BBCF/Iron Tager: Difference between revisions

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===Drive: Voltic Battler===
===Drive: Voltic Battler===
Tager can magnetize opponents for a small duration by landing these attacks on hit or block. If the opponent is already magnetized and gets hit by a magnetism attack, the duration increases (max 1000F). When the opponent is magnetized, certain attacks will pull in the opponent. The magnetism duration normally reduces at a rate of 1 point per frame, but if Tager's opponent is in hitstun, the rate halves to 1 point per 2 frames (when they perform a tech, the rate goes back to normal). Magnetism duration does not decrease during superflash or hitstop.<br/>
Tager can magnetize opponents for a small duration by landing these attacks on hit or block. If the opponent is already magnetized and gets hit by a magnetism attack, the duration increases (max 1000F). When the opponent is magnetized, certain attacks will pull in the opponent (Mores that attract aren't always moves that inflict magnetism and vice versa). The magnetism duration normally reduces at a rate of 1 point per frame, but if Tager's opponent is in hitstun, the rate halves to 1 point per 2 frames (when they perform a tech, the rate goes back to normal). Magnetism duration does not decrease during superflash or hitstop.<br/>
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In addition to magnetism, Tager has an extra gauge: the Spark Bolt Gauge. This gauge fills up at 1 point per frame (freezes during hitstop and superflash) and has a maximum of 1000 points. When the gauge is full, Tager can use the Spark Bolt attack.<br/>
In addition to magnetism, Tager has an extra gauge: the Spark Bolt Gauge. This gauge fills up at 1 point per frame (freezes during hitstop and superflash) and has a maximum of 1000 points. When the gauge is full, Tager can use the Spark Bolt attack.<br/>
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While grounded, the pull effect is fairly controllable and normally has a fairly low maximum speed it can pull in at (About walking pace) and the effect ends very shortly after the move pulling your opponent stops doing so. Tager's magnetism cannot force enemies into an airborne state if they're currently grounded, enemies doing any kind of ground tech also cannot be pulled vertically, even though emergency techs are considered airborne and can be pulled sideways surprisingly fast. However in the air the velocity added can stack up to a very high value and in any direction, only resetting once they touch the ground. This can lead to some strange results, such as opponents being flung, airdashing to cancel their momentum slightly and then going back to their fling velocity once the airdash ends. It can also mess up air moves and spacing. <br/>
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In all cases, players performing distortion drives are completely unaffected by magnetism.


===Overdrive: Voltic Field===
===Overdrive: Voltic Field===
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* Highest health total in the game.  
* Highest health total in the game.  
* Really good close range game
* Really good close range game
* High damage command grabs
* Huge comeback potential
* High meter gain on magnetized opponents
* High meter gain on magnetized opponents
* High level pokes for easy confirms
* High level pokes for easy confirms
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  |description=
  |description=
*Standing low
*Standing low
*Surprisingly long untech time allows 5B > 5C on downed opponents quite late into the combo
*One of Tager's few Jump cancels
*After doing 5B > 2B > 5B you cannot cancel into 2B again.
*After doing 5B > 2B > 5B you cannot cancel into 2B again.
*Fundemental part of the low/throw mixup, but beware of normals that avoid both.
*Fundemental part of the low/throw mixup, but beware of normals that avoid both.
A standard feature of Tager's mixup, 5B and 2B both serve as a useful low poke that can go into reasonable damage. While 2B boasts a much quicker recovery, reduced hurtbox and slightly more damage, 5B has a much wider selection of cancel options and a generally better hitbox, making it generally more useful if you know you're going for blockstrings or are just performing a combo.
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*Can combo into itself on air and ground counterhit.
*Can combo into itself on air and ground counterhit.
*Hitbox extends slightly beyond Tager's fingertips, although hits at this range tend not to give good combo opportunities.
*Hitbox extends slightly beyond Tager's fingertips, although hits at this range tend not to give good combo opportunities.
A decent poke, an excellent starter if you land it up close and also a nice high damage combo filler, basically everything you want in a 5C with the exception that if often pushes the opponent away too far for comboing followups unless it's a counterhit.
A decent poke, an excellent starter if you land it up close and also a nice high damage combo filler, basically everything you want in a 5C with the exception that if often pushes the opponent away too far for comboing followups unless it's a counterhit. If you know a counterhit is guarenteed, follow it up with 6C to lead into some truly nasty damage.
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  |startup=8 |active=3 |recovery=10 |frameAdv=1 |attribute=B
  |startup=8 |active=3 |recovery=10 |frameAdv=1 |attribute=B
  |description=
  |description=
Like a worse 5A without the jump cancel but a lower profile, 2A sees some use as a ghetto anti air and a mashable button, since it can self cancel up to three times but 5A cannot self cancel at all.
Like a worse 5A with fewer cancel options a lower profile, 2A sees some use as a ghetto anti air and a mashable button, since it can self cancel up to three times but 5A cannot self cancel at all. As an anti-air it's a bit weak since it requires a rather fast reaction to jump cancel into the followup combo, but it's still useful for disrupting your opponent's pressure nonetheless.


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  |description=
  |description=
*After doing 2B > 5B >2B you cannot cancel into 5B again for that string.
*After doing 2B > 5B >2B you cannot cancel into 5B again for that string.
In previous iterations, 5B and 2B were pretty interchangable, however 2B's use has now moved from being a combo tool to being a very safe low poke when up close. It has a very nice frame advantage making it ideal for setting up Wedge catapault attempts and other shenanigans. Relatively short range
In previous iterations, 5B and 2B were pretty interchangable, however 2B's use has now moved from being a combo tool to being a very safe low poke when up close. It has a very nice frame advantage making it ideal for setting up Wedge catapault attempts, deliberate whiffs on techs and other shenanigans. 2B's relatively short range limits its use to just an oki tool in many cases since it's not easy or practical for Tager to close in unimpeded most of the time.


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  {{AttackData-BBCF
  {{AttackData-BBCF
  |header=no |version=Fast |damage=1200 |guard=High/Air |attribute=H
  |header=no |version=Fast |damage=1200 |guard=High/Air |attribute=H
  |startup=? |active=Until L+2 |recovery=18 |frameAdv=  
  |startup=3 |active=Until L+2 |recovery=18 |frameAdv=  
  |description=
  |description=
*Fatal Counter
*Fatal Counter
*Ends all air momentum on startup, Tager falls straight down once the move goes active.
*Ends all air momentum on startup, Tager falls straight down once the move goes active.
*Has a fast startup version when used very close to the ground.
*Has a fast startup version when used very close to the ground.
Often used in combos after 6C to bring the opponent back down to earth. Ensure you hit them as with Tager as low as you can to give yourself time to recover and use 5B.
 
Often used in combos after 6C to bring the opponent back down to earth. Ensure you hit them as with Tager as low as you can to give yourself time to recover and use 5B. In neutral it functions as a punish if you find yourself airborne. Otherwise it's a very risky air-to-ground move, since it's very punishable itself on block.
 
The quick start up version seems to be a bug that was deliberately left in the game where the game cancels much of the startup into the landing animation (which has some active frames). This quick version is useful for getting surprise fatal counters on jump ins, and is also quite safe. However its use is very limited due to the rather precise height you need to be to activate it.


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*Hitbox encompasses Tager's entire arm and an area larger than his already large fist would suggest.
*Hitbox encompasses Tager's entire arm and an area larger than his already large fist would suggest.
*On grounded counterhit, opponent is staggered for quite some time. If they're not at max range, it's possible to link into Wedge Catapault for a massive damage combo.
*On grounded counterhit, opponent is staggered for quite some time. If they're not at max range, it's possible to link into Wedge Catapault for a massive damage combo.
*On air counterhit, opponent is blown away and floorslides. Followups are only possible with spark bolt, unless you're near the corner, where you can use B sledge. Hitting your opponent into the corner while they're very high up with 5D allows 6C to be used as well.
*On air hit, opponent is blown away and floorslides. Followups are only possible with spark bolt, unless you're near the corner, where you can use B sledge. Hitting your opponent into the corner while they're very high up with 5D allows 6C to be used as well.
*Gains Body and Projectile guard point during overdrive.
*Gains Body and Projectile guard point during overdrive.
*Technically unsafe on instant block, but the pushback will always take them out of range of fast jabs.
*Technically unsafe on instant block, but the pushback will always take them out of range of fast jabs.
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  |startup=16 |active=2 |recovery=31 |frameAdv=-14
  |startup=16 |active=2 |recovery=31 |frameAdv=-14
  |description=
  |description=
*Sometimes the only way to end the endless pressure games you often face, particularly from low air dashes. Use it to disrupt the flow of your opponent and get back to neutral, where you often have the advantage.
*Quick stomp attack that knocks opponents vertically downwards, but allows emergency tech rolls.
 
Sometimes the only way to end the endless pressure games you often face, particularly from low air dashes. Use it to disrupt the flow of your opponent and get back to neutral, where you often have the advantage. Unlike other Counter assaults, Tager's does not knock his opponent away, likely giving you close range okizeme instead.
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  |description=
  |description=
*Gives a small floorbounce followed by a hard knockdown, essentally giving it a long knockdown time.
*Gives a small floorbounce followed by a hard knockdown, essentally giving it a long knockdown time.
*Useful in some combos, can be followed up with 6B.
*Useful in some combos, can be followed up with 5B or 6B.
*Not the most useful move for Tager since has much better ways of dealing with people who guard too much that cost no Meter
*Not the most useful move for Tager since has much better ways of dealing with people who guard too much that cost no Meter
*Basic CT combo route is 5c 6a 6bb CT, can follow with 5b 5c spark bolt for good damage
*Basic CT combo route is 5c 6a 6bb CT, can follow with 5b 5c spark bolt for good damage
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  |startup=6 |active=1-10 |recovery=29 |frameAdv=  
  |startup=6 |active=1-10 |recovery=29 |frameAdv=  
  |description=
  |description=
*High damage command grab
*High damage command grab, hits Standing or Crouching only.
*Hold A to extend active frames.
*Hold A to extend active frames.
*Attractive to maganetised opponents during startup and active time (Including extended active time)
*Attractive to maganetised opponents during startup and active time (Including extended active time)
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*Tager is immune to external push forces during this move (Such as Wind or another Tager's magnetism)
*Tager is immune to external push forces during this move (Such as Wind or another Tager's magnetism)


Compared to previous versions of Tager, the Gigantic Tager Driver has been streamlined from two versions into just one. Consequently, this variation is about as fast as his old B version Driver with holding extending his active time, but does the same damage as his classic A Driver. The 6 frame startup and short invulnerability means it can be used as a weak reversal, especially after tech rolling past the opponent, but this is risky and you can get easily blown up if the opponent goes airborne or tries for a meaty and catches you before the invulnerability window. As with all of Tager's meterless grabs, you'll want to follow this up with Gadget Finger.
Compared to previous versions of Tager, the Gigantic Tager Driver has been streamlined from two versions into just one. Consequently, this variation is about as fast as his old B version Driver with holding extending his active time, but has similar invulnerability  and does the same damage as his classic A Driver. The 6 frame startup and short invulnerability means it can be used as a weak reversal, especially after tech rolling past the opponent, but this is risky and you can get easily blown up if the opponent goes airborne or tries for a meaty and catches you before the invulnerability window. As with all of Tager's meterless grabs, you'll want to follow this up with Gadget Finger.
 
While it might seem, as a Grappler, that your gameplan should revolve around landing this move, it actually only leads to weak damage compared to Tager's other options. Typically you'll need to use this move to keep your opponent from doing bad blockstrings on the ground and also to win out point-blank jab contests when at near-neutral frame advantage, forcing your opponent to play less aggressively.  


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*Comand throw, catches grounded opponents only
*Comand throw, catches grounded opponents only
*Attractive to magnetised opponents during startup.
*Attractive to magnetised opponents during startup.
*Long startup but generous invulnerability between frames 6-24.
*Long startup but generous invulnerability between frames 6-30.
*Cannnot reduce an enemy to less than 1hp
*Cannnot reduce an enemy to less than 1hp
*Cannot be special cancelled into, except from 6A.
*Cannot be special cancelled into, except from 6A.
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*Poor P1, but excellent P2.
*Poor P1, but excellent P2.
*Tager is immune to external push forces during this move (Such as Wind or another Tager's magnetism)
*Tager is immune to external push forces during this move (Such as Wind or another Tager's magnetism)
*If Tager's back is near to a wall when he hits, then he will be pushed away from the wall towards the middle of the screen to allow followups.


Wedge Catapult is Tager's new command throw in CF, replacing the B version Tager Driver and leading to better overall damage with the appropriate combo. It sees most usage as a tool for calling out moves and even an anti-jump in due to the generous invulnerability window between frames 6-30. However it has a slow, 30 frame startup, and 30 frames of recovery, meaning that abusing it or whiffing it will lead to eating a painful punish.  
Wedge Catapult is Tager's new command throw in CF, replacing the B version Tager Driver and leading to better overall damage with the appropriate combo. It sees most usage as a tool for calling out moves and even an anti-jump in due to the generous invulnerability window between frames 6-30. However it has a slow, 30 frame startup, and 30 frames of recovery, meaning that abusing it or whiffing it will lead to eating a painful punish.  
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An interesting tool that can be used to surprise opponents at long distance, giving similar damage to a meterless raw AC combo and making them afraid to jump. Do be careful since, just like Atomic Collider, opponents using superjumps and airdashes can cause them to overshoot and get a free hit on you. If your opponent is magnetised you can use it after a throw reject (either way) to suck them back in for a rather american reset.
An interesting tool that can be used to surprise opponents at long distance, giving similar damage to a meterless raw AC combo and making them afraid to jump. Do be careful since, just like Atomic Collider, opponents using superjumps and airdashes can cause them to overshoot and get a free hit on you. If your opponent is magnetised you can use it after a throw reject (either way) to suck them back in for a rather american reset.
Can be disrespectfully used during combos as a purple throw to do an absurd amount of extra damage, but there's no way to do reliable Throw Reject Miss setups since you cannot cancel into this move from j.A
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*Base damage can never be inflicted due to the first hit casuing the second hit (where the damage actually happens) to always be scaled with the character combo rate.
*Base damage can never be inflicted due to the first hit casuing the second hit (where the damage actually happens) to always be scaled with the character combo rate.
*Combo staple due to its huge damage. Also frequently used on a miss to flick opponents into the air after 3C.
*Combo staple due to its huge damage. Also frequently used on a miss to flick opponents into the air after 3C.
*Followups possible with 5A, but only early in the combo, otherwise go for Gadget Finger.
*RC 6C > ... also leads to big damage if AC is done early in the combo.
*Switches sides on hit.
*Switches sides on hit.


Atomic collider is a move that will add good damage to any combo, however it is often not possible to follow up with anything other than Gadget Finger, meaning you'll generally want to add this in at the end of your combos. Very early on you can use 5A > jA > jB > jC > Crimson Punish, with an RC you can use 6C and on fatal counter 5A > 5C > 5D will work early in the combo. Due to the side switch, be willing to use a different combo that does not use this move if you want to keep your opponent in the corner (And you likely do). Similarly, if you find your own back is against the wall, getting any combo to lead into atomic collider will turn the tables on them!
Atomic collider is a move that will add good damage to any combo, however it is often not possible to follow up with anything other than Gadget Finger, meaning you'll generally want to add this in at the end of your combos. Very early on you can use 5A > jA > jB > jC > Crimson Punish, with an RC you can use 6C and on fatal counter 5A > 5C > 5D/6A will work early in the combo. Due to the side switch, be willing to use a different combo that does not use this move if you want to keep your opponent in the corner (And you likely do). Similarly, if you find your own back is against the wall, getting any combo to lead into atomic collider will turn the tables on them!
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*Causes a launching tumble on air hit or downed hit. Allows easy followups.
*Causes a launching tumble on air hit or downed hit. Allows easy followups.
*It autoguards projectiles during start-up and active frames and Head and Body attacks during start-up.  
*It autoguards projectiles during start-up and active frames and Head and Body attacks during start-up.  
*Now much better in previous iterations due to its stronger guardpoint, still completely vulnerable to Foot a ttribute attacks, which is pretty much every low and every move that looks low but isn't.
*As of CF 2.0 is now unsafe on block
*Often used to close gaps and punch through reckless projectile spam, but it's far from ideal since it's your only real way to do this.
*Often used to close gaps and punch through reckless projectile spam, but it's far from ideal since it's your only real way to do this.
*Used in corner combos after a 5D air hit.
*Used in corner combos after a 5D air hit.
*Not necessarily the best way to close gaps as predictable Sledge use will usually be punished. Vary between using this, super jump Tager Plane and simply taking a nice stroll towards the opponent to keep them guessing.
 
Not necessarily the best way to close gaps as predictable Sledge use will usually be punished. Vary between using this, super jump Tager Plane and simply taking a nice stroll towards the opponent to keep them guessing. In combos it works as a great move due to its huge damage, decent scaling and can be followed with 6A > 6C fairly easily if you scoop them off the floor with it (Such as after a 3C counterhit or a 5D air hit into the corner).
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  |startup=13 |active=6 |recovery=30 |frameAdv=-17  
  |startup=13 |active=6 |recovery=30 |frameAdv=-17  
  |description=
  |description=
*Same Guard point properties as B Sledgehammer.
*Commonly named "Hammer" by players.
*Combo ender in most cases, will always connect after either sledgehammer unless the combo has prorated severely.
*Combo ender in most cases, will always connect after either sledgehammer unless the combo has prorated severely.
*Can be RC'd into 5B very easily allowing the combo to continue. 6C Can also be used, but the timing is much tighter.
*Can be RC'd into 5B very easily allowing the combo to continue. 6C Can also be used, but the timing is much tighter.
*Overhead, leading to a gimmicky mixup after a blocked sledgehammer, highly punishable if blocked and only possible to followup on hit counterhit.
*Overhead, leading to a gimmicky mixup after a blocked sledgehammer, highly punishable if blocked and only possible to followup on a counterhit.
*Counterhits lead to short short combos due to its short starter property. For example, AA CH, 5B > 5C > 6A will miss on the 6A. Use AA, 5B > 5C > AC, 22D instead.
*Counterhits lead to short short combos due to its short starter property. For example, AA CH, 5B > 5C > 6A will miss on the 6A. Use AA, 5B > 5C > AC, 22D instead.


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  |startup=7 |active=8-47 |recovery=16 |frameAdv=+10 on hit  
  |startup=7 |active=8-47 |recovery=16 |frameAdv=+10 on hit  
  |description=
  |description=
*Tager picks up the opponent from the floor, magnetises them (360F, 960F during OD) and drops them back down, now further then previous versions. Used for okizeme, combos and timeouts.
*Tager picks up the opponent from the floor, magnetises them (360F normally, 1000F during OD) and drops them back down, now further then previous versions. Used for okizeme, combos and timeouts.
*Attractive to mangnetised opponents during startup and active frames.
*Attractive to mangnetised opponents during startup and active frames.
*Hold D to extend active frames.
*Hold D to extend active frames.
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====== <font style="visibility:hidden" size="0">Voltec Charge </font> ======
====== <font style="visibility:hidden" size="0">Voltic Charge </font> ======
{{MoveData
{{MoveData
|name=Voltec Charge  
|name=Voltec Charge  
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  |startup= |active= |recovery=39-113 |frameAdv=  
  |startup= |active= |recovery=39-113 |frameAdv=  
  |description=
  |description=
*Stance, hold button to remain in stance for longer. After stance ends normally, extra charge is added to your spark bolt meter based on how long you were charging for.
*Stance move used to either charge up your spark bolt faster, or as a guard point trap.
*Hold button to remain in stance for longer. After stance ends normally, extra charge is added to your spark bolt meter based on how long you were charging for.
*Blocks Head, Body and Projectile atribute moves while held.  
*Blocks Head, Body and Projectile atribute moves while held.  
*If your opponent activates the guardpoint, you can input Additional attack while still holding D to punish it. In this instance Voltic charge loses its bonus spark bolt gain.
*If your opponent activates the guardpoint, you can input Additional attack while still holding D to punish it. In this instance Voltic charge loses its bonus spark bolt gain.
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*Blows opponent away on hit, wallbounds and forces hard knockdown.
*Blows opponent away on hit, wallbounds and forces hard knockdown.
*Overdrive version causes wallbounce and  hard knockdown that allows for folloup with various moves, the higher up they are when you hit them, the more time you will get.
*Overdrive version causes wallbounce and  hard knockdown that allows for folloup with various moves, the higher up they are when you hit them, the more time you will get.
*If the preceeeding Magna-Tech Wheel was the Overdrive version, then Terra break will also be the Overdrive version, even if Overdrive has already ended.
*If the preceding Magna-Tech Wheel was the Overdrive version, then Terra break will also be the Overdrive version, even if Overdrive has already ended.


Only really useful as an ender to long combos (which you generally won't need to use it for) or in overdrive. It's not advised if you landed MTW as the first hit of the combo, you will actually get more damage by using a rapid cancel to create a followup combo than by using Terra Break.Similarly, even though it has some invulnerability, do not attempt to use it if MTW gets blocked, use a rapid cancel instead!
Only really useful as an ender to long combos (which you generally won't need to use it for) or in overdrive. It's not advised if you landed MTW as the first hit of the combo, you will actually get more damage by using a rapid cancel to create a followup combo than by using Terra Break.Similarly, even though it has some invulnerability, do not attempt to use it if MTW gets blocked, use a rapid cancel instead!
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  |description=
  |description=
* Expensive reversal, and oddly gives no magnetism, but still very useful since Active flow Tager is pretty terrifying.
* Expensive reversal, and oddly gives no magnetism, but still very useful since Active flow Tager is pretty terrifying.
* Launches opponent far away from Tager, unfortunately.
* 10% minimum damage.
* Ends the faster spark bolt gauge gain from overdrive the instant the move hits, so can't be used to pad out this gain.
* Ends the faster spark bolt gauge gain from overdrive the instant the move hits, so can't be used to pad out this gain.
* Often not used if the overdrive superflash shows a 720 opportunity, since that will deal more damage, go active quicker and give magnetism, albeit costs meter.
* Often not used if the overdrive superflash shows a 720 opportunity, since that will deal more damage, go active quicker and give magnetism, albeit costs meter.
* Can go into this easily off of OD MTW > TB 6BB Exceed if you still have overdrive left.
* Can go into this easily off of OD MTW > TB 6BB Exceed if you still have overdrive left.
* Combos off pretty much anything.
 
Can be used with overdrive raids to escape pressure and take advantage back better than most characters can. Tager can use the overdrive super flash to buffer any move and can mix this move up with his throws and atomic collider to cover all possibilities.
Can be used with overdrive raids to escape pressure and take advantage back better than most characters can. Tager can use the overdrive super flash to buffer any move and can mix this move up with his throws and atomic collider to cover all possibilities.


During combos the damage this deals is fairly weak, so it's only really worth using if you're in active flow or need an unburstable finish since it leaves your opponents far away from you.
During combos the damage this deals is fairly weak, so it's only really worth using if you're in active flow or need an unburstable finish since it leaves your opponents far away from you. It does combo off pretty much anything however.




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|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
  |damage=16000 |guard=Unblockable |attribute=T
  |damage=16000 (DESTROY) |guard=Unblockable |attribute=T
  |startup=5+16 |active=4 |recovery=76 |frameAdv=  
  |startup=5+16 |active=4 |recovery=76 |frameAdv=  
  |description=
  |description=
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{{Navbar-BBCF}}
{{Navbar-BBCF}}
[[Category:BlazBlue]]
[[Category:BlazBlue: Central Fiction]]
[[Category:BlazBlue Characters]]
[[Category:Iron Tager]]

Revision as of 13:56, 5 June 2018

Iron Tager
BBCF Tager Portrait.png
Health: 13,000

Combo Rate: 60%
Prejump:
Backdash Time 27 / Invul: 1-20


Movement Options
Magnetism, no Double Jump, no Airdash, no Run, J.C, moving the opponent instead.
Play-style
Grappler
  

Overview

Iron Tager is a Sector Seven professor who has been mechanically enhanced to perform field-work. Originally the leader of a Sector Seven assault team sent to retrive Nirvana in the 4th Hierarchical City of Naobi, Tager suffered a mortal wound during the mission, and due to being the only survivor, was forced to withdraw. He was revived as an enormous cyborg by Kokonoe, whom he pledged loyalty to afterward. After his revival, he bears a similar resemblance to a demon, which resulted in him dubbed as the "Red Devil of Sector Seven". He is feared by many, but in truth he is very calm and calculated, only engaging in violence when necessary.

In terms of gameplay, Tager is an archetypal Grappler who uses powerful unblockable grab moves and guard point moves to deal high damage combos. While lacking strong mobility to close in on his opponents, Tager has the ability to magnetise his opponents in order to pull them towards him instead, as well as opening up various combo options which lead to better damage.

Drive: Voltic Battler

Tager can magnetize opponents for a small duration by landing these attacks on hit or block. If the opponent is already magnetized and gets hit by a magnetism attack, the duration increases (max 1000F). When the opponent is magnetized, certain attacks will pull in the opponent (Mores that attract aren't always moves that inflict magnetism and vice versa). The magnetism duration normally reduces at a rate of 1 point per frame, but if Tager's opponent is in hitstun, the rate halves to 1 point per 2 frames (when they perform a tech, the rate goes back to normal). Magnetism duration does not decrease during superflash or hitstop.

In addition to magnetism, Tager has an extra gauge: the Spark Bolt Gauge. This gauge fills up at 1 point per frame (freezes during hitstop and superflash) and has a maximum of 1000 points. When the gauge is full, Tager can use the Spark Bolt attack.

While grounded, the pull effect is fairly controllable and normally has a fairly low maximum speed it can pull in at (About walking pace) and the effect ends very shortly after the move pulling your opponent stops doing so. Tager's magnetism cannot force enemies into an airborne state if they're currently grounded, enemies doing any kind of ground tech also cannot be pulled vertically, even though emergency techs are considered airborne and can be pulled sideways surprisingly fast. However in the air the velocity added can stack up to a very high value and in any direction, only resetting once they touch the ground. This can lead to some strange results, such as opponents being flung, airdashing to cancel their momentum slightly and then going back to their fling velocity once the airdash ends. It can also mess up air moves and spacing.

In all cases, players performing distortion drives are completely unaffected by magnetism.

Overdrive: Voltic Field

  • Magnetized opponents are constantly pulled towards Tager,
  • All normal drive moves all gain projectile guardpoints (As well as attribute specific guardpoints depending on the move)
  • Spark Bolt Gauge fills up four times as fast
  • All moves that apply magnetism apply the maximum amount on hit or block.

Unlike most other overdrives, Tager's focuses more on taking advantage during neutral, with much stronger methods of applying and keeping magnetism. This isn't to say that it doesn't boost his combo damage, but this is limited to just what the overdrive cancel allows and greatly enhanced distortion drives, rather than boosted normals.

Strengths/Weaknesses

Strengths Weaknesses
  • Highest health total in the game.
  • Really good close range game
  • Huge comeback potential
  • High meter gain on magnetized opponents
  • High level pokes for easy confirms
  • Fairly large hitbox moves
  • Backdash has many invincible frames, useful for getting out of nasty situations
  • Very effective at punishes
  • Possesses the fastest projectile in the game
  • Big hurtbox, allowing for easy fuzzy/unblockable setups
  • Lack of mobility
  • Has trouble against zoners
  • Spark Bolt not always accessible
  • Gameplay revolves around corner and magnetized opponents
  • Requires knowledge and a lot of patience to win at high levels
  • Magnetized foes can sometimes work against you, pulling foes in to confirm an attack they might have whiffed otherwise


Normal Moves

5A
5A
BBCS Tager 5A.png
The jab of science.
400 All 7 3 11 - B -
5B
5B
BBCS Tager 5B.png
Now with color. And jump cancel.
540 Low 10 3 14 - F -
5C
5C
BBCS Tager 5C.png
Chops! Very good starter as well.
1000 Mid 15 7 15 - B -
2A
2A
BBCS Tager 2A.png
Kind of an anti air.
350 ALL 8 3 10 - B -
2B
2B
BBCS Tager 2B.png
The monkey kick that's surprisingly fast and safe.
580 Low 11 3 9 - F -
2C
2C
BBCS Tager 2C.png
Most manly launcher
1100 Mid 15 2 37 - B -
6A
6A
BBCF Tager 6A.png
Pose when delaying the move...
BBCS Tager 6A.png
...And release
800 Mid 19 7 37 - B - 1000 Mid 52 7 37 - B -
6B
6B
BBCS Tager 6B.png
BBCS Tager 6B 2.png
No longer an overhead, but faster and safer
620 Mid 16 2 18 - B -
6C
6C
BBCS Tager 6C.png
Slow long range overhead. SMASH!!!
1500 High 28 2 33 - B -
3C
3C
BBCS Tager 3C.png
I'mma trip you, and then I'mma make you fly!
810 Low 13 3 22 - F -
j.A
j.A
BBCS Tager jA.png
The best move nobody uses.
400 High/Air 7 3 9 - H -
j.B
j.B
BBCS Tager jB.png
#TheClassic
700 High/Air 10 16 20 - H -
j.C
j.C
BBCS Tager jC.png
The indiscriminate headbutt. Good for closing in on the opponent.
1050 High/Air 13 5 12 - H -
j.2C
j.2C
BBCS Tager j2C.png
The cries of anguish you will hear when this hits.
1200 High/Air 18 Until L+2 18 - H - 1200 High/Air 3 Until L+2 18 - H -


Drive Moves

5D
5D
BBCS Tager 5D.png
The punch of science.
1100 All 23 7 20 - B -
2D
2D
BBCS Tager 2D.png
Be careful of using this move. Whiffing this move can result in unwanted situations.
1200 All 26 10 18 - F -
4D
4D
BBCS Tager 4D.png
Nice blockstring ender because of its speed and frame advantage.
800 ALL 13 4 14 - B -
j.D
j.D
BBCS Tager jD.png
Hot damn that clap hurts.
1120 High/Air 23 4 28+7L - H -


Universal Mechanics

Forward Throw
Forward Throw
BBCS Tager FThrow.png
Powerbomb
0, 1500 Throw(140) 7 3 23 - T -
Back Throw
Back Throw
BBCS Tager BThrow.png
Suplex
0, 1500 Throw(140) 7 3 23 - T -
Air Throw
Air Throw
BBCS Tager AThrow.png
Body slam
0, 1500 Throw(160) 7 3 23+3L - T -
Counter Assault
Counter Assault
BBCS Tager 6B.png
Turn the tables
0 ALL 16 2 31 - B -
Crush Trigger
Crush Trigger
BBCP Tager CrushTrigger.png
1000 Barrier 20 1 25 - B - 1000 Barrier 30~61 1 25 - B -


Specials

Gigantic Tager Driver
Gigantic Tager Driver
360A
BBCS Tager Buster.png
Make your opponent feels stupid for getting grabbed by this.
0, 2500 T 6 1-10 29 - T -
Wedge Catapult
Wedge Catapult
360B Grab 'em and dab 'em
0, 1200 T 30 4 30 - T -
Impact Driver
Impact Driver
360B After wedge catapault
BBCF Tager ImpactDriver.png
Basically turns the move into 360A
0, 1400 - T -
Air Gigantic Tager Driver
Air Driver
360C How does he jump up after them when this move hits?
2700 Throw 6 1-11 Until L+12 - T -
Atomic Collider
Atomic Collider
623C
BBCS Tager Collider.png
Make your opponent jump then snatch them out the air with this.
0, 2250 (1350) Unblockable 17 5-?? 19 - T -
A Sledge
A Sledgehammer
236A
BBCS Tager Sledge.png
Slap projectiles and your opponent silly with this sledge
1200 Mid 20 3 18 - B -
B Sledge
B Sledgehammer
236B
BBCS Tager Sledge.png
Good at closing the distance against zoners...sometimes
1300 Mid 35 4 20 - B - 1500 Mid 56 4 20 - B -
Hammer
Additional Attack
236A after Sledge or Voltic charge guardpoint
BBCS Tager Hammer.png
CRUSH THEIR SKULLS!
1370 High 22 6 30 - B - 1370 High 13 6 30 - B -
Gadget Finger
Gadget Finger
22D on downed opponent
BBCS Tager Finger.png
Get Fingered.
100 Unblockable 7 8-47 16 - -
Voltic Charge
Voltec Charge
214D
BBCS Tager Charge.png
Guard point the world then hammer their skulls afterward
39-113 - -
Spark Bolt
Spark Bolt
41236D / 623D
BBCP Tager SparkBolt.png
The great equaliser.
1500 All 12 Until Offscreen Total 47 - P2* -
Crimson Punisher
Crimson Punisher
63214A
BBCP Tager GrandPunish.png
Whoa! Air combo oki ender :O
800, 1500 All 15 3 13+3L - H -

Distortion Drives

Magna Tech Wheel
Magna Tech Wheel
236236B
BBCS Tager MTW.png
BBCS Tager MTW 2.png
220*19, 1800 All, High/Air 7+12 4,2*18 (15) 3 72 - B - 180*31, 1800 All, High/Air 7+12 4,2*30 (15) 3 72 - B -
Terra Break
Terra Break
MTW -> 236236B
BBCS Tager TerraBreak.png
3600 All 9+46 9 35 - B - 4200 All 9+46 9 35 - B -
Genesic Emerald Tager Buster
Genesic Emerald Tager Buster
720C
BBCS Tager GETB.png
BBCS Tager GETB2.png
4620 Throw 5+0 2-?? 41 - T - 5220 Throw 5+0 2-?? 41 - T -


Exceed Accel

Charged Lightning
ABCD during Overdrive
600, 0, 70*21, 1150 All Fast: 10
Slow: 20
3 34 - B - 600, 0, 75*30, 3300 Fast: 10
Slow: 20
3 34 - B -


Astral Heat

King of Tager
1080D
BBCS Tager Astral.png
BBCS Tager Astral2.png
BBCS Tager Astral3.png
16000 (DESTROY) Unblockable 5+16 4 76 - T -

External References