BBTag/Iron Tager: Difference between revisions

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==Overview==
==Overview==
 
{{Bio
''"Depending on someone to watch your back...doesn't feel bad at all"''
| name = Iron Tager
 
| game = BBTag
===Backstory===
| icon = BBTag_Tager_Icon.png
 
| quote = 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.
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===
===Playstyle===


{{StrengthsAndWeaknesses
|intro=
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.
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.
 
|pros=
===Strengths/Weaknesses===
{|
|-style="text-align:left;"
! Strengths !! Weaknesses
|- style="vertical-align:top;text-alighn:left"
| style="width: 50%;"|
*20k health; highest tier of health in the game
*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
*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
Line 43: Line 39:
*High BnB damage
*High BnB damage
*Strong reset potential on opponent's wakeup thanks to magnetized command grabs.
*Strong reset potential on opponent's wakeup thanks to magnetized command grabs.
| style="width: 50%;"|
|cons=
*Low mobility. Tager cannot air dash or double jump
*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
*Sledge is weak against lows and sometimes inconsistent against strong multihit pokes while speeding towards the opponent
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*Assists are fairly situational and teammate dependent
*Assists are fairly situational and teammate dependent
*Meter dependent, especially considering the threat potential of tools like Spark Bolt and Genesic Emerald Tager Buster
*Meter dependent, especially considering the threat potential of tools like Spark Bolt and Genesic Emerald Tager Buster
|-
}}
|}


===Drive: Voltic Battler===
===Drive: Voltic Battler===

Revision as of 08:33, 20 April 2020

Iron Tager
BBTag Tager Portrait.png
Movement Options
  • Backdash
Playstyle
Grappler, Aggressive, Close-ranged, Reactive
Team Role
Point

Overview

"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

 Iron Tager 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.

Pros
Cons
  • 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.
  • 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

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
BBTag Tager 4A.png
BBTag Tager 4AA.png
BBTag Tager 4AAA.png
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4A
  • Tager's fastest ground poke.
  • Slower than 214A but still very useful for safely controlling space.
  • Jump cancellable on hit and on block.
  • Can be used to tick throw 214A/C/B+C
4AA
  • Hits low
  • 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.

4AAA
  • 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.

5A
5A
BBTag Tager 5A.png
BBTag Tager 5AA.png
BBTag Tager 5AAA.png
BBTag Tager 5AAAA.png
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5A
  • Jump cancelable on hit and on block.
5AA
  • 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.

5AAA
5AAAA
  • 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.

5B
5B
Sledgehammer
BBTag Tager 5B.png
Sledge...
BBTag Tager 5BB.png
Hammer!
Template:AttackDataHeader-BBTag
5B
  • 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.

5BB
  • 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.

5C
5C
BBTag Tager 5C.png
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Standard overhead.

2A
2A
BBTag Tager 2A.png
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  • 9-12f head invulnerable

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
BBTag Tager 2B.png
Who thought letting this be cancellable into 5C overhead was a good idea.
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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.

2C
2C
BBTag Tager 2C.png
TIME FOR BED
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Decently quick and safe low poke. Special cancelable and chainable into Gadget Finger.

j.A
j.A
BBTag Tager jA.png
BBTag Tager jAA.png
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j.A

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.

j.AA

Mostly used in combos. Chainable into j.B or j.C

j.B
j.B
BBTag Tager jB.png
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  • 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. 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 CRIMSON PUNISH
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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.


Universal Mechanics

Ground Throw
Ground Throw
5B+C
BBTag Tager GroundThrow.png
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  • If performed outside of Tager's grab range, he'll waddle forward a couple of steps before trying to grab.

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 Magnetic Storm
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  • Big vertical hitbox all around Tager's body



Skills

Atomic Collider
Atomic Collider
236A/B
BBTag Tager AtomicCollider.png
don't jump
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A
  • No magnetism
  • Can only grab airborne opponents
  • Moves opponent to the other side of Tager
  • Only combos into Gadget Finger
  • 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. Is +41 upon landing, can safejump 9+f reversals.

B
  • 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
  • Has head attribute invulnerability frames 5-34
  • 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.

Gigantic Tager Driver
Gigantic Tager Driver
214A/C
BBTag Tager GiganticTagerDriver.png
REAL SOVIET DAMAGE
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A
  • 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. Is +35 upon landing, allowing Tager to safejump 15f+ reversals, but only applicable on forward tech/corner.

C
  • Brief period of magnetism
  • Only grabs grounded opponents, but can be done mid combo
  • 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. Is +35 upon landing, allowing Tager to safejump 15f+ reversals, but only applicable on forward tech/corner.

Wedge Catapult
Wedge Catapult
214B dab 'em into a combo
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  • 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.

Air Driver
Air Driver
j.214A/B YOU JUMPED?
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A
  • No magnetism
  • Can only grab airborne opponents
  • Only combos into Gadget Finger
B
  • 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.

Gadget Finger
Gadget Finger
Press A, B or C during select moves
BBTag Tager GadgetFinger.png
NOW, GET UP
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  • 100% minimum damage

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
BBTag Tager SparkBolt.png
Whose idea was this
Template:AttackDataHeader-BBTag
  • Wall Bounces

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 Hope that it will be comboable like Aerial Potemkin Buster
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  • Extremely attractive to airborne opponents
  • Grounded opponents will slide along the floor slowly
  • Can only grab airborne opponents, but can be done mid combo
  • 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.

Partner Skills

5P
5P
Sledgehammer
BBTag Tager 5B.png
Template:AttackDataHeader-BBTag
  • Tager's fastest assist
  • Launches and causes a soft knockdown

Useful in Cross Combos due to its relatively fast startup and cooldown.

6P
6P
Spark Bolt
BBTag Tager SparkBolt.png
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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.

4P
4P
Up Spark Bolt
BBTag Tager SparkBoltUp.png
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  • Fires at a 30° angle from the ground
  • Much faster than his 6P
  • 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


Distortion Skills

Magna Tech Wheel
Magna Tech Wheel
236B+C
BBTag Tager MagnaTechWheel.png
spin2win
Template:AttackDataHeader-BBTag
  • Lightning spin super

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)
BBTag Tager GenesicEmeraldTagerBuster.png
"START PRAYING!"
BBTag Tager GenesicEmeraldTagerBuster2.png
"SAY GOODBYE TO YOUR FRIENDS!"
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Ground
  • 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. Is +21 upon landing, but the opponent is placed far from Tager.


Air
  • 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. 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).

Distortion Skill Duo

Terra Break
P during partner's distortion drive
BBTag Tager TerraBreak.png
Don't do this on block
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  • 100% minimum
  • Sends opponent to far side of the screen


Astral Heat

King of Tager
222B+C
BBTag Tager KingOfTager.png
"Releasing Armagus!"
BBTag Tager KingOfTager2.png
Buckle Up.
BBTag Tager KingOfTager3.png
Cause I wanna take you for a ride.
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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.


Roadmap

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Navigation

To edit frame data, edit values in BBTag/Iron Tager/Data. Be sure to update both the move and the move Full sections. One is shown on the character page, while the other is shown on the frame data page.