BBTag/Iron Tager/Strategy: Difference between revisions

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==Team Synergy==
==Team Synergy==
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===Recommended Partners===
===Recommended Partners===
♦Waldstein
Waldstein
♦Vatista
[[File:Image0 (1).jpg|thumb|Top players agree]]
♦Jin
♦Gordoeu


==General Tactics==
==General Tactics==
Like any other grappler, Tager's gameplan is to get close enough on his terms to make his command grabs a threat. Courtesy of Tager's extremely high maximum health, you can afford to take some risks and make mistakes to either figure out your opponent or condition them into a favorable pattern.
Like any other grappler, Tager's gameplan is to get close enough on his terms to make his command grabs a threat. Courtesy of Tager's extremely high maximum health, you can afford to take some risks and make mistakes to either figure out your opponent or condition them into a favorable pattern.


Tager's primary tool to close the gap is usually Sledge, which blocks high and mid attacks while Tager is winding up. To establish the advantage, Tager should be looking to pair Sledge with another assist to add additional block/hitstun so that Tager can start his offensive pressure.
Tager's primary tool to close the gap is usually Sledge, which blocks high and mid attacks while Tager is winding up. To establish the advantage, Tager should be looking to pair Sledge with an assist to add additional block/hitstun so that Tager can start his offensive pressure. When Tager is in the back, forcing the opponent to block his 5P, then using a long range normal/special to cover Active Switch can be a strong way to get Tager in safely.  


Against opponents that actively maintain a lot of distance from Tager, you can also pursue them with Spark Bolt at the cost of 1 Skill Gauge. As this move will wallbounce on hit, you can easily get a damaging combo from using this move successfully.
Against opponents that actively maintain a lot of distance from Tager, you can also pursue them with Spark Bolt at the cost of 1 Skill Gauge. As this move will wallbounce on hit, you can easily get a damaging combo from using this move successfully. Be careful at full screen, as the opponent may not bounce far enough for 236C > 5AA to connect. This situation may require 2 Spark Bolts.  


It is generally crucial to try to maintain at least two Skill gauge as Tager whenever you can. This is important for being able to use both Reject Guard and Spark Bolt, which combined together can sometimes be an extremely safe way to punish overaggressive blockstrings. Two Skill Gauge also gives you access to your Distortion moves. The Genesic Emerald Tager Buster in particular is especially scary in this game where Tager no longer needs to conditionally magnetize his enemies. Standing anywhere on the ground remotely near typical poke ranges or doing any non-frame tight blockstring becomes extremely risky when literally anything that isn't a preemtive reversal can and will get blown up by a well timed 214BC. Especially if the opponent is low enough to be killed by GETB, Tager is an extremely powerful character when he has meter.
Tager can be difficult to pressure when he has meter. Two meter allows Tager to push block Spark Bolt to whiff punish laggy moves, as well as GETB through grounded stagger pressure. It is worth noting that any gap in pressure 6F or longer can be disrespected with 214A/B/C. Furthermore, Projectile attribute stagger can be disrespected with Sledge, due to its frame 1 Projectile armor. Rising jump normals can be disrespected with 236A, but be careful of trying to beat jump-ins with either Atomic Collider, as the hitboxes come out slowly and are likely to whiff.  


It's also important to keep in mind that opponents will often jump to try to outmaneuver Tager's grabs, but this can often be used to your advantage! An opponent that jumps may actually be easier for Tager to grab in several situations given once his opponent has jumped, their movement options are typically limited to air dashing and double jumping. These options can easily fall prey to the aerial version of the GETB as well as j.214C.
It's also important to keep in mind that opponents will often jump to try to outmaneuver Tager's grabs, but this can often be used to your advantage! An opponent that jumps may actually be easier for Tager to grab in several  
situations given once his opponent has jumped, their movement options are typically limited to air dashing and double jumping. These options can easily fall prey to the aerial version of the GETB as well as j.214C. In addition, opponents baiting grounded throw options can be forced to block and land with 4A, which gives Tager a second chance at playing the grounded game.


==Okizeme==
==Okizeme==
'''Midscreen'''
<br>Generally, Tager should always opt for Gadget Finger oki midscreen. There may be some exception based on size/speed of assist or if the opponent lacks the matchup knowledge of j.B not being a safejump.
<br><br>
GF -
<br>Gadget Finger is the primary oki that Tager will be seeing midscreen. The general options opponents will choose are: button, reversal, block, jump, and backdash. Immediate 4A will stuff buttons and jumps. Delayed 4A will beat backdash and some slow buttons. 5A will beat backdash. Timed 214A/C will beat block and jumping. 214BC will beat button, block, and most backdashes. 214B will beat button, block, most backdashes, some reversals. 236A/B will beat jump. A+D will beat buttons, some reversals, and neutral/forward jumps. Blocking will beat reversals.
<br>
<br>236A -
<br>Ending combos with 236A instead of gadget finger will give you a real-looking but extremely fake safejump setup of j.B+assist. This will whiff on neutral/forward tech + crouch on many characters, but can force block/hit tech away.
<br><br>
'''Corner'''
<br>Corner oki is where Tager shines the most, both with and without an assist. Gadget Finger should not be used in corner, unless the opponent doesn't know what whiff Gadget Finger is and does not seem likely to learn.
<br><br>214A/C -
<br>When done in the corner, Tager is left at the perfect distance where the opponent can't tech out and Tager's DP can be used to catch jumps from basically every character. It also leaves you at a good distance to do 214A/C again.
<br><br>236A -
<br>When 236A is done to throw the opponent into the corner, Tager can safejump with falling j.A. This safejump beats everything but Yosuke Whoo! and Hazama Houtenjin, and also trades with Jin Touga. It also obviously loses to command grab supers. This can be paired with an assist for non committal pickups off j.A, which allows you to j.A+assist, then hold back to confirm the situation. For longer assists, it is possible to combo into 236B and end with another 236A back into corner. This setup can not be teched out of.
<br><br>A+D -
<br>When A+D is used at the end of a combo (something like 2B5B2B2C>A+D or 5AA2C>A+D), the opponent is left at the distance where they can not tech past Tager, Tager can command grab them. and Tager can DP them. Tager can also get a frame 1 free assist call simply by holding the assist button. Generally, every character has an assist fast enough to meaty jumps, which allows Tager to be safe while applying his pressure.
<br><br>
'''Incoming'''
<br>Tager has a few unique tools to apply incoming oki, since he can't use more traditional jumping/air dashing setups. The effectiveness of some setups are determined by the incoming hitbox of the opponent.
<br><br>Backdash -
<br>Tager can backdash and call 4/5P with his partner, which will stuff jumpsquat. He can also apply the same concepts as Gadget Finger oki solo.
<br><br>5B -
<br>Because incoming attacks are head attribute, Tager can armor through it with sledge. Using assist in this scenario will cost an assist bar, but there are a number of incoming attacks that are spaced too far for backdash setups to work (Jin, Nu, etc). This also allows Tager to get Gadget Finger-esque oki solo.
<br><br>214B -
<br>This is more gimmicky than other setups. It works by properly timing 214B to i-frame through the incoming hitbox and grab the opponent near the first frame possible. Very high reward, but similarly pretty high risk.
<br><br>5C frame kill super jump
<br>Tager can only access this setup consistently if the previous opponent character was killed by his Distortion skills or Distortion Skill Duo. This is a safejump that leads to either j.A stuffing jumpsquat or landing and doing instant command grab. This setup can be further enhanced by calling assist, similar to the 236A oki in corner.


==Blockstrings==
==Blockstrings==
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==Tips and Tricks==
==Tips and Tricks==
GIMMICKS:
This is Tager's best way to exploit people unfamiliar with the matchup. Tager has many strong gimmicks, some of which have counterplay that is not very transparent.


RESETS:
<br>
5AA 2A > 236[B]
<br>This is the classic B Collider reset. Opponents who air tech away after 2A will be vacuumed directly into the B Collider. Some characters can tech forward and still be caught. Neutral teching, delay teching, and mashing fast air buttons/reversals are all strong ways to punish Tager's who overuse this option. That is where part two of the 5AA2A gimmick resets start.
<br><br>
5AA 2A, 214A/C/B+C
<br>Once opponents begin to neutral tech, Tager can instead opt to watch them land and catch them unawares with a fast grounded command grab. This is defeated with reversals and some fast buttons. Of course, Tager can simply choose to block after the 2A.
<br><br>
5AA 2B
<br>Doing 2B after 5AA will whiff, but still leave Tager in advantage around +5, similar to Gadget Finger. This is a cross-up reset that can be avoided by the opponent forward teching, which will carry them far past Tager. Options after the 2B are 4A to catch jump squat, grounded command throws, and blocking once the opponent uses reversals to escape the situation.
<br><br>
Whiff GF
<br>Whiff Gadget Finger can be done off j.214X, 214A/C, and 5BB. This is a very fake setup that does not leave Tager as plus as doing Gadget Finger, but messes up opponent wakeup timings significantly. Typically, one would go into 214A/C/B+C to either kill or continue the gimmick vortex. It is possible to escape this setup with a forward tech, but Tager can opt to not perform Gadget Finger at all, leading to the opponent teching into Tager's range.
<br><br>
4A jc j.214B/C/B+C
<br>Once a combo is long enough that the hitstun/untech time is significantly reduced, a 4A ender causes opponents who are holding tech to be caught with an air command throw with magnetism.
<br><br>
RESONANCE BLAZE GIMMICKS:
<br>The opponent activating resonance blaze can become a strong opportunity for Tager to gimmick them.
<br><br>
Grounded RB -
<br>In the case of grounded resonance blaze, Tager can use 214[B+C] against unaware opponents. Resonance blaze does not have a generous input buffer, requiring opponents to mash precisely to escape the meaty. Opponents can just hold up, however.
<br><br>
Airborne RB -
<br>Airborne RB is where Tager gimmicks are extremely strong. Tager can use 214[B+C] against opponents who air RB. These opponents must reversal against this setup, as holding up does not work. Again, there is not a generous input buffer for these reversals. In cases where opponents have a strong grasp of the reversal timing, Tager can use his better gimmick against air RB. Opponents who choose air RB can be affected by magnetism throughout their entire falling animation. Reacting to air RB with j.214B will cause them to circle around and frequently by drawn closer to Tager. This will heavily interfere with reversal timings, allowing Tager to land and try for meaty 214{B+C].
<br><br>


==Fighting Tager==
==Fighting Tager==
Tager's fighting style is one of extremes generally speaking. He has moves that are extremely strong when used properly, but his low mobility, large size, and meter dependence often can force him into situations where he can be bullied by his opponent. In general, the most reliable strategy to grapplers usually involves zoning them. While Spark Bolt can be an easy reaction punish to careless long range projectiles, remember that Tager doesn't actually have many ways to hit you if you aren't inside the range where he can get a command grab on the ground. That being said, trying to simply run away and chip Tager to death with projectiles however is usually not a sustainable strategy, as at the end of the day, both Sledge and Spark Bolt are very strong anti-projectile tools.
What you usually want to do when zoning Tager is establish safe approach opportunities after he is forced to block. Tager's frame data is relatively mediocre, so he doesn't have many ways to easily break block pressure once it starts. You DO need to make sure however if he has meter, you are careful about leaving any blockstring gaps that Tager can reversal GETB through.


Tager primarily uses three options to approach: Sledge (5B), Voltic tackle (2B), and jumping forward using either j.B or j.C to bait buttons. If not pushblocked, Tager is extremely rewarded just for forcing the opponent to block. 5B is -4, 2B is +2, and low j.B is around +9~12. 2B is extremely reactable and does not go fullscreen. It is possible to reaction reversal 2B nearly 100% of the time. If the character lacks strong reversals or meter, neutral jumping will cause Tager to whiff, due to 2B's small vertical hitbox. 5B is not as easy to deal with as 2B, but is still exploitable. Active hitboxes that can cover the portion of the charge that has no armor and no hitbox blow this move up. Similarly, jumping towards Tager will force him to whiff. Some characters can reaction super to 5B startup and always come out on top. Tager 214B+C or Hyde 214B+C are notable examples. Tager j.B has 7f of landing lag, and his j.C has f of landing lag. Furthermore, both buttons have difficulty hitting or can't hit characters that are crouching or low beneath him. Additionally, Tager has no real air mobility outside of slight stalling with j.214X or j.C, so run up A+D will work on basically any character with a run and upwards reaching A+D.


----
==Navigation==
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[[Category:Iron Tager]]

Latest revision as of 05:00, 13 December 2023

 Iron Tager


Team Synergy

Point

Anchor

Recommended Partners

Waldstein

Top players agree

General Tactics

Like any other grappler, Tager's gameplan is to get close enough on his terms to make his command grabs a threat. Courtesy of Tager's extremely high maximum health, you can afford to take some risks and make mistakes to either figure out your opponent or condition them into a favorable pattern.

Tager's primary tool to close the gap is usually Sledge, which blocks high and mid attacks while Tager is winding up. To establish the advantage, Tager should be looking to pair Sledge with an assist to add additional block/hitstun so that Tager can start his offensive pressure. When Tager is in the back, forcing the opponent to block his 5P, then using a long range normal/special to cover Active Switch can be a strong way to get Tager in safely.

Against opponents that actively maintain a lot of distance from Tager, you can also pursue them with Spark Bolt at the cost of 1 Skill Gauge. As this move will wallbounce on hit, you can easily get a damaging combo from using this move successfully. Be careful at full screen, as the opponent may not bounce far enough for 236C > 5AA to connect. This situation may require 2 Spark Bolts.

Tager can be difficult to pressure when he has meter. Two meter allows Tager to push block Spark Bolt to whiff punish laggy moves, as well as GETB through grounded stagger pressure. It is worth noting that any gap in pressure 6F or longer can be disrespected with 214A/B/C. Furthermore, Projectile attribute stagger can be disrespected with Sledge, due to its frame 1 Projectile armor. Rising jump normals can be disrespected with 236A, but be careful of trying to beat jump-ins with either Atomic Collider, as the hitboxes come out slowly and are likely to whiff.

It's also important to keep in mind that opponents will often jump to try to outmaneuver Tager's grabs, but this can often be used to your advantage! An opponent that jumps may actually be easier for Tager to grab in several situations given once his opponent has jumped, their movement options are typically limited to air dashing and double jumping. These options can easily fall prey to the aerial version of the GETB as well as j.214C. In addition, opponents baiting grounded throw options can be forced to block and land with 4A, which gives Tager a second chance at playing the grounded game.

Okizeme

Midscreen
Generally, Tager should always opt for Gadget Finger oki midscreen. There may be some exception based on size/speed of assist or if the opponent lacks the matchup knowledge of j.B not being a safejump.

GF -
Gadget Finger is the primary oki that Tager will be seeing midscreen. The general options opponents will choose are: button, reversal, block, jump, and backdash. Immediate 4A will stuff buttons and jumps. Delayed 4A will beat backdash and some slow buttons. 5A will beat backdash. Timed 214A/C will beat block and jumping. 214BC will beat button, block, and most backdashes. 214B will beat button, block, most backdashes, some reversals. 236A/B will beat jump. A+D will beat buttons, some reversals, and neutral/forward jumps. Blocking will beat reversals.

236A -
Ending combos with 236A instead of gadget finger will give you a real-looking but extremely fake safejump setup of j.B+assist. This will whiff on neutral/forward tech + crouch on many characters, but can force block/hit tech away.

Corner
Corner oki is where Tager shines the most, both with and without an assist. Gadget Finger should not be used in corner, unless the opponent doesn't know what whiff Gadget Finger is and does not seem likely to learn.

214A/C -
When done in the corner, Tager is left at the perfect distance where the opponent can't tech out and Tager's DP can be used to catch jumps from basically every character. It also leaves you at a good distance to do 214A/C again.

236A -
When 236A is done to throw the opponent into the corner, Tager can safejump with falling j.A. This safejump beats everything but Yosuke Whoo! and Hazama Houtenjin, and also trades with Jin Touga. It also obviously loses to command grab supers. This can be paired with an assist for non committal pickups off j.A, which allows you to j.A+assist, then hold back to confirm the situation. For longer assists, it is possible to combo into 236B and end with another 236A back into corner. This setup can not be teched out of.

A+D -
When A+D is used at the end of a combo (something like 2B5B2B2C>A+D or 5AA2C>A+D), the opponent is left at the distance where they can not tech past Tager, Tager can command grab them. and Tager can DP them. Tager can also get a frame 1 free assist call simply by holding the assist button. Generally, every character has an assist fast enough to meaty jumps, which allows Tager to be safe while applying his pressure.

Incoming
Tager has a few unique tools to apply incoming oki, since he can't use more traditional jumping/air dashing setups. The effectiveness of some setups are determined by the incoming hitbox of the opponent.

Backdash -
Tager can backdash and call 4/5P with his partner, which will stuff jumpsquat. He can also apply the same concepts as Gadget Finger oki solo.

5B -
Because incoming attacks are head attribute, Tager can armor through it with sledge. Using assist in this scenario will cost an assist bar, but there are a number of incoming attacks that are spaced too far for backdash setups to work (Jin, Nu, etc). This also allows Tager to get Gadget Finger-esque oki solo.

214B -
This is more gimmicky than other setups. It works by properly timing 214B to i-frame through the incoming hitbox and grab the opponent near the first frame possible. Very high reward, but similarly pretty high risk.

5C frame kill super jump
Tager can only access this setup consistently if the previous opponent character was killed by his Distortion skills or Distortion Skill Duo. This is a safejump that leads to either j.A stuffing jumpsquat or landing and doing instant command grab. This setup can be further enhanced by calling assist, similar to the 236A oki in corner.

Blockstrings

Tips and Tricks

GIMMICKS: This is Tager's best way to exploit people unfamiliar with the matchup. Tager has many strong gimmicks, some of which have counterplay that is not very transparent.

RESETS:
5AA 2A > 236[B]
This is the classic B Collider reset. Opponents who air tech away after 2A will be vacuumed directly into the B Collider. Some characters can tech forward and still be caught. Neutral teching, delay teching, and mashing fast air buttons/reversals are all strong ways to punish Tager's who overuse this option. That is where part two of the 5AA2A gimmick resets start.

5AA 2A, 214A/C/B+C
Once opponents begin to neutral tech, Tager can instead opt to watch them land and catch them unawares with a fast grounded command grab. This is defeated with reversals and some fast buttons. Of course, Tager can simply choose to block after the 2A.

5AA 2B
Doing 2B after 5AA will whiff, but still leave Tager in advantage around +5, similar to Gadget Finger. This is a cross-up reset that can be avoided by the opponent forward teching, which will carry them far past Tager. Options after the 2B are 4A to catch jump squat, grounded command throws, and blocking once the opponent uses reversals to escape the situation.

Whiff GF
Whiff Gadget Finger can be done off j.214X, 214A/C, and 5BB. This is a very fake setup that does not leave Tager as plus as doing Gadget Finger, but messes up opponent wakeup timings significantly. Typically, one would go into 214A/C/B+C to either kill or continue the gimmick vortex. It is possible to escape this setup with a forward tech, but Tager can opt to not perform Gadget Finger at all, leading to the opponent teching into Tager's range.

4A jc j.214B/C/B+C
Once a combo is long enough that the hitstun/untech time is significantly reduced, a 4A ender causes opponents who are holding tech to be caught with an air command throw with magnetism.

RESONANCE BLAZE GIMMICKS:
The opponent activating resonance blaze can become a strong opportunity for Tager to gimmick them.

Grounded RB -
In the case of grounded resonance blaze, Tager can use 214[B+C] against unaware opponents. Resonance blaze does not have a generous input buffer, requiring opponents to mash precisely to escape the meaty. Opponents can just hold up, however.

Airborne RB -
Airborne RB is where Tager gimmicks are extremely strong. Tager can use 214[B+C] against opponents who air RB. These opponents must reversal against this setup, as holding up does not work. Again, there is not a generous input buffer for these reversals. In cases where opponents have a strong grasp of the reversal timing, Tager can use his better gimmick against air RB. Opponents who choose air RB can be affected by magnetism throughout their entire falling animation. Reacting to air RB with j.214B will cause them to circle around and frequently by drawn closer to Tager. This will heavily interfere with reversal timings, allowing Tager to land and try for meaty 214{B+C].

Fighting Tager

Tager's fighting style is one of extremes generally speaking. He has moves that are extremely strong when used properly, but his low mobility, large size, and meter dependence often can force him into situations where he can be bullied by his opponent. In general, the most reliable strategy to grapplers usually involves zoning them. While Spark Bolt can be an easy reaction punish to careless long range projectiles, remember that Tager doesn't actually have many ways to hit you if you aren't inside the range where he can get a command grab on the ground. That being said, trying to simply run away and chip Tager to death with projectiles however is usually not a sustainable strategy, as at the end of the day, both Sledge and Spark Bolt are very strong anti-projectile tools.

What you usually want to do when zoning Tager is establish safe approach opportunities after he is forced to block. Tager's frame data is relatively mediocre, so he doesn't have many ways to easily break block pressure once it starts. You DO need to make sure however if he has meter, you are careful about leaving any blockstring gaps that Tager can reversal GETB through.

Tager primarily uses three options to approach: Sledge (5B), Voltic tackle (2B), and jumping forward using either j.B or j.C to bait buttons. If not pushblocked, Tager is extremely rewarded just for forcing the opponent to block. 5B is -4, 2B is +2, and low j.B is around +9~12. 2B is extremely reactable and does not go fullscreen. It is possible to reaction reversal 2B nearly 100% of the time. If the character lacks strong reversals or meter, neutral jumping will cause Tager to whiff, due to 2B's small vertical hitbox. 5B is not as easy to deal with as 2B, but is still exploitable. Active hitboxes that can cover the portion of the charge that has no armor and no hitbox blow this move up. Similarly, jumping towards Tager will force him to whiff. Some characters can reaction super to 5B startup and always come out on top. Tager 214B+C or Hyde 214B+C are notable examples. Tager j.B has 7f of landing lag, and his j.C has f of landing lag. Furthermore, both buttons have difficulty hitting or can't hit characters that are crouching or low beneath him. Additionally, Tager has no real air mobility outside of slight stalling with j.214X or j.C, so run up A+D will work on basically any character with a run and upwards reaching A+D.

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