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* Slower than 214A but still very useful for safely controlling space. | * Slower than 214A but still very useful for safely controlling space. | ||
* Jump cancellable on hit and on block. | * Jump cancellable on hit and on block. | ||
* Can be used to tick throw 214A/C/B+C | |||
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* Hits low | * Hits low | ||
* Jump cancellable on hit and on block. | * Jump cancellable on hit and on block. | ||
* Can be used to tick throw 214A/C/B+C | |||
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. | 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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{{Description|7|text= | {{Description|7|text= | ||
* Slight magnetism | * Slight magnetism | ||
* Can be used to tick throw 214A/C/B+C | |||
Can be a decent setup into a command grab. Special cancelable and chainable into 2C. | Can be a decent setup into a command grab. Special cancelable and chainable into 2C. | ||
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{{Description|7|text= | {{Description|7|text= | ||
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* Is an overhead. | * Is an overhead. | ||
As it's special cancelable, you can combo into 236C or 236AB afterwards. 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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* 9-12f head invulnerable | * 9-12f head invulnerable | ||
Can be used as an anti-air, but the | Can be used as an anti-air, but more important is the fact that as of patch 1.5 Tager was given the ability to combo into 5A after this move assuming he hasn't used 5A earlier in a gatling. Use this to your advantage especially considering that you can combo into 2A from moves like 4A and even Sledge. 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, letting you afterwards juggle them with Sledge. | ||
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{{Description|7|text= | {{Description|7|text= | ||
Quick and has a lot of active frames, making it a solid jump-in normal. | Quick and has a lot of active frames, making it a solid jump-in normal. j.A -> rising j.A can fuzzy most of the cast. | ||
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{{Description|6|text= | {{Description|6|text= | ||
* Very attractive against aerial opponents | * Very attractive against aerial opponents | ||
* | * Can be low profiled by some moves and some crouching opponents [ie. Linne, other Under Night Characters] | ||
* Poor vertical hitbox close to Tager will cause the move to whiff unexpectedly when the opponent gets close. | |||
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 | Used in aerial combos, and can be used as an air to air. Has high frame advantage on hit and block against grounded opponents. j.B has two distinct hitboxes: a vertically large one where the magnetism effect is, and a vertically small one on his arms. Will generally whiff against crouchers up close, but not necessarily at max range. | ||
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* Moves opponent to the other side of Tager | * Moves opponent to the other side of Tager | ||
* Only combos into Gadget Finger | * Only combos into Gadget Finger | ||
* Has | * Has head attribute invulnerability frames 4-15 | ||
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. | 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. Is +41 upon landing, can safejump 9+f reversals. | ||
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* Moves opponent to the other side of Tager | * Moves opponent to the other side of Tager | ||
* Ground bounces for further comboing | * Ground bounces for further comboing | ||
* Has head attribute invulnerability frames 5-34 | |||
* Can be held for 42f | * Can be held for 42f | ||
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* Only combos into Gadget Finger | * Only combos into Gadget Finger | ||
Technically Tager's fastest move in terms of startup. Also your main tool to exert pressure after Gadget Finger. | Technically Tager's fastest move in terms of startup. Also your main tool to exert pressure after Gadget Finger. Is +35 upon landing, allowing Tager to safejump 15f+ reversals, but only applicable on forward tech/corner. | ||
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{{Description|7|text= | {{Description|7|text= | ||
* Brief period of magnetism | * Brief period of magnetism | ||
* Only grabs grounded opponents | * Only grabs grounded opponents, but can be done mid combo | ||
* Only combos into Gadget Finger | * 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. | 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. Is +35 upon landing, allowing Tager to safejump 15f+ reversals, but only applicable on forward tech/corner. | ||
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{{Description|6|text= | {{Description|6|text= | ||
* Wall Bounces, convert into a combo by linking 5A | * Wall Bounces, convert into a combo by linking 5A, 2B, j.A | ||
* | * Has full body invulnerability on frames 6-29 | ||
Has invulnerability and magnetism early in the move up to the point right before Tager grasps at this opponent. Be wary of very active moves as Tager is vulnerable for 1 frame before the grab hitbox is active. 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 and j.B. | |||
Has invulnerability and magnetism early in the move up to the point | |||
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* Extremely attractive to airborne opponents | * Extremely attractive to airborne opponents | ||
* Grounded opponents will slide along the floor slowly | * Grounded opponents will slide along the floor slowly | ||
* Can only grab airborne opponents | * Can only grab airborne opponents, but can be done mid combo | ||
* Button can be held to extend active frames for about 1 second | * Button can be held to extend active frames for about 1 second | ||
* Only combos into Gadget Finger | * Only combos into Gadget Finger | ||
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* Launches and causes a soft knockdown | * Launches and causes a soft knockdown | ||
Useful in Cross Combos due to its relatively fast startup and cooldown. | |||
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* Wall bounces to Tager's position | * Wall bounces to Tager's position | ||
Shallow angle combined with Spark Bolt's large size and very fast speed makes this a ok anti-air assist. Easily stuffed due to Tager's large frame | |||
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* Lightning spin super | * Lightning spin super | ||
Followup only comes out in resonance/ | Followup only comes out in resonance/Cross combo. Can be used with short Distortion Skill Duos, allowing for partner combo extension. | ||
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* Button can be held to extend active frames, though you are not invincible while doing this | * 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 | 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. Is +21 upon landing, but the opponent is placed far from Tager. | ||
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* Button can be held to extend active frames | * 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. | 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. Is +21 upon landing, but the opponent is placed far from Tager. | ||
Input 720B+C will also give you an extra 500 damage (7350/8350). | Input 720B+C will also give you an extra 500 damage (7350/8350). | ||
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<br style="clear:both;"/> | <br style="clear:both;"/> | ||
==Roadmap== | |||
<!--To update this section, go to this character's subheader in Dustloop Wiki:Roadmap/BBTag--> | |||
{{Roadmap}} | |||
==Navigation== | ==Navigation== | ||
{{#lsth:BBTag/Iron Tager/Data|Links}} | {{#lsth:BBTag/Iron Tager/Data|Links}} |
Revision as of 05:12, 6 February 2020
Iron Tager |
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Overview
"Depending on someone to watch your back...doesn't feel bad at all"
Backstory
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
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
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Drive: Voltic Battler
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
4A
4A | Template:AttackDataHeader-BBTag |
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5A
5A | Template:AttackDataHeader-BBTag |
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5B
5B Sledgehammer |
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5C
5C |
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Standard overhead. |
2A
2A | Template:AttackDataHeader-BBTag | ||||
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Can be used as an anti-air, but more important is the fact that as of patch 1.5 Tager was given the ability to combo into 5A after this move assuming he hasn't used 5A earlier in a gatling. Use this to your advantage especially considering that you can combo into 2A from moves like 4A and even Sledge. 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, letting you afterwards juggle them with Sledge. |
2B
2B |
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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. |
2C
2C | Template:AttackDataHeader-BBTag | ||||
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Decently quick and safe low poke. Special cancelable and chainable into Gadget Finger. |
j.A
j.A | Template:AttackDataHeader-BBTag |
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j.B
j.B |
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Used in aerial combos, and can be used as an air to air. Has high frame advantage on hit and block against grounded opponents. j.B has two distinct hitboxes: a vertically large one where the magnetism effect is, and a vertically small one on his arms. Will generally whiff against crouchers up close, but not necessarily at max range. |
j.C
j.C Crimson Punisher |
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Universal Mechanics
Ground Throw
Ground Throw 5B+C |
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Because Tager's ground speed is incredibly slow, you really never want to try this outside of point blank range. |
Charged Lightning
Charged Lightning 5A+D |
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Skills
Atomic Collider
Atomic Collider 236A/B |
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Gigantic Tager Driver
Gigantic Tager Driver 214A/C |
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Wedge Catapult
Wedge Catapult 214B |
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Has invulnerability and magnetism early in the move up to the point right before Tager grasps at this opponent. Be wary of very active moves as Tager is vulnerable for 1 frame before the grab hitbox is active. 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 and j.B. |
Air Driver
Air Driver j.214A/B |
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Gadget Finger
Gadget Finger Press A, B or C during select moves |
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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. |
Extra Skills
Spark Bolt
Spark Bolt 236C |
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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. |
Air Driver
Air Driver j.214C |
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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. |
Partner Skills
5P
5P Sledgehammer |
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Useful in Cross Combos due to its relatively fast startup and cooldown. |
6P
6P Spark Bolt |
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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. |
4P
4P Up Spark Bolt |
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Shallow angle combined with Spark Bolt's large size and very fast speed makes this a ok anti-air assist. Easily stuffed due to Tager's large frame |
Distortion Skills
Magna Tech Wheel
Magna Tech Wheel 236B+C |
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Followup only comes out in resonance/Cross combo. Can be used with short Distortion Skill Duos, allowing for partner combo extension. |
Genesic Emerald Tager Buster
Genesic Emerald Tager Buster 214B+C or 720B+C (air OK) |
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Distortion Skill Duo
Terra Break P during partner's distortion drive |
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Astral Heat
King of Tager 222B+C |
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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. |
Roadmap
move
and the move Full
sections. One is shown on the character page, while the other is shown on the frame data page.- Azrael [★]
- Celica A. Mercury [★]
- Es [★]
- Hakumen [★]
- Hazama [★]
- Iron Tager [★]
- Izayoi [★]
- Jin Kisaragi [★]
- Jubei [★]
- Mai Natsume [★]
- Makoto Nanaya [★]
- Naoto Kurogane [★]
- Nine the Phantom [★]
- Noel Vermillion [★]
- Nu-13 [★]
- Platinum the Trinity [★]
- Rachel Alucard [★]
- Ragna the Bloodedge [★]
- Susano'o [★]
Click [★] for character's full frame data
• HUD •
Controls •
Frame Data & System Data •
Patch Notes •
• Movement/Canceling •
Offense •
Defense •
Damage/Combo •
Attack Attributes •
Gauges •
Misc •