Iron Tager
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Health: 20,000
Jump Startup: 6F
Backdash Time 41F / Invul: 1-21F All
- Backdash can cancel into all actions except back walk 30F onward
- Movement Options
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Overview[edit]
"Depending on someone to watch your back...doesn't feel bad at all"
Backstory[edit]
Sometimes also referred to as the "Red Devil", Tager is a cyborg and a member of Sector Seven that works directly under Kokonoe. He used to be a mercenary but ended up being gravely wounded during a battle in the Ikaruga War. Upon noticing Tager's compatibility with Kokonoe's experimental "Demon Cells," she retrieves his body from the battlefield and rebuilds him as a cyborg, with his original flesh becoming heavily mutated by the demon cells. Although his life was saved, Tager lost all memories of his past life as a side effect of the process, and now has decided to repay his debt to Kokonoe as her personal agent within Sector Seven.
Playstyle[edit]
Tager is a grappler character. He has slow and limited movement but by using a combination of his 5B (his old Sledge special) to cover ground, his Voltic Battler drive to pull his opponent towards him and solid fundamenetal movement, Tager can close the gap between him and his opponent. Once close, Tager has a number of command grabs that can either be very damaging on their own or which can lead to an even more damaging combo.
Strengths/Weaknesses[edit]
Strengths |
Weaknesses
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- 20k health; highest tier of health in the game
- A variety of threatening command grabs to control the ground and air, including his invincible 720 command grab which can be used both in the air and on the ground
- Sledge is a very strong zone breaking tool with high and mid guard points
- Can easily nullify most projectile wars at the cost of 1 skill gauge with Spark Bolt
- High BnB damage
- Strong reset potential on opponent's wakeup thanks to magnetized command grabs.
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- Low mobility. Tager cannot air dash or double jump
- Sledge is weak against lows and sometimes inconsistent against strong multihit pokes while speeding towards the opponent
- Very tall and vulnerable to instant overhead mixups
- Assists are fairly situational and teammate dependent
- Meter dependent, especially considering the threat potential of tools like Spark Bolt and Genesic Emerald Tager Buster
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Drive: Voltic Battler[edit]
How Tager's drive functions has changed going in to BlazBlue Cross Tag Battle. In the BlazBlue series, Tager could magnetize his opponents on hit or block with a drive move and certain special moves. He would then be able to pull his opponent towards using specific normals, specials and supers. In BlazBlue Cross Tag Battle, the need to magnetize an opponent has been removed. Instead, specific Tager normals, specials and supers will now automatically pull the opponent towards him.
The following moves will pull the opponent towards Tager:
- j.B
- 2B
- 2nd and 3rd hit of 5A Smart Combo
- 3rd hit of 4A Smart Combo
- B Atomic Collider
- Wedge Catapult
- B and C Air Driver
- C Tager Driver
- Gadget Finger
- Magna Tech Wheel
- Genesic Emerald Tager Buster
Normal Moves[edit]
4A
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Version
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Damage
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Guard
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Startup
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Active
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Recovery
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Frame Adv.
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4A
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1000
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All
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8
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-
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-
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0
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- Tager's fastest ground poke.
- Slower than 214A but still very useful for safely controlling space.
- Jump cancellable on hit and on block.
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4AA
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1000
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Low
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-
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-
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-
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-3
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- Hits low
- Jump cancellable on hit and on block.
Be careful using this when connecting 4A against aerial opponents or at longer ranges where it might whiff. Chain into 2C instead in those situations.
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4AAA
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1700
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All
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-
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-
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-
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-1
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Can be a decent setup into a command grab. Special cancelable and chainable into 2C.
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5A
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Version
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Damage
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Guard
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Startup
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Active
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Recovery
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Frame Adv.
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5A
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1700
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All
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15
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-
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-
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-3
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- Jump cancelable on hit and on block.
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5AA
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1700
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All
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-
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-
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-
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-15
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- Chargeable for magnetism and high/mid guard point.
- Can be held for 31f
- Special cancelable into Tager's command grabs
- Fully charged does additional damage and is chainable into 2B
- Frankly ridiculous amounts of armour. You can tank the first half of Nine's Flame Punisher and still do your attack undisturbed
Canceling into 214B or 214C after this move is a situationally useful mixup against blocking opponents. In the event they get counterhit on the ground, you can actually combo directly into 214B.
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5AAA
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2000
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All
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-
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-
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-
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-18
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If you want to special cancel into 236C or 236AB for more damage, this is the most consistent normal to cancel from during your A series.
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5AAAA
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2000
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High
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-
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-
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-
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-14
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Is special cancelable but it is character dependent to combo into 236C or 236AB from this move. Another alternative is calling an Assist during this move and special canceling into 236B as the Assist lifts the opponent from the ground.
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5B Sledgehammer
Sledge... Hammer!
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Version
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Damage
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Guard
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Startup
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Active
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Recovery
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Frame Adv.
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5B
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2000 (2500)
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All
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32
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-
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-
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-4
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- Chargeable. Sledge will cover more distance and deal more damage when fully charged.
- Has high and mid guard points while charging.
- Launches airborne opponents, allowing further combo.
- Can be held for 29f
Difficult to punish on block, use this move to cover screen distance and approach zoners. Chainable into 2A, 2B, 2C, and 5C on hit but not block. Thanks to high and mid guard points, Tager can also bait Bursts with this move for a counterhit combo.
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5BB
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1700
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High
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-
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-
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-
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-17
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- Deceptively large, long-lasting overhead hitbox
- Sends airborne opponents downwards
- Only combos in Gadget Finger
Don't use this if Sledgehammer gets blocked as it's easy to punish. Will autocorrect if an opponent crosses over Tager after he uses Sledge.
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2A
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Damage
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Guard
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Startup
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Active
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Recovery
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Frame Adv.
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1700
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All
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13
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-
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-
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-12
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Can be used as an anti-air, but the reward isn't spectacular without a Counter hit. Due to head invulnerability, you can try to get a counterhit with this move when an opponent tries to burst one of your combos on the ground.
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2B
Who thought letting this be cancellable into 5C overhead was a good idea.
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Damage
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Guard
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Startup
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Active
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Recovery
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Frame Adv.
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2000
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All
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26
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-
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-
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+2
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- Has magnetism
- Special cancelable
Rather slow to start and easily stuffed in neutral, but can be a decent pressure tool against blocking opponents. Useful in some juggle combos as it is chainable into Sledge, 2A, and 2C.
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j.A
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Version
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Damage
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Guard
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Startup
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Active
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Recovery
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Frame Adv.
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j.A
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1500
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High
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-
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-
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-
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-
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Quick and has a lot of active frames, making it a solid jump-in normal.
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j.AA
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1700
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High
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-
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-
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-
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-
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Mostly used in combos. Chainable into j.B or j.C
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j.B
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Damage
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Guard
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Startup
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Active
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Recovery
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Frame Adv.
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2000
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High
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-
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-
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-
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-
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- Very attractive against aerial opponents
- Whiffs vs crouching opponents
Used in aerial combos, and can be used as an air to air. Has high frame advantage on hit and block against grounded opponents but beware of whiffing against low profiles/crouches.
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j.C Crimson Punisher
CRIMSON PUNISH
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Damage
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Guard
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Startup
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Active
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Recovery
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Frame Adv.
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1700, 1200
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All
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-
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-
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-
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-
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- 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.
- During the initial arm sweep, Tager is launched slightly upwards and forwards and loses all previous jumping momentum, enabling it to easily hit enemies slightly above him due to air hits, but also makes hitting it on standing opponents very tricky.
- Can be used as a ghetto double jump to perform crossups and bait out anti-air attacks.
- Unsafe on block, but the hitbox is deceptively large and strong in air to air exchange.
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Universal Mechanics[edit]
Ground Throw[edit]
Charged Lightning[edit]
Charged Lightning 5A+D
Magnetic Storm
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Atomic Collider[edit]
Atomic Collider 236A/B
don't jump
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Version
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Damage
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Guard
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Startup
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Active
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Recovery
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Frame Adv.
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A
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0,3500
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-
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16
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-
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-
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-
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- No magnetism
- Can only grab airborne opponents
- Moves opponent to the other side of Tager
- Only combos into Gadget Finger
- Has upper body invulnerability around the active frames
Thanks to the upper body invulnerability and deceptively large hitbox this move can occasionally be an effective anti-air, though Tager has other anti-air alternatives that do considerably more total damage. Generally speaking this move is best used at the end of a combo.
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B
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0,3500
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-
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29
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-
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-
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-
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- Extremely attractive to airborne targets, grounded opponents will slide along the floor slowly
- Can only grab airborne opponents
- Hold button to extend active frames
- Moves opponent to the other side of Tager
- Ground bounces for further comboing
- Can be held for 42f
Be careful as opponents who super jump will typically fly over Tager's head. Be mindful that you can be hit while pulling opponents towards you as well as during the long startup of the move.
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Gigantic Tager Driver[edit]
Gigantic Tager Driver 214A/C
REAL SOVIET DAMAGE
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Version
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Damage
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Guard
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Startup
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Active
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Recovery
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Frame Adv.
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A
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0,0,0,4200
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-
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6
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-
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-
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-
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- No magnetism
- Only grabs grounded opponents
- Only combos into Gadget Finger
Technically Tager's fastest move in terms of startup. Also your main tool to exert pressure after Gadget Finger.
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C
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0,0,0,4200
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-
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6
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-
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-
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-
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- Brief period of magnetism
- Only grabs grounded opponents
- Only combos into Gadget Finger
Has the same startup as the A version, but as this move can be held briefly for Magnetism, it benefits from greater effective range as well as active frames, making unseeable tick throw setups considerably easier to execute without getting counterhit by mashed normals.
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Wedge Catapult[edit]
Wedge Catapult 214B
dab 'em into a combo
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Damage
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Guard
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Startup
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Active
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Recovery
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Frame Adv.
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0,0,800
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-
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20
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-
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-
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-
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- Wall Bounces, convert into a combo by linking 5A or j.A
- Can be held for 10f
Has invulnerability and magnetism early in the move up to the point where Tager grasps at this opponent. The damage scaling on this move is very good, allowing for some of Tager's most damaging combos upon a successful grab. While uncommon and largely impractical, it is also possible to combo grounded opponents directly into this grab via assists or counterhit 5AA.
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Air Driver[edit]
Air Driver j.214A/B
YOU JUMPED?
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Version
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Damage
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Guard
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Startup
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Active
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Recovery
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Frame Adv.
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A
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0,0,0,4500
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-
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16
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-
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-
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-
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- No magnetism
- Can only grab airborne opponents
- Only combos into Gadget Finger
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B
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0,0,0,4500
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-
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24
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-
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-
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-
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- Extremely attractive to airborne opponents
- Grounded opponents will slide along the floor slowly
- Can only grab airborne opponents
- Stops all momentum when in use
- Button can be held to extend active frames
- Only combos into Gadget Finger
- Can be held for 59f
Be careful when using this. Grounded opponents will have plenty of time to get under you. While opponents who super jump will usually fly overhead and can hit you as they fly by.
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Gadget Finger[edit]
Gadget Finger Press A, B or C during 2C, Atomic Collider, Gigantic Tager Driver or Air Driver
NOW, GET UP
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Damage
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Guard
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Startup
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Active
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Recovery
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Frame Adv.
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0,0,100
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-
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-
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-
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-
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-
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As of 1.30 update, drops the opponent just inside 214A range with Tager at a small frame advantage. This is a very strong position for Tager where in order to avoid a properly timed command grab, the opponent must buffer a jump, reversal, or backdash. Keep in mind that you can actually catch jumpsquat frames with 4A timed as early as possible, but delayed slightly 4A can also catch most backdashes while still counterhitting mashed normals.
You can also consider also using Active Switch to extend combos or for better positioning in your resets when using this to end Tager's combos.
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Spark Bolt[edit]
Spark Bolt 236C
Whose idea was this
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Damage
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Guard
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Startup
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Active
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Recovery
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Frame Adv.
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1700
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All
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12
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-
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-
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-1~+11
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Tager no longer needs to charge a separate resource and instead only consumes one Skill Gauge to use this move. Just like in other BlazBlue games, this will beat other normal projectiles easily. Also an important combo extender for Tager.
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Air Driver[edit]
Air Driver j.214C
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Damage
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Guard
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Startup
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Active
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Recovery
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Frame Adv.
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0, 0, 4500
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-
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6
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-
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-
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-
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- Extremely attractive to airborne opponents
- Grounded opponents will slide along the floor slowly
- Can only grab airborne opponents
- Button can be held to extend active frames for about 1 second
- Only combos into Gadget Finger
- Can be held for 33f
The magnetism on this move is stronger than that of j.214B, making the move moderately more consistent at raw grabbing aerial opponents. Also of note is that this grab can be comboed into, which could be considered an option as an unburstable combo ender.
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Partner Skills[edit]
5P Sledgehammer
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Damage
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Guard
|
Startup
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Active
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Recovery
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Frame Adv.
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2000
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All
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35
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N/A
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N/A
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+30
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- Tager's fastest assist
- Launches and causes a soft knockdown
Has projectile invulnerability. Also very useful in Cross Combos due to its relatively fast startup and cooldown.
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6P Spark Bolt
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Damage
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Guard
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Startup
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Active
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Recovery
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Frame Adv.
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1700
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All
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110
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N/A
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N/A
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+34
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- Fires straight ahead
- Absurdly long startup time
- Wall bounces opponent to Tager's position
A highly situational assist. The extremely long startup makes it very easy to react to in neutral, but it can sometimes be uniquely advantageous in combos that have long forced animations. Unlike in other BlazBlue games, Tager's charging stance does not have protection of any kind, making him entirely vulnerable before the move activates.
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4P Up Spark Bolt
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Damage
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Guard
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Startup
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Active
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Recovery
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Frame Adv.
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1700
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All
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76
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N/A
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N/A
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+34
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- Fires at a 30° angle from the ground
- Much faster than his 6P
- Wall bounces to Tager's position
Vastly superior to Tager's 6P. Shallow angle combined with Spark Bolt's incredibly size and speed makes this a strong anti-air assist.
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Distortion Skills[edit]
Magna Tech Wheel[edit]
Magna Tech Wheel 236B+C
spin2win
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Genesic Emerald Tager Buster[edit]
Genesic Emerald Tager Buster 214B+C or 720B+C (air OK)
"START PRAYING!" "SAY GOODBYE TO YOUR FRIENDS!"
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Version
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Damage
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Guard
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Startup
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Active
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Recovery
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Frame Adv.
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Ground
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0, 0, 6120 [0, 0, 7120]
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Throw
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10+0
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-
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-
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-
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- Extremely attractive
- Can only grab grounded opponents
- Invincible startup
- Button can be held to extend active frames, though you are not invincible while doing this
If you input 720B+C instead of 214B+C, the damage of GETB will be increased by 500 (6620/7620). The range on this move is deceptively huge especially thanks to the generous magnetism during the startup, making it a powerful tool in footsies as well as a threatening reversal
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Air
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0*2, 730, 0*3, 6120 [0*2, 730, 0*3, 7120]
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Air Unblockable
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6+0
|
-
|
-
|
-
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- Extremely attractive to airborne opponents
- Grounded opponents will slide along the floor slowly
- Can only grab airborne opponents
- Stops all momentum when in use
- Invincible startup
- Button can be held to extend active frames
Be careful when using this. Grounded opponents will have plenty of time to get under you. While opponents who super jump will usually fly overhead and can hit you as they fly by.
Input 720B+C will also give you an extra 500 damage (7350/8350).
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Distortion Skill Duo[edit]
Terra Break P during partner's distortion drive
Don't do this on block
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Astral Heat[edit]
King of Tager 222B+C
"Releasing Armagus!" Buckle Up. Cause I wanna take you for a ride.
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Damage
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Guard
|
Startup
|
Active
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Recovery
|
Frame Adv.
|
22600 (DESTROY)
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All
|
-
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-
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-
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-
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- Requires level 4 Resonance Blaze to meet 9 meter cost requirement
- Unlike Tager's other command grabs, this can grab either grounded or airborne opponents
- Extremely attractive
- Buttons can be held to extend magnetism duration.
- Easy confirm from 2A, 2C, Wedge Catapult. Confirms off gadget finger.
You can be hit while extending the magnetism of this move, but this shouldn't be an issue when ending the round with a hit confirm.
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