BBTag/Iron Tager: Difference between revisions

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* Wall Bounces, convert into a combo by linking 5A, 2B, j.A  
* Wall Bounces, convert into a combo by linking 5A, 2B, j.A  
* Has full body invulnerability on frames 6-29
* 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.
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.


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Revision as of 21:17, 18 August 2019

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

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

Strengths Weaknesses
  • 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
Template:AttackDataHeader-BBTag
4A


4A
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1000 All 8 3 11 0 B - - 100
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
75 2 13 14 14 18 26 10 +0 +1
BBCF Iron Tager 5A.png
BBTAG Tager 4A Hitbox.png
  • 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


4AA
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1000 Low 10 3 14 -3 F - - 90
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
75 2 13 14 14 18 26 10 +0 +1
BBCF Iron Tager 5B.png
Who put lows in an autocombo?
BBTAG Tager 4AA Hitbox.png
  • 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


4AAA
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1500 All 13 4 19 -1 B - - 100
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
80 3 21 17 29 22 43 11 +0 +2
BBCF Iron Tager 4D.png
BBTAG Tager 4AAA Hitbox.png
  • 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
Template:AttackDataHeader-BBTag
5A


5A
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1700 All 15 4 18 -3 B - - 100
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
80 4 18 21 23 26 38 12 +0 +5
BBCF Iron Tager 5C.png
BBTAG Tager 5A Hitbox.png
  • Jump cancelable on hit and on block.
5AA


5AA
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1700 [2500] All 21 [52] 7 27 -15 B 16~27 [16~58] Guard HBP - 90
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
80 4 18 21 [30] 25 + Slide
[26 + Slide]
26 [35] 40 + Slide
[41 + Slide]
12 [15] +0 +5
Values in [] are for max charge
On Guard Point, hitstop for Tager is 14F. Opponent hitstop unchanged
Maximum Slide duration 25F [26F]
BBCF Iron Tager 6A 1.pngBBCF Iron Tager 6A 2.png
Second hit can be held... • before releasing
BBTAG Tager 5AA Hitbox.png
  • 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


5AAA
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
2000 All 20 9 30 -18 B - - 100
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
85 5 20 Launch 30 Launch 46 13 +0 +8
BBCF Iron Tager 5D.png
BBTAG Tager 5AAA Hitbox.png
5AAAA


5AAAA
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
2000 High 24 2 33 -14 B - - 80
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
85 5 20 Launch 60 + GBounce Launch 76 + GBounce 13 +0 +8
BBCF Iron Tager 6C.png
Who put highs in an autocombo?
BBTAG Tager 5AAAA Hitbox.png
  • 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


5B
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
2000 [2500] All 32 [61] 4 19 -4 B 1~36 [1~65] Guard P
9-26 [9~55] Guard HBP
- 80
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
85 4 18 21 40 26 55 12 +0 +5
Values in [] are for max charge
On Guard Point, hitstop for Tager is 0F. Opponent hitstop unchanged
BBCF Iron Tager 236B Charge.pngBBCF Iron Tager 236A.png
Can be held to increase armor
BBTAG Tager 5B Hitbox.png
  • 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


5BB
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1700 High 19 6 30 -17 B 1~18 Guard HBP - 90
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
85 4 18 Launch 19 + Down 23 Launch 34 + Down 23 12 +0 +5
On Guard Point, hitstop for Tager is 0F. Opponent hitstop unchanged
BBCF Iron Tager 236A~236A.png
Hammer!
BBTAG Tager 5BB Hitbox.png
  • 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
Template:AttackDataHeader-BBTag
5C
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
800 High 22 3 24 -10 B - - 100
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
100 3 16 - 17 + Down 23 - 31 + Down 23 11 +0 +2
BBCF Iron Tager 5A+B 2.png
BBTAG Tager 5C Hitbox.png


Standard overhead.

2A
2A
BBTag Tager 2A.png
Template:AttackDataHeader-BBTag
2A
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1700 All 13 2 29 -12 B 9~12 H - 90
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
75 4 18 Launch 25 Launch 40 12 +0 +5
BBCF Iron Tager 2C.png
BBTAG Tager 2A Hitbox.png
  • 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.
Template:AttackDataHeader-BBTag
2B
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
2000 All 26 6 22 +2 F - - 80
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
90 5 20 21 31 + Slide 27 47 + Slide 15 +0 +8
Tager immediately enters 18F recovery on hit/block
Maximum Slide duration 10F
BBCF Iron Tager 2D.png
Who thought letting this be cancellable into 5C overhead was a good idea.
BBTAG Tager 2B Hitbox.png


  • 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
Template:AttackDataHeader-BBTag
2C
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1700 Low 13 3 22 -6 F - - 90
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
85 4 18 Launch 30 Launch 45 12 +0 +5
BBCF Iron Tager 3C.png
TIME FOR BED
BBTAG Tager 2C Hitbox.png

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
Template:AttackDataHeader-BBTag
j.A


j.A
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1500 High 7 16 20 - H - - 80
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
80 3 16 17 17 + GBounce 22 31 + GBounce + WBounce 60 11 +0 +2
BBCF Iron Tager jB.png
BBTAG Tager JA Hitbox.png

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


j.AA
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1700 High 13 5 12 - H - - 80
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
85 4 18 19 22 24 37 12 +0 +5
BBCF Iron Tager jC.png
BBTAG Tager JAA Hitbox.png

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

j.B
j.B
BBTag Tager jB.png
Template:AttackDataHeader-BBTag
j.B
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
2000 High 22 4 18+7L - H - - 80
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
90 5 20 25 25 31 41 15 +0 +8
BBCF Iron Tager jD.png
BBTAG Tager JB Hitbox.png


  • 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
Template:AttackDataHeader-BBTag
j.C
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1700×2 All 15 3 16+3L -4~0 H - - 80
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
85×2 4 18 Launch, 19 60 + Down 53, 19 + Down 39 Launch, 24 75 + Down 53, 34 + Down 39 12 +0 +5
BBCF Iron Tager j63214A.png
CRIMSON PUNISH
BBTAG Tager JC1 Hitbox.pngBBTAG Tager JC2 Hitbox.png


  • 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
Template:AttackDataHeader-BBTag
BC
Forward Throw
other
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
0, 2000 Throw 7~30 3 23 - T - - 100
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
50 0, 4 - Launch 100 + GBounce - - - - 0, 12 +0
Minimum Damage 2000
BBCF Iron Tager 5B+C.png
BBTAG Tager Throw Hitbox.png
  • 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
Template:AttackDataHeader-BBTag
AD
Charged Lightning
other
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
2760 Air Unblockable 16 5 46 -32 B 1~20 Guard All - 80
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
60 4 18, None×2 Launch 70 Launch 85 12 +0 +5
BBCF Iron Tager A+B+C+D 2.png
Magnetic Storm
BBTAG Tager RA Hitbox.png


  • Big vertical hitbox all around Tager's body



Skills

Atomic Collider
Atomic Collider
236A/B
BBTag Tager AtomicCollider.png
don't jump
Template:AttackDataHeader-BBTag
A


236A
A Atomic Collider
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
0, 3500 Air Unblockable 16 4 19 - T 4~15 H - 90
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
100,60 0, 4 18 - 62 + GBounce + Down 23 - - - 0, 8 +0
BBCF Iron Tager 623C 1.pngBBCF Iron Tager 623C 2.png
Pray for your opponent to jump on wakeup.
BBTAG Tager 236A Hitbox.png
  • 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.

B


236B
B Atomic Collider
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
0, 3500 Air Unblockable 29 4~46 23 - T 5~34 H - 90
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
100, 60 0, 4 - - 62 + GBounce - - - 0, 12 +0
BBCF Iron Tager 623C 1.pngBBCF Iron Tager 623C 2.png
Pray for your opponent to jump on wakeup.
BBTAG Tager 236A Hitbox.png
  • 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
Template:AttackDataHeader-BBTag
A


214A
Gigantic Tager Driver
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
0×3,4200 Throw 6 2 33 - T 1~7 T - 100
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
100×3, 50 0×3, 4 - Launch 100 + Down 23 - - - - 0×3, 12 +0
Minimum Damage 4200
BBCF Iron Tager 360A.png
REAL SOVIET DAMAGE
BBTAG Tager 214A Hitbox.png
  • 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.

C


214C
EX Gigantic Tager Driver
ex
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
0×3,4200 Throw 6 2~10 33 - T 1~7 T - 100
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
100×3, 50 0×3, 4 - Launch 100 + Down 23 - - - 0×3, 12 +0
Minimum Damage 4200
BBCF Iron Tager 360A.png
BBTAG Tager 214C Hitbox.png
  • 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.

Wedge Catapult
Wedge Catapult
214B dab 'em into a combo
Template:AttackDataHeader-BBTag
214B
Wedge Catapult
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
0×2,800 Throw 30 4 30 - T 6~29 All - 100
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
100 0×3 - Launch 200 + WBounce - - - - 0×2, 6 +0
Minimum Damage 800 when first hit of combo, else 40
BBCF Iron Tager 360B.png
BBTAG Tager 214B Hitbox.png
  • 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?
Template:AttackDataHeader-BBTag
A


j.214A
A Air Driver
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
0×3,4500 Throw 6 3 41+12L - T - - 100
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
100×3, 50 0×3, 4 - - 100 + Down 23 - - - 0×3, 12 +0
Minimum Damage 4500
BBCF Iron Tager j360C.png
NO JUMPING, BOY
BBTAG Tager J214A Hitbox.png
  • No magnetism
  • Can only grab airborne opponents
  • Only combos into Gadget Finger
B


j.214B
B Air Driver
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
0×3,4500 Throw 23 10 42+12L - T - - 100
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
100×3, 50 0×3, 4 - - 100 + Down 23 - - - 0×3, 12 +0
Minimum Damage 4500
BBCF Iron Tager j360C.png
NO JUMPING, BOY
BBTAG Tager J214B Hitbox.png
  • 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
Template:AttackDataHeader-BBTag
Gadget Finger
Gadget Finger
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
0×2,100 - 7 19 9 +5 on hit - - - 100
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
65 0×3 - - - - - - 0 -
Minimum Damage 100
Can not KO opponent
BBCF Iron Tager 22D 1.pngBBCF Iron Tager 22D 2.png
• NOW, GET UP
BBTAG Tager GadgetFinger Hitbox.png


  • 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
236C
Spark Bolt
ex
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1700 All 12 Until Hit Total: 47 -1 P2 - - 80
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
85 4 18 Launch 80 + WBounce 35 Launch 95 + WBounce 35 0/+16 +18 +18
Minimum Damage 170
BBCS Tager SparkBolt.png
Whose idea was this
BBTAG Tager 236C Hitbox.png
Chest hitbox is fake, only the projectile has a hitbox
  • 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
Template:AttackDataHeader-BBTag
j.214C
EX Air Driver
ex
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
0×3,4500 Throw 6 2~35 41+12L - T - - 100
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
100×3, 50 0×3, 4 - Launch 100 + Down 23 - - - 0×3, 12 +0
Minimum Damage 4500
BBCF Iron Tager j360C.png
Aerial combo grab
BBTAG Tager J214C Hitbox.png


  • 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.

Partner Skills

5P
5P
Sledgehammer
BBTag Tager 5B.png
Template:AttackDataHeader-BBTag
5P
Sledgehammer
assist
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
2000 All (18)+17 9 19 -9 B - - 70
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
85 4 18 Launch 50 - - 12 +0 -
Minimum Damage 100
BBCF Iron Tager 236A.png
BBTAG Tager 5P Hitbox.png
  • 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.

6P
6P
Spark Bolt
BBTag Tager SparkBolt.png
Template:AttackDataHeader-BBTag
6P
Spark Bolt
assist
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1700 All (18)+92 - Total: (18)+127 -1 P2 - - 70
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
85 4 18 Launch 80 + WBounce 30 - - 0/+16 +18 -
Minimum Damage 85
BBCS Tager SparkBolt.png
BBTAG Tager 6P Hitbox.png
  • 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
Template:AttackDataHeader-BBTag
4P
Up Spark Bolt
assist
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1700 All (18)+55 - Total: (18)+93 -4 P2 - - 70
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
85 4 18 Launch 80 + WBounce - - 0/+16 +18 -
Minimum Damage 85
BBTag Tager SparkBoltUp.png
6P, but up
BBTAG Tager 4P Hitbox.png


  • 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
236BC
Magna Tech Wheel
super
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
250×19, 4200
[250×19, 4200, 2600]
All 7+(38 Flash)+6 4,2×18 (15) 3 [,(50) 9], 33 -56 B 1~18 Guard All
19~52 Guard P
- 80
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
100×19, 60
[100×19, 60×2]
4 18 19×19, Launch [×2] 60×19, 80 [, 80 + WBounce] 24×19, Launch [×2] 75×19, 95 [, 95 + WBounce] 0×19, 28 [18] +0 [0×19, 28, 18] +5
Values in [] are for Enhanced version
Enhanced version only does the wall punch on hit
On Guard Point, hitstop for Tager is 0F. Opponent hitstop unchanged
Minimum Damage 50×19, 966 (1916) [50×19, 966, 208 (2124)]
BBCF Iron Tager 236236B 1.pngBBCF Iron Tager 236236B 2.png
spin2win
BBTAG Tager 236BC1 Hitbox.pngBBTAG Tager 236BC2 Hitbox.png


  • Lightning spin super

Followup only comes out in resonance/Tag frenzy


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!"
Template:AttackDataHeader-BBTag
Ground


214BC
Genesic Emerald Tager Buster
super
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
0×3, 6120
[0×3, 7120]
Throw 10+(28 Flash)+0 1~52 41 - T 1~11 All - 100
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
100×3, 60 - - Launch 100 + Down 65 - - - - 0×3, 20 +0
Values in [] are for Enhanced version
Minimum Damage 6120 [7120]
Can also be inputted as 720B+C. In this case, final hit's damage increased by 500
BBCF Iron Tager 720C 1.pngBBCF Iron Tager 720C 2.png
BBTAG Tager 214BC Hitbox.png
  • 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


Air


j.214BC
Air Genesic Emerald Tager Buster
super
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
0×3, 6120
[0×3, 7120]
Throw 6+(28 Flash)+0 1~38 41+12L - T 1~6 All - 100
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
100×3, 60 - - - 100 + Down 65 - - - 0×3, 20 +0
Values in [] are for Enhanced version
Minimum Damage 6850 [7850]
Can also be inputted as j.720B+C. In this case, final hit's damage increased by 500
BBCF Iron Tager j360C.pngBBCF Iron Tager 720C 2.png
WHO THOUGHT GIVING HIM THIS MOVE IN THE AIR WAS A GOOD IDEA?!
BBTAG Tager J214BC Hitbox.png
  • 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).

Distortion Skill Duo

Terra Break
P during partner's distortion drive
BBTag Tager TerraBreak.png
Don't do this on block
Template:AttackDataHeader-BBTag
Distortion Skill Duo
Terra Break
super
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
2000 [2500] All 1+(68 Flash)+1 9 42 -32 B 1~7 All - 100
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
100 4 18 Launch 80 + WBounce Launch 95 + WBounce 18 +0 +5
Values in [] are for Enhanced version
Minimum Damage 2000 [2500]
BBCF Iron Tager 236236B~236236B.png
Don't do this on block
BBTAG Tager DSD Hitbox.png


  • 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.
Template:AttackDataHeader-BBTag
222BC
King of Tager
astral
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
- - 5+(50 Flash)+16~84 4 76 - - 1~15 All - -
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
- - - - - - - - - -
BBCF Iron Tager 1080D 1.pngBBCF Iron Tager 1080D 2.pngBBCF Iron Tager 1080D 3.png
"Releasing Armagus!" • Buckle Up. • Cause I wanna take you for a ride.
BBTAG Tager 222BC Hitbox.png


  • 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.


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.