BBCF/Iron Tager

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Iron Tager
BBCF Tager Portrait.png
ERROR CharData-BBCF using unknown character, capitalization matters
Movement Options
Magnetism, no Double Jump, no Airdash, no Run, J.C


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.

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 960F). 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 is taking damage, the rate changes to 1 point per 2 frames (when Tager performs 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 1200 points. When the gauge is full, Tager can use the Spark Bolt attack.

Overdrive: Voltic Field

Magnetized opponents are constantly pulled towards Tager, His drive moves all gain projectile guardpoints (As well as attribute specific guardpoints depending on the move) and the Spark Bolt Gauge fills up quicker.


  • Highest health total in the game.
  • Really good close range game
  • High damage command grabs
  • 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 hit box, 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

BBCS Tager 5A.png
The jab of science.
Damage Guard Startup Active Recovery Frame Adv Attribute
400 All 7 3 11 1 -
  • Tager's fastest grounded normal
  • Cannot self cancel
  • Decent combo starter
  • Good for tick throws
  • One of the few normals that Tager can jump cancel, so you can use it to bait bursts. 5A, j.5A is possible early in the combo, allowing some air combos.

BBCS Tager 5B.png
Now with color. And jump cancel.
Damage Guard Startup Active Recovery Frame Adv Attribute
540 L 10 3 14 0 -
  • Standing low
  • Mostly combo filler, surprisingly long untech time allows 5B > 5C on downed opponents quite late into the combo
  • After doing 5B > 2B > 5B you cannot cancel into 2B again.

BBCS Tager 5C.png
Chops! Very good starter as well.
Damage Guard Startup Active Recovery Frame Adv Attribute
1000 HL 15 7 15 -3 -
  • Tager's best P1/P2 combination at 100/92 making it the best opener for DD combos.
  • Can combo into itself on air and ground counterhit.

A decent poke, an excellent starter if you land in 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.

BBCS Tager 2A.png
Kind of an anti air.
Damage Guard Startup Active Recovery Frame Adv Attribute
350 ALL 8 3 10 1 -

Like a worse 5A without the jump cancel and 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.

BBCS Tager 2B.png
The monkey kick that's surprisingly fast and safe.
Damage Guard Startup Active Recovery Frame Adv Attribute
580 L 11 3 9 5 -
  • 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

BBCS Tager 2C.png
Most manly launcher
Damage Guard Startup Active Recovery Frame Adv Attribute
1100 HL 15 2 37 -20 -
  • High risk, high reward anti-air that can lead to some hilarious damage, but will mostly see use in combos, pretty much always following 6A.
  • Has head invulnerability, but is very short and just before the active time, often leading to trades, definitely not useful to stop low air attacks on wakeup.
  • Good vertical reach, but poor horizontal reach.
BBCS Tager 6A.png
Good for shutting down mashers and scrubs.
Version Damage Guard Startup Active Recovery Frame Adv Attribute
Uncharged 800 HL 19 7 37 -27 -
  • Hold button to delay.
  • Move is attractive to magnetised opponents throughout its startup and active frames, including if you delay the move.
  • Groundslides* opponent on hit.
  • Has Super Armor throughout the charge animation against non-low attacks.
  • Tager's only normal that can cancel into his command throws.

Tager's 6A is a very good all-purpose tool. It brings the opponent closer to him, allowing him to start close range pressure and grab mixup. It also is a very good combo tool that causes groundslide and combos into 6B for oki and 2C-Collider for additional damage.

This move also has a strange property where the ground-sliding animation and untech time lasts MUCH longer when the opponent is hit by this at a low height. The untech time is long enough to allow combos of all kinds, as major examples, if you get the long-untech time version, 6A will combo into B sledge, 6C, and Crush Trigger, allowing a lot of combo possibilities. It's advised to use this only at the beginning of combos, using this at the end of them where proration is high is ill-advised.

Max Charge 1000 HL 52 7 37 -27 -

Charging 6A simply extends the armor frames and attractive time allows you to delay the attack for a bit more damage. Charging fully is generally useless, except if you read that a hit is coming and you want to guard point through it. Charging 6A gives a bit more hitstun to confirm the hit with, but doesn't open up any more combo paths other than a very strict 6[A] CH > 360B which is basically impossible to confirm.

BBCS Tager 6B.png
No longer an overhead, but faster and safer
Damage Guard Startup Active Recovery Frame Adv Attribute
620 HL 16 2 18 -3 -
  • Stomp attack
  • Can cancel into itself once
  • Now forces crouching on standing hit allowing combos into, and out of, A sledge
  • Hard knockdown on air hit. Combos into A Sledge and Gadget finger but not 2C in this instance.
  • Has Foot invulnerabity on start-up, allowing you to counter low hitting pressure.
  • Moves Tager forward slightly

An important but overlooked move in Tager's arsenal outside of combos. Given that nothing else in Tager's arsenal with foot invulnerability, and Tager has many guard point moves that fail against low attacks, you'll find a lot of players will try long reaching low pokes at neutral that this will beat out.

BBCS Tager 6C.png
Slow long range overhead. SMASH!!!
Damage Guard Startup Active Recovery Frame Adv Attribute
1500 H 28 2 33 -18 -
  • Fatal Counter
  • Jump cancel not available on block.
  • Tager's only standing overhead, but basically useless as a mixup tool due to its massive tell and slow startup.
  • Can be used as a poke at large distances, but it extends Tager's hurtbox forward and can be stuffed. 5D is generally much safer.
  • Floor bounces on any kind of hit, can be jump cancelled into various combos.
  • Massive hit damage and a bonus 10% proration if used in a combo, you'll want to work this into your combos as much as you can get away with.

BBCS Tager 3C.png
I'mma trip you, and then I'mma make you fly!
Damage Guard Startup Active Recovery Frame Adv Attribute
810 L 13 3 22 -8 -
  • Massive untech time, allowing Tager to hit his opponent and then lift them unto the air with a whiffed atomic collider to continue the combo.
  • Hitting with 3C at any point in the combo enables using Gadget finger for that combo.
BBCS Tager jA.png
The best move nobody uses.
Damage Guard Startup Active Recovery Frame Adv Attribute
400 HA 7 3 9 - -
  • Useful air to air poke
  • Combo filler needed when using 5A's jump cancel to make a combo.
BBCS Tager jB.png
Damage Guard Startup Active Recovery Frame Adv Attribute
700 HA 10 16 20 - -
  • Can cross-up enemy
  • Useful tool for gimmicks
  • Floorbounces on counterhit.
  • General purpose jump in attack with a huge active time.

BBCS Tager jC.png
The indiscriminate headbutt. Good for closing in on the opponent.
Damage Guard Startup Active Recovery Frame Adv Attribute
1050 HA 13 5 12 - -
  • Doesn't look like it has as much range as it really does due to the way Tager's body goes horizontal.
  • Adds a small amount of forwards momentum to Tager.
  • Has a tendency to clash in air footsies.
  • Long untech time on a counterhit, usually possible to land and pick up the combo.

BBCS Tager j2C.png
The cries of anguish you will hear when this hits.
Damage Guard Startup Active Recovery Frame Adv Attribute
1200 HA 18 Until L+2 18 - -
  • Fatal Counter
  • 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.

Drive Moves

BBCS Tager 5D.png
The punch of science.
Damage Guard Startup Active Recovery Frame Adv Attribute
Normal: 1100
OD: 1200
All 23 7 20 -6 B
  • A big poke used to get magnetism in neutral. Causes the enemy to be magnetised and also attracts magnetised opponents during startup and active frames. Special cancellable on hit or block, not jump cancelable.
  • 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.
  • Gains Body and Projectile guard point during overdrive.

Tager's 5D is one of his more important tools. It is an all around useful normal, which can be used in combos, a long range big poke, counter hit fishing (trying to force a counter hit), sometimes also for frame traps and as a situational anti-air. However, overusing 5D too much will lead to painful CH combos against Tager because of its slow speed, so use but don't abuse. If used as a combo ender, it's worth cancelling into voltic charge to get a free boost to your spark bolt meter.

BBCS Tager 2D.png
Be careful of using this move. Whiffing this move can result in unwanted situations.
Damage Guard Startup Active Recovery Frame Adv Attribute
1200 All 26 10 18 -7 -
  • Magnetises and is also attractive on magnetised opponents, effectively extends the range of this already long ranged move.
  • Fatal Counter, followup with 3C > 623C (whiff) or 5C > 6A to start the combo if they're close enough.
  • Long active time, but Tager immediately goes into recovery.
  • No cancels possible outside of Rapid cancels.
  • Gains Foot and Projectile guard point during overdrive.
BBCS Tager 4D.png
Nice blockstring ender because of its speed and frame advantage.
Damage Guard Startup Active Recovery Frame Adv Attribute
Normal: 800
OD: 1200
ALL 13 4 14 -1 -
  • Magnetises and is attractive on magnetised opponents, but not greatly due to the rapid startup
  • Low risk, Low reward defensive move. Fast startup, big hitbox and safe even on instant block, but can be low profiled.
  • Applies a shorter magnetism than all other drive moves (4 seconds as opposed to 6).
  • Followups only possible on counterhit, and even then usually not be possible, leads to surprisingly good damage due to a nice P1 and P2. Worth RCing if you can react to the counterhit to capitalise on the damage.
  • Gains Body and Projectile guard point during overdrive.
BBCS Tager jD.png
Hot damn that clap hurts.
Damage Guard Startup Active Recovery Frame Adv Attribute
Normal: 1120
OD: 1200
HA 23 4 28+7L - -
  • A slow move with huge untechable time. Causes opponent to be magnetized.
  • Magnetises and is attractive on magnetised opponents, can easily stuff up air spacing.
  • Often used in Fatal Counter combos, or after 6C for combos.
  • Does not combo after Tager's other moves without a counterhit, with the exception of j.C on fatal counter combos.

Tager's j.D is a situational move that can be used to control airspace, but Tager is usually grounded throughout the match, so it's seldom used in this fashion. However, j.D is an amazing move for combos because it has so much untechable time that Tager will usually be able to land and continue with a ground combo, even in slightly high hitstun reduction.

  • Gains Head and Projectile guard point during overdrive.

Universal Mechanics

Forward Throw
Forward Throw
BBCS Tager FThrow.png
Yes, Tager actually does have normal throws.
Damage Guard Startup Active Recovery Frame Adv Attribute
0, 1500 T (140) 7 3 23 - T
  • Leads to higher damage, heat gain and is much safer on whiff than 360A, but has no startup invulnerability or magnetic attraction
  • Special cancellable.
Back Throw
Back Throw
BBCS Tager BThrow.png
Recovery on his normal throws is scarily fast.
Damage Guard Startup Active Recovery Frame Adv Attribute
0, 1500 T (140) 7 3 23 - T
  • Similar to forward throw and with the same comparisons to 360A, however is not special cancellable. Your opponent isn't bounced away very far however, allowing you to follow up with 5B or, more ideally, a low sliding 6A > 6C.
Air Throw
Air Throw
BBCS Tager AThrow.png
This probably won't ever happen.
Damage Guard Startup Active Recovery Frame Adv Attribute
0, 1500 T (160) 7 3 23+3L - T
  • Cancellable from j.A in a way that Air Driver is not.
  • Follow up by landing a lowest-possible j.2C, 5B...

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Counter Assault
Counter Assault
BBCS Tager 6B.png
Turn the tables
Damage Guard Startup Active Recovery Frame Adv Attribute
0 ALL 16 2 31 -14 -
  • 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.

Crush Trigger
Crush Trigger
BBCP Tager CrushTrigger.png
Version Damage Guard Startup Active Recovery Frame Adv Attribute
Uncharged 1000 B 20 1 25 0 -
Charged 1000 B 30~61 1 25 0 -
  • Hard knockdown.
  • Not the most useful move as a guard crusher, since Tager has much better ways of dealing with people who guard too much
  • Useful in some combos, can be followed up with 6B
  • Basic CT combo route is 5c 6a 6bb CT, can follow with 5b 5c spark bolt for good damage


Gigantic Tager Driver
Gigantic Tager Driver
BBCS Tager Buster.png
Make your opponent feels stupid for getting grabbed by this.
Damage Guard Startup Active Recovery Frame Adv Attribute
0, 2500 U 6 1-10 29 - T
  • High damage command grab
  • Cannot be special cancelled into, except from 6A.
  • Small invulnerability window
  • Bad whiff recovery, Tager is in a Counterhit state in this time.
  • Despite its appearance, the hitbox for the move extends all of the way down to Tager's feet, preventing it from being low-profiled.

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, but does the same damage as his classic A Driver. The 6 frame startup means it can be used as a 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.

Wedge Catapult
Wedge Catapult
BBCF Tager WedgeCatapult1.png
Grab 'em and dab 'em
BBCF Tager WedgeCatapult2.png
Version Damage Guard Startup Active Recovery Frame Adv Attribute
Wedge Catapult
0, 1200 U 30 4 30 - -
  • Punish throw / risky reversal
  • Cannnot reduce an enemy to less than 1hp
  • Cannot be special cancelled into, except from 6A.
  • Tager is in a counterhit state during recovery.
  • Combo throw, does not incur purple !! marks if used during blockstun or a combo and benefits from the 10% damage bonus on counterhits. Does not have 100% minimum damage.
  • Untech time lasts until the opponent hits the floor
  • Poor P1, but excellent P2.

Wedge Catapult is Tager's new command throw in CF, replacing the B version Tager Driver. It sees most usage as a tool for punishing 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, like Atomic Collider, doesn't purple throw mid-combo, meaning that you can use it as a combo tool in some situations (After a 5D standing Counterhit for example). As a starter, it allows for followup combos with 6c or a delayed 5c, though the overall damage from a combo with Wedge as the starter is somewhat low. The Catapult itself prevents the opponent from teching whilst they're spinning in midair, meaning that until they hit the ground there's no way to get away from the follow-up combo, or the follow-up, Impact Driver. Which route you go will depend largely on positioning, as the move causes side-swap.

Whilst it's not a great move to use on wakeup, you can use Wedge immediately after Gadget Finger to punish players who don't respect your grabs and remain grounded. No one is safe from Russian science!

Impact Driver
Impact Driver
360B After wedge catapault
BBCF Tager ImpactDriver.png
Basically turns the move into 360A
Version Damage Guard Startup Active Recovery Frame Adv Attribute
Impact Driver
Catapult > 360B
0, 1400 - - - - - T
  • Burst-proof followup to Wedge Captapault
  • Deals 100% damage if Wedge catapault was the first hit of the combo.
  • Generous followup window
  • Opponent is returned to the same side they were on when Wedge catapault grabbed them
  • Can be cancelled into Gadget Finger during the final recovery frames.

The impact driver followup is seldom used due to combos from Wedge Catapault causing more damage. However it is unburstable and will always connect at any point in a combo, so if you manage to get wedge catapault late in a combo, or when your opponent is very low on life, you can use impact driver as a solid round ender. Can only be followed up with gadget finger.

Air Gigantic Tager Driver
Air Driver
BBCF Tager Air Driver.png
How does he jump up after them when this move hits?
Damage Guard Startup Active Recovery Frame Adv Attribute
2700 U 6 1-11 Until L+12 - T
  • Has no invulnerability like it's grounded equivalent, but since magnetism is much more strongly attractive on airborne opponents, it doesn't tend to need it.
  • Tager is stationary in the air throughout the move, and loses all air momentum.
  • Cannot be special cancelled into.
  • On magnetised opponents, can drag them across the entire screen, potentially punishing some air moves
  • Cannot hit grounded opponents, but will still pull them along the floor.

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.

Atomic Collider
Atomic Collider
BBCS Tager Collider.png
Make your opponent jump then snatch them out the air with this.
Damage Guard Startup Active Recovery Frame Adv Attribute
0, 1350 U 17 5-?? 19 - T
  • Unblockable anti air grab, hold to extend startup and magnetic attraction, release to grab.
  • While being a throw, it does not incur purple !! marks if used in a combo and will benefit from the 10% bonus damage from counter hits. Does not have 100% minimum damage
  • 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.

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. 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)

A Sledge
A Sledgehammer
BBCS Tager Sledge.png
Slap projectiles and your opponent silly with this sledge
Damage Guard Startup Active Recovery Frame Adv Attribute
1200 HL 20 3 18 -4 -
  • General purpose short ranged special, guard point against all projectiles. Range is similar to 5C.
  • Can only be followed up on an air hit if the opponent was high up.
  • Can be followed up with 5A early in the combo on crouching opponents (Use 6B to force crouching state).

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B Sledge
B Sledgehammer
BBCS Tager Sledge.png
Good at closing the distance against zoners...sometimes
Version Damage Guard Startup Active Recovery Frame Adv Attribute
Uncharged 1300 HL 35 4 15 -2 -
Max Charge 1500 HL 56 4 15 -2 -
  • It autoguards projectiles during start-up and active frames and high and mid attacks during start-up
  • Now much better in previous iterations due to its stronger guardpoint (Still completely vulnerable to low hits!)
  • 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.

Additional Attack
236A after Sledge or Voltic charge guardpoint
BBCS Tager Hammer.png
Damage Guard Startup Active Recovery Frame Adv Attribute
1370 H 22 6 30 -17 -
  • Combo ender in most cases, will always connect after either sledgehammer.
  • Can be RC'd into 5B very easily allowing the combo to continue.
  • Overhead, leading to a gimmicky mixup after a blocked sledgehammer, highly punishable if blocked and only possible to followup on hit counterhit.
  • Counterhits lead to short short combos due to its short starter property. For example, Hammer, 5B > 5C > 6A will miss on the 6A. Use Hammer, 5B > 5C > AC, 22D instead.

Gadget Finger
Gadget Finger
22D on downed opponent
BBCS Tager Finger.png
Get Fingered.
Damage Guard Startup Active Recovery Frame Adv Attribute
100 U 7 8-47 16 +10 on hit T
  • Tager picks up the opponent from the floor and drops them back down, now further then previous versions. Used for okizeme, combos and timeouts.
  • Only usable after knockdown attacks and some moves that force the knocked down property (Floorbounces do not count).
    • These moves are, 6B (Air hit only), 5D and 2D (Air hit only, only after floorslide begins), Crush Trigger, 360A, j.360C, j.2C (non CH only), Air throw.
    • 3C and Atomic collider have a special property where your opponent is considered to have been downed in the combo the instant these attacks connect.
  • Now actually has enough advantage to followup with 5A on certain characters, and even more on Fatal.
  • 100% minimum damage. Fixed 5% heat gain.

Tager's Gadget Finger is as good as ever, and still used for a lot of things. The most obvious use is to use this as an okizeme tool. It's fast enough to combo after his command grabs, both after 360A, or 360Bx2, giving him easy pressure afterward, albeit one that can be disrespected with Overdrive, DP's and EA. However, with the right conditioning and setup, they won't dare to do so.

However, a smart player quickly notices that Gadget Finger allows much more than this option. For starters, it actually has infinite untech time, which leads into two things : it allows the now infamous Timeout Tager loop (or "the circus"), or for new gimmicky combos.

The timeout is done by doing Gadget Finger, rapid-cancelling it and repeatedly doing whiffed Air Drivers (360C). This is much harder than it sounds, and must be done with great care to not launch the opponent too far away, or too high for another successful Driver whiff. If done correctly, with 100 meter, it can easily grant Tager a timeout win even when a lot of time is remaining in the match.

The combos that GF grant in this version aren't so well known. Even though GF drops farther back now, it actually had it's advantage after it increased, now allowing Tager to followup with 5A on characters like Arakune, Susanoo and another Tager. Fatal Counter allows GF > Spark Bolt on pretty much anyone, 5B on Tager, 5A > 3C on larger and wonky hitbox characters and even allows GF RC > 360B if the combo started with an FC. These combo paths however are more on the impractical side of the spectrum so it's better not to use them in serious gameplay.

Overall, with the new timeout and combos it gives, GF became a much more useful and threatening tool, while it's okizeme potential is left unchanged (it's harder to maintain it though due to the bigger distance between Tager and the enemy). Smart use of this move will pay off incredibly well, a 700-800 damage at the end of any combo via 360Bx2 isn't that bad either!

Voltec Charge
Voltec Charge
BBCS Tager Charge.png
Guard point the world then hammer their skulls afterward
Damage Guard Startup Active Recovery Frame Adv Attribute
N/A N/A - - 39-113 - N/A
  • Used during long distance standoffs to charge up your spark bolt. Can be held to extend duration. Spark bolt gain is only added after the guard point ends and is lost if you get successfully attacked.
  • On a successful guard point, you can use Additional attack to punish it. In this instance Voltic charge loses its bonus spark bolt gain.
  • A special move, therefore other moves can be cancelled into this to bait bursts.
  • Blocks as if you were using a standing guard, and also all projectiles (Therefore will block low projectiles).

Due to the slow nature of cancelling into additional attack, which also only has a standing and projectile guard, your opponent can notice they've hit your guard point and simply cancel their blockstring into a low hit and score and easy counter hit on you. Therefore this is inadvisble to use to trap grounded attacks unless you're doing a hard read on a reversal (which typically don't hit low). Useful against air jump ins however, but beware of crossup attacks, even if your opponent has completely crossed over by the time you start using 236A, Tager will not change facing and will therefore do the additional attack the wrong way.

Spark Bolt
Spark Bolt
41236D / 623D
BBCP Tager SparkBolt.png
Now with wall bound property.
Damage Guard Startup Active Recovery Frame Adv Attribute
1500 All 12 Until Offscreen Total 47 -1 P
  • A hugely threatening move just by its existence. Spark bolt exists to punish and take down people who like to hide at max distance spamming attacks.
  • Requires a full Spark bolt guage to fire, consumes all of it. Charges three times as fast during Overdrive.
  • Wall bounces on hit, allowing combos from any range.
  • Can be used to extend combos.
  • Destroys most projectiles and is absurdly fast to start up and travel.

A key tool for Tager, since once you have it available you have the means to counter pretty much any whiffed poke and any big and slow long ranged move. Therefore don't throw it away recklessly! Hold onto it and use that looming threat to keep your opponent playing cautiously at range, allowing you to close in via other means.

Crimson Punisher
Crimson Punisher
BBCP Tager GrandPunish.png
Whoa! Air combo oki ender :O
Damage Guard Startup Active Recovery Frame Adv Attribute
800, 1500 HA 15 3 13+3L - H
  • Two stage attack, if the initial arm sweep hits, his opponent is hit straight down with a hard knockdown and Tager immediately follows up with a bellyflop on the stricken opponent.
  • Disables bursts on hit.
  • During the initial arm sweep, Tager is launched slightly upwards and forwards, enabling it to easily hit enemies slightly above him due to air hits, but also makes hitting it on standing opponents very tricky.
  • Air combo finisher with big damage. Can be Rapid cancelled on either hit, although this is only worth doing early in the combo.
  • Can only be used once per jump.
  • Using as you come down from a super jump and following with 5b can bait anti-air and gives you a crossup jump-in option

Distortion Drives

Magna Tech Wheel
Magna Tech Wheel
BBCS Tager MTW.png
Version Damage Guard Startup Active Recovery Frame Adv Attribute
Normal 220*19, 1800 All, HA 7+12 4,2*18 (15) 3 72 -56 HBF
Overdrive 180*31, 1800 All, HA 7+12 4,2*30 (15) 3 72 -56 HBF
  • 15% Minimum damage
  • General purpose combo Distortion to add good damage to your combo.
  • Can be used as a reversal due to its guard point (Which guards high, low and even throws!), much safer than 720 due to being able to hit airborne opponents. But ensure you have heat left to rapid cancel should you get blocked.
  • Combos nicely after 6A > 2C
  • Final hit hits overhead, can be used as a gimmicky mixup on RC if you swap to a low hit.

Terra Break
Terra Break
MTW -> 236236B
BBCS Tager TerraBreak.png
Version Damage Guard Startup Active Recovery Frame Adv Attribute
Normal 3600 All 9+46 9 35 -25 B
Overdrive 4200 - 9+46 9 35 -25 -
  • Followup to Magna Tech Wheel to add even more damage.
  • Ideal timing is just before your opponent reaches the highest point of the bounce from the MTW. Don't mash the move otherwise it will come out far too early.
  • Blows opponent away on hit.
  • OD version causes wallbounce that allows for followup with either Exceed Accel or 6B.

Genesic Emerald Tager Buster
Genesic Emerald Tager Buster
BBCS Tager GETB.png
BBCS Tager GETB2.png
Version Damage Guard Startup Active Recovery Frame Adv Attribute
Normal 4620 U 5+0 2-?? 41 - T
Overdrive 5220 U 5+0 2-?? 41 - T
  • A true reversal command throw with absurd range (especially with magnetism). Catches standing or crouching enemies only. Moves forward and swaps sides after use, meaning it's impossible to corner someone with this.
  • No followups possible.
  • Goes active on the superflash frame, meaning that your opponent cannot respond to the superflash if they're already in a valid grabbing position.
  • Reduced damage from previous iterations, but can still be brought up considerably with overdrive and active flow damage boosts. The initial grab, despite doing no damage, can still be enough to give you active flow.
  • Overdrive version also magnetises opponent in addition to dealing much more damage.

Exceed Accel

Charged Lightning
ABCD during Overdrive
BBCF Tager ChargeLightning.png
Version Damage Guard Startup Active Recovery Frame Adv Attribute
Normal 600, 0, 70*21, 1150 All Fast: 10
Slow: 20
3 23 0 -
Active Flow 600, 0, 75*30, 3300 - Fast: 10
Slow: 20
3 23 0 -
  • Expensive reversal, and oddly gives no magnetism, but still very useful since Active flow Tager is pretty terrifying.
  • 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 be used with overdrive raids to escape pressure and take advantage back. Opponents may feel the need to block this if they see the overdrive superflash, and you can throw them instead.
  • Can go into this easily off of OD MTW > TB 6BB Exceed.

Astral Heat

King of Tager
BBCS Tager Astral.png
BBCS Tager Astral2.png
BBCS Tager Astral3.png
Damage Guard Startup Active Recovery Frame Adv Attribute
DESTROY UNB 5+16 4 76 - T
  • Startup is extendable by holding the button, attack will only happen after it is released.
  • Unblockable, looks like a command throw, but can actually can catch airborne and grounded enemies and cannot be throw rejected under any circumstances.
  • Combos easily after Spark Bolt, or even more easily after Wedge Catapult.

External References

BlazBlue: Central Fictione
Click [*] for character's frame data
System Explanations

HUDControlsFrame DataSystem Data

Movement/CancelingOffenseDefenseDamage/ComboAttack AttributesHeat/Barrier/Burst GaugeMisc