BBTag/Iron Tager/Strategy: Difference between revisions

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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.
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.


Sledge is strong but can be baited, depending on the matchup. Remember that it loses to lows, so in general long range lows are actually very difficult for Tager to approach past safely. While it is generally fully projectile invincible, it loses its high and mid guard points while traveling towards the opponent, meaning that very well timed pokes during this time period can sometimes counter hit Tager as he charges towards you.
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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Revision as of 21:08, 18 August 2019


Team Synergy

Point

Anchor

Recommended Partners

Waldstein

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 another assist to add additional block/hitstun so that Tager can start his offensive pressure.

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.

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.

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.

Okizeme

Blockstrings

Tips and Tricks

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.