • Fatal Counter move
              • Cancels into itself on hit or block
              • Air unblockable

                Bit of a slow overhead to use often, and it's not the best combo starter as it scales quite badly, even if you do get a Fatal counter with it. Typically the most obvious time to use this move is after a blocked 6A as part of a multi-way mixup. It is possible to hitconfirm by mashing this move, although it is impossible to hit more than twice in a row.

                Due to the various options now open to Tager and a slightly worse p2 than before, this move is used much less in combos now. The forced crouch nature of the move allows it to be followed with 6C on any ground hit.

                Strong Moves


                • Good damage
                • Good reach
                • Excellent starting proration
                • Special cancellable (Except Throws)
                • Air untechable time longer than other moves with the same level
                • Air unblockable

                  A good long range poke, but especially feared because it's this move that leads to Tager's biggest damage, even without a counterhit. This move will also catch jump outs and close ranged backdashes and is usually cancelled immediately into 6A on hit or block as a hit confirmation buffer.

                  Simply put, this move is good in combos. It gives consistently good damage and lets you cancel into other high damage moves such as Atomic Collider, and has enough untechable time to allow this late in the combo, with the possible exception of following with 6A. On fatal counter 5C > 6C is also available early in the combo.


                  • Launches opponent into the air, reasonably long untechable time
                  • Tall hitbox, but bad horizontal reach
                  • Some Head invulnerability frames
                  • Fatal Counter possible, untechable until opponent touches the ground
                  • Air unblockable

                    Big hitting anti air move that's ideal for stuffing careless jump ins with a nice juicy fatal counter. However the recovery time on whiff is terrible and therefore your opponent may attempt to bait this move by jumping in and backdashing away at the last moment. If you do score a fatal counter, your opponent will frequently see this as a reason to burst so bear this in mind if you enjoy baiting bursts. On block you can cancel the horrible recovery into 3C and then Sledgehammer in order to keep it safe-ish.

                    A nice big damage hit that combos into Atomic Collider and Magna-tech wheel. However if your opponent is already fairly high up when you hit them you will need magnetism to drag them into the Atomic collider and the Magna-Tech Wheel will just miss. If you do get a Fatal counter, you can cancel into Sledgehammer (Strong version) in order to switch side by whiffing the move. Use this if switching sides would enhance the combo or the finishing position.


                    • Low hitting sweep attack
                    • Good range
                    • Special cancellable
                    • Very long untechable time, but can be emergency teched on the ground (Except on counterhit)
                    • 10% Same move rate
                    • Air unblockable
                    • Enables use of Gadget Finger at any point in the combo after this move hits.

                      This move is somewhat slow for a low poke, but its good range and oddly tall hitbox lets you use it for this purpose nonetheless. Due to the fact that it can be emergency teched, it is hard to hit-confirm this into an appropriate special cancel unless you land a counter hit, in which case you can often follow with 5B to kick off the combo.

                      You may be wondering what purpose a really long untechable time is if they just emergency tech as they hit the ground. The answer to this is magnetism; if you cancel 3C into Atomic Collider, but don't hold it long, the Collider will fling the opponent into the air, letting you follow up with just about anything you like. J.2C is the most popular move to follow up so far due to its good damage and ease of following up. Just bear in mind that if you use two 3Cs in a combo, the only thing worth following up with is Gadget Finger or Magna-Tech Wheel due to the same move rate. Without magnetism you can still use spark bolt or Sledgehammer to follow up the combo.


                      • Slow Standing overhead
                      • Great range
                      • Huge damage for a normal move (1500!)
                      • Floor bounces with a good amount of untechable time
                      • Can be jump cancelled, but only on a successful hit
                      • 45% Same Move proration
                      • Removes a guard primer
                      • Air unblockable

                        Bit of a poor choice as a poke as it's comically slow and easily countered, with its overhead property being really only useful against opponents unfamiliar with Tager.

                        This is where this move shines, its jump cancel property allows you to follow up with j.2C to give two big hits in a row which can then be followed up some more. It is possible to use this move after a back throw, a 2C Fatal, Atomic collider followup (Usually with a Collider or Gadget finger whiff to reposition the opponent) or after Spark Bolt. It's same move rate means that if you use it twice in a combo, generally the only thing worth doing after that is follow with Magna-Tech Wheel due to its large minimum damage.

                        :bbt:+:cbt: OR :b::bbt:+:cbt:
                        1900/90/55 OR 1600/90/55


                        • Normal throw, subject to all of the normal throwing rules
                        • Special cancellable (Forward throw only)
                        • Large upfront damage, but poor proration
                        • Fast recovery on whiff compared to other throws, particularly Tager's Command throws
                        • Forward throw floorbounces opponent in front of Tager
                        • Backward throw launches opponent straight upwards and switches sides
                        • Neutral:

                          Statistically this move goes active in the same time as the much more damaging Gigantic Tager Driver (B version) and lacks the attractive nature of that move. However, this move is much more safe of whiff and can also be used to build up much more heat with the resultant combo and also presents more options for placing yourself and your opponent in more favourable positions (Such as the corner or in a suitable tech-trap position). It is also easier to press two buttons quickly than it is to perform a 360 motion, so you can respond slightly quicker with a normal throw compared to a command throw. Due to the fact you're probably going to use Atomic Collider in the followup combo, use the throw move that moves your opponent in the opposite direction to where you want them to be at the end of the combo.


                          :f::abt:+:bbt: Whilst blocking



                            [*]Counter Assault

                            [*]Invulnerable from startup until recovery

                            [*]Downs opponent on hit, cannot be emergency teched

                            [*]Quick activation

                            [*]Deals no damage


                            Sometimes Tager's only option to escape relentless pressure is to just put his foot down, whilst this does down the opponent, there is usually not enough time to follow up with Gadget finger, so if order to actually gain some momentum of your own, you may need to Rapid Cancel this move. Remember that Tager's heat gain is very generous, so don't be afraid to use this to get the pressure off. Certainly don't forget that this moves exists.

                            Jump moves


                            Airborne :abt:



                              [*]Quick air to air poke

                              [*]Surprisingly high attack level

                              [*]Must be blocked high

                              [*]Can self cancel


                              Your safest bet at air to air combat. Can be tricky to pick up a combo from due to the positioning of you and your opponent and Tager's inability to double jump.


                              Combo bridging tool which can bridge jump in moves just as j.B into a ground combo and also bridge 5A and 5B into an air combo with their jump cancels.


                              Airborne :bbt:



                                [*]Air to Ground attack

                                [*]Big hitbox

                                [*]Must be blocked high

                                [*]Long active time

                                [*]Good damage and proration


                                Your go-to jump in move for the above reasons. It's active time means that whilst it may not beat out anti-air moves, it will often clash with them instead. Can lead into ground combos but this is more art than science, if you're really high up when you hit them then you may need to fill the gap with j.A or 5A when you land. If you get a counterhit you can often land and follow with 5C.


                                This move's hitbox allows you to hit downed opponents, therefore it is possible to perform an Atomic Collider, jump at them (With j.C whiff to move forward quicker, see below) and then hit the enemy with j.B just before you land, allowing you to continue the combo. In the air it allows you to combo into j.C or back into j.A.


                                "Tager Plane"

                                Airborne :cbt:


                                  [*]Small hitbox, but surprisingly large reach

                                  [*]Longer untechable time than attack level suggests

                                  [*]Very good damage and proration

                                  [*]Adds a small amount of horizontal momentum to Tager


                                  Due to the way Tager's shape changes so much, this move can actually work quite well in air to air situations, but also in jump ins that fall short of the enemy. Excellent combo starter if you can get a good hit with it and lead into a grounded combo. Also frequently used when gaining ground on an opponent since it adds a small amount of horizontal momentum to Tager.


                                  Most often seen in combos as a whiff after Atomic collider as it allows you to get slightly closer to the downed opponent due to the added momentum, letting you follow up with more options, or simply to be able to hit them at all. When actually hitting an opponent with it, the untechable time of the move allows you to combo into j.D to form a combo finisher and it can also be used after an air throw as you fall down and link into a ground combo.


                                  "Elbow drop" "The People's Elbow"

                                  Airborne :d::cbt:



                                    [*]Very good damage and proration

                                    [*]Cancels all of tager's airborne momentum

                                    [*]Drops directly downwards

                                    [*]Active until landing

                                    [*]Must be blocked high

                                    [*]Cannot be emergency teched

                                    [*]If activated extremely close to the ground the startup is much quicker

                                    [*]Removes a guard primer


                                    Good horizontal range and fast startup means this move functions well as an air to air and somewhat as an air to ground. If blocked, expect to be punished for it. The fast startup when about to land means you can safely use it as an odd poke when jumping close to an opponent, it still needs to be blocked high in this case and you will usually be able to follow up the hit. This move stalls you in the air slightly when you use it, so you can use it to mess up your opponent's anti-air timing by mixing this move up with j.B, although the latter is still preferred in most situations due to its safety on block.


                                    Commonly used after a Collider fling to bring the opponent back down to earth. The art of using this against airborne opponents is making it hit with Tager at a lower height then your opponent. Ensuring you land (Thus recover) first. Once you nail this down, you'll find it a good source of damage and easy to follow up with 5B or 3C. The other time you'll see it used is after Atomic Collider, where you will jump at your opponent, use j.C to move faster or j.D to pull them towards you and then this move at the lowest possible moment to land on them.


                                    Airborne :bbt:+:cbt:



                                      [*]Standard air to air throw

                                      [*]Large hitbox compared to other air throws

                                      [*]Quick recovery on whiff

                                      [*]Switches sides with opponent on hit

                                      [*]Opponent is launched directly downwards, floorbounces slightly and then is downed (Cannot emergency tech)

                                      [*]Tager himself drops vertically downwards after hit.


                                      This throw has a significantly bigger hitbox than most other air to air throws, but with Tager's lack of jump options, you may find it difficult to hit with. Recall however that air techs are not throw invulnerable and you have a suitable punish for opponents who tech too predictably. If you do hit, the followup can change based on height, however the main structure involves performing a move whilst falling (j.C and j.2C are popular choices, just watch the timing on the latter) and then bridging the combo into Atomic Collider with 5C and going from there.


                                      j.A Can be cancelled into this move, so you might have a Throw Reject Miss setup, but there's often no need to do this as any good player will not be trying to mash B+C or indeed mash at all when you are comboing them.

                                      Drive Moves





                                        [*]Magnetising: Applies 6 seconds of magnetism on hit or block

                                        [*]Attractive: Pulls in opponent strongly from early in the start up mid way through recovery, opponents will be pulled diagonally downwards towards Tager

                                        [*]Long active time

                                        [*]Positive on block, especially so if move hits late

                                        [*]Can only be special cancelled (Not including command throws)

                                        [*]Stuns on grounded hit

                                        [*]Blows away and floor slides on air hit (Emergency techable)

                                        [*]Wallbounces on Counterhit


                                        A long ranged but slow poke often used to maintain magnetism on opponents or fish for counterhits. Very much the core of Tager's momentum since it's much easier to drag a magnetised opponent in and magnetise them further than it is to magnetise your opponent in the first place. Learn the spacing where using 5D will drag your opponent in so that they get hit by the last active frames, because then you get a massive block advantage to play with. On counter hit can be followed with 5C, Sledgehammer (Strong version) or Atomic collider for a reasonably damaging combo, not the best starter in terms of proration but at least you will always have magnetism for the combo which gives consistent results.


                                        Due to its lack of cancel options and blow away on air hit, this move tends to be used to end combos rather than in the middle. However on standing hits you can follow with sledgehammer.





                                          [*]Slow but powerful ramming move

                                          [*]Magnetising: Adds 6 seconds of magnetism on hit or block.

                                          [*]Attractive: Pulls in opponent strongly from early in the start up to near end of recovery, opponents are pulled diagonally downwards towards Tager

                                          [*]Air hit blows enemy away

                                          [*]Grounded hit has very little pushback

                                          [*]Huge hitstun on counterhit

                                          [*]Excellent proration and damage

                                          [*]Cannot be cancelled except with a Rapid Cancel


                                          A risky pressure tool suited to closing the gap on magnetised opponents. However it is worth stressing that this move should only ever be used if you know it is going to hit or get blocked, if you suspect it might fall short or they might jump over it, then do not use it! Don't hand your opponents free combos on a silver platter since this move recovers badly. If you get blocked, your opponent is now right in front of you and magnetised, very similar to being hit with Gadget finger. If you score a normal hit, then you will need to Rapid Cancel in order to follow it up, but with this move's excellent proration and magnetism this is well worth spending heat on. If you get a counter-hit (Rare as that would be) then you can follow with 3C into a collider fling.


                                          The move of choice when ending combos with your opponent in the corner since they will be left teching right in front of you, with more frame advantage than Gadget Finger allows (See in the special moves section for details). It is possible to use this move in the middle of combos but that is generally reserved for specific combos and combo-video shenanigans. Outside of the corner, you will notice if you hit a downed opponent, the attractive nature of the move lasts so long such that if they tech immediately, they'll bounce towards you slightly.





                                            [*]Quick move with tall hitbox

                                            [*]Magnetising: Adds 4 seconds of magnetism on hit or block.

                                            [*]Attractive: Pulls in opponent strongly from early in the start up mid way through recovery, opponents are pulled diagonally downwards towards Tager

                                            [*]Wallbounces on counterhit

                                            [*]Reasonable damage but poor proration

                                            [*]Cannot be cancelled except with a Rapid Cancel


                                            An excellent move for stuffing all but the most steep of approaches due to its hitbox that extends to the ground and reaches quite high up and is active for longer than most moves. Don't be afraid to throw this out and go fishing for counterhits, although the followup combo isn't particularly damaging. Neutral on block and hit so it can be a decent way to apply or re-apply magnetism.


                                            Since it can't be cancelled normally you need to use an RC to follow this move up at all, which is only worth attempting early in the combo and whilst your opponent is still standing in order to add magnetism. However, this move is more normally used to end most combos with a bit of magnetism and force close techs, particularly in the corner. It also has some uses for its magnetism on whiff, for example if you perform Atomic Collider and then us 4D it will pull magnetised opponents closer and allow followups. Gadget Finger can be used for this too, but needs to have the opponent knocked down first. It also has some use in tech traps at forcing opponents to tech towards you.


                                            Airborne :dbt:



                                              [*]Magnetising: Adds 6 seconds of magnetism on hit or block.

                                              [*]Attractive: Pulls in opponent strongly from early in the start up mid way through recovery, opponents are pulled horizontally towards Tager

                                              [*]Huge hitstun on counterhit

                                              [*]Excellent proration and damage

                                              [*]Must be blocked high

                                              [*]Cannot be cancelled except with a Rapid Cancel


                                              Very slow air to air move, but with a fat hitbox that's difficult to avoid, particularly when magnetised. Good for messing up a zoning character's spacing, just remember that you need to activate it early in the jump or it won't have enough time to go active. On Counterhit there is often time to land and follow up the combo, which will be hugely damaging due to the proration and up-front magnetism on this move.


                                              A nice combo ender to use when you're falling from a jump, since you can land and then perform Atomic Collider whilst your opponent is in the air and magnetised, leading to a classic tech-trap setup. Also useful as a whiff after Atomic Collider for pulling opponents closer so that j.2C lands right on top of them.

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A.X.I.S you only play grapplers I suspect? I love them too... FEELS GREAT

On topic: Why did you feel the need to write this and not update the wiki? To get a personal touch on the matter, and keep the wiki more objective maybe?

Don't get me wrong, this is much better than what the wiki provides, but perhaps you should post a link to this thread there too to help people who don't want to click through the forums

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It's actually my CSX guide for now, and needs a good run through with the new numbers and new sprites for the new moves.

EDIT: AXIS you aging fool, you missed off the post detailing the normal moves!

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I really did? holy crap! Well I'm back to fix mistakes.

Help me find more.

Corrections and sprites appreciated!

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Oh this? this is the CSEX guide Manta made.

Um I'm not really a wiki guy, I don't exactly enjoy doing it so I work mostly on the forum.

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