BBCF/Iron Tager: Difference between revisions

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==Overview==
 
{{BBCF/CharacterLinks}}
======<span style="visibility:hidden;font-size:0">Overview</span>======
<div id="home-content" class="home-grid">
{{Overview
{{card|width=4
|overview= Tager is Blazblue's resident '''grappler''' who uses powerful command throws and guard point moves to deal high damage combos. Tager has very '''low mobility'''; He can't forward dash, and he can't double jump or air dash. However, Tager has a couple of things going for him. For one, he's a walking tank with the '''highest health''' in the game. Additionally, he has an amazing backdash with long invulnerability and can use some of his guard point attacks to close in against certain moves. Lastly, Tager has his Drive. Tager's Drive gives him the ability to magnetize his opponents in order to pull them towards him. With it, he can drag opponents into his attacks and open up new combo options for better damage. Once in, Tager's command grabs and '''high damage''' can mix up his opponent and take rounds.
|header=Overview
|content=Tager is Blazblue's resident '''grappler''' who uses powerful command throws and guard point moves to deal high damage combos. Tager has very '''low mobility'''; He can't forward dash, and he can't double jump or air dash. However, Tager has a couple of things going for him. For one, he's a walking tank with the '''highest health''' in the game. Additionally, he has an amazing backdash with long invulnerability and can use some of his guard point attacks to close in against certain moves. Lastly, Tager has his Drive. Tager's Drive gives him the ability to magnetize his opponents in order to pull them towards him. With it, he can drag opponents into his attacks and open up new combo options for better damage. Once in, Tager's command grabs and '''high damage''' can mix up his opponent and take rounds.


As a low mobility grappler, Tager struggles against characters with strong neutral and low committal offense. His huge hurtbox also opens up unique combo options and mixups for the cast. Tager relies on reading his opponents and calling out their attacks with his command grabs. Thankfully, Tager's Distortion Drives (especially with Overdrive) can create huge momentum swings in his favor. With patient play and good fundamental defense, Tager can turn the tide on anyone and run his game.
As a low mobility grappler, Tager struggles against characters with strong neutral and low committal offense. His huge hurtbox also opens up unique combo options and mixups for the cast. Tager relies on reading his opponents and calling out their attacks with his command grabs. Thankfully, Tager's Distortion Drives (especially with Overdrive) can create huge momentum swings in his favor. With patient play and good fundamental defense, Tager can turn the tide on anyone and run his game.
|lore= Iron Tager is a Sector Seven professor who has been mechanically enhanced to perform field-work. Originally the leader of a Sector Seven assault team sent to retrieve Nirvana in the 4th Hierarchical City of Naobi, Tager suffered a mortal wound during the mission, and due to being the only survivor, was forced to withdraw. He was revived as an enormous cyborg by Kokonoe, whom he pledged loyalty to afterward. After his revival, he bears a similar resemblance to a demon, which resulted in him dubbed as the "Red Devil of Sector Seven". He is feared by many, but in truth he is very calm and calculated, only engaging in violence when necessary.
}}
|quote=
{{BBCF/Infobox
|summary= is a low mobility grappler with the ability to magnetize and pull in opponents.
| fastestAttack = [[#Genesic Emerald Tager Buster|720C]] (5F, super throw)<br/>[[#Gigantic Tager Driver|360A]] (6F, throw)<br/>[[#5A|5A]] (7F)
|pros=
*'''Very Threatening Up-Close:''' Tager excels in close-range offense. His damaging combos, tick throw setups, and reset traps make him a fright to deal with when he gets in.
*'''Good Damage:''' Many of Tager's combos are easy to land and provide good damage, allowing him to win off of relatively few interactions.
*'''Strong Punishes:''' Tager has a very invincible backdash to avoid committal options, and smart use of Instant Blocking can allow for damaging command throw reversals.
*'''Magnetism:''' Tager's Drive can be used to extend combos for higher damage, and allows him to set up dangerous reset traps.
|cons=
*'''Limited Mobility:''' Tager has no run, double jump, or air dash, making approaches difficult and unorthodox (especially against zoners).
*'''Risky Defense:''' With no meterless reversal, unreliable anti-air options, and a slow 7f {{clr|A|5A}}, Tager needs to be very careful and patient on defense.
*'''Momentum Heavy:''' Without magnetism, Tager has a hard time getting in, and his gameplan has to revolve around getting magnetism.
*'''Big Hurtbox:''' Tager is susceptible to fuzzy/unblockable setups and character-specific combos.
*'''Magnetism:''' Magnetism can sometimes work against Tager, pulling foes in to confirm an attack they might have whiffed otherwise.
| fastestAttack = [[#Genesic Emerald Tager Buster|720C]] (5F)<br/>[[#5A|5A]] (7F)
| reversal = [[#Magna Tech Wheel|236236B]] (19F)<br/>[[#Genesic Emerald Tager Buster|720C]] (5F)
| reversal = [[#Magna Tech Wheel|236236B]] (19F)<br/>[[#Genesic Emerald Tager Buster|720C]] (5F)
| fatalStarter = [[#6C|6C]]<br/>[[#j.2C|j.2C]]<br/>[[#2D|2D]]
| fatalStarter = [[#6C|6C]]<br/>[[#j.2C|j.2C]]<br/>[[#2D|2D]]
|unique_mechanic1_name= Drive: Voltic Battler
}}
|unique_mechanic1=
{{card|width=4
Tager can magnetize opponents for a small duration by landing certain attacks on hit or block. If the opponent is already magnetized and gets hit by an attack with magnetism, the duration stacks (max 1000F). The magnetism duration normally reduces at a rate of 1 point per frame, but if Tager's opponent is in hitstun, the rate halves to 1 point per 2 frames (when they perform a tech, the rate goes back to normal). Magnetism duration does not decrease during superflash or hitstop.<br/>
|header=Drive: Voltic Battler
|content=Tager can magnetize opponents for a small duration by landing certain attacks on hit or block. If the opponent is already magnetized and gets hit by an attack with magnetism, the duration stacks (max 1000F). The magnetism duration normally reduces at a rate of 1 point per frame, but if Tager's opponent is in hitstun, the rate halves to 1 point per 2 frames (when they perform a tech, the rate goes back to normal). Magnetism duration does not decrease during superflash or hitstop.<br/>
<br/>
<br/>
When the opponent is magnetized, certain attacks will pull in the opponent. All Drive moves, as well as {{clr|A|6A}}, {{clr|A|360A}}/{{clr|B|B}}, {{clr|C|623C}}, {{clr|C|j.360C}}, and Distortion Drives, will pull in magnetized opponents. Each move attracts differently and for different durations, and they may pull in airborne and grounded opponents differently. For example, Atomic Collider strongly attracts airborne opponents, but does not affect standing or crouching opponents at all. The forces are noted in the frame data. Typically attractive moves start their attraction early on during startup and end during the active frames. Magnetism pulls do not affect a player's ability to perform moves since it doesn't directly cause any kind of hitstun, however it can mess up spacing and force players to land earlier or later than normal, causing some unpredictable and sometimes amusing effects. <br/>
When the opponent is magnetized, certain attacks will pull in the opponent. All Drive moves, as well as {{clr|A|6A}}, {{clr|A|360A}}/{{clr|B|B}}, {{clr|C|623C}}, {{clr|C|j.360C}}, and Distortion Drives, will pull in magnetized opponents. Each move attracts differently and for different durations, and they may pull in airborne and grounded opponents differently. For example, Atomic Collider strongly attracts airborne opponents, but does not affect standing or crouching opponents at all. The forces are noted in the frame data. Typically attractive moves start their attraction early on during startup and end during the active frames. Magnetism pulls do not affect a player's ability to perform moves since it doesn't directly cause any kind of hitstun, however it can mess up spacing and force players to land earlier or later than normal, causing some unpredictable and sometimes amusing effects. <br/>
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<br/>
<br/>
In addition to magnetism, Tager has an extra gauge: the Electricity Meter. This gauge fills up at 1 point per frame (freezes during hitstop and superflash) and has a maximum of 1000 points. When the gauge is full, Tager can use the Spark Bolt attack.
In addition to magnetism, Tager has an extra gauge: the Electricity Meter. This gauge fills up at 1 point per frame (freezes during hitstop and superflash) and has a maximum of 1000 points. When the gauge is full, Tager can use the Spark Bolt attack.
|unique_mechanic2_name= Overdrive: Voltic Field
|header2=Overdrive: Voltic Field
|unique_mechanic2=
|content2=Unlike most other overdrives, Tager's focuses more on taking advantage during neutral, with much stronger methods of applying and keeping magnetism. This isn't to say that it doesn't boost his combo damage, but this is limited to just what the overdrive cancel allows and greatly enhanced distortion drives, rather than boosted normals.
Unlike most other overdrives, Tager's focuses more on taking advantage during neutral, with much stronger methods of applying and keeping magnetism. This isn't to say that it doesn't boost his combo damage, but this is limited to just what the overdrive cancel allows and greatly enhanced distortion drives, rather than boosted normals.


*All normal drive moves all gain projectile guardpoints as well as attribute specific guardpoints depending on the move  
*All normal drive moves all gain projectile guardpoints as well as attribute specific guardpoints depending on the move  
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*Distortion Drives are enhanced (more information below)
*Distortion Drives are enhanced (more information below)
*While grounded and not in hitstun, magnetized opponents are constantly pulled towards Tager with a velocity of 2,000u/F (about 2/5 of average backwalking speed, so basically not much).
*While grounded and not in hitstun, magnetized opponents are constantly pulled towards Tager with a velocity of 2,000u/F (about 2/5 of average backwalking speed, so basically not much).
}}
</div>


|unique_mechanic3_name= Unique Mechanic: 360 inputs
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|unique_mechanic3=
{{card|width=6
While not completely unique to Tager, he has the largest number of special inputs that involve performing at least one full rotation of the direction stick before inputting a button. If you aren't familiar with these from other games, it's important to know the following:
|header=Unique Mechanic: 360 inputs
|content=While not completely unique to Tager, he has the largest number of special inputs that involve performing at least one full rotation of the direction stick before inputting a button. If you aren't familiar with these from other games, it's important to know the following:


*You do not need to do a full circle. Instead what you need to do all four cardinal directions in sequence, so 4268 is a valid 360 input. Diagonal inputs are ignored entirely.
*You do not need to do a full circle. Instead what you need to do is all 8 directions in order starting from any direction and spinning in either direction. Importantly, you're allowed to skip individual directions, including the final one, so long as no two consecutive inputs are skipped. This means that you minimally only need 4 direction inputs to make a single 360 spin For example:
*360 Inputs have a 30F input window, 720 has 45F and 1080 has 75F. This timer counts from the moment you ''leave'' the first input.
**4268, 1397, 41368, 41397 are valid spin inputs.
*Moves that require multiple spins require them to be in sequence and in the same direction. 42684268 is a valid 720 motion, 42686248 is not.
**416987 is not, since it misses 2 ''and'' 3, which are consecutive directions.  
*The starting point and the direction of the spin is not important.
*360 Inputs have a 30F input window, 720 has 45F and 1080 has 75F. This timer counts from the moment you ''leave'' the first input, so it's possible to hold [4] to block, and then input 268A to transition to Gigantic Tager Driver.
*Spin inputs have a higher input priority than 236 or 623 inputs (So try to do these motions neatly if you don't want a 360 instead).
*Moves that require multiple spins require them to be in sequence and in the same direction. 42684268 is a valid 720 motion, 42686248 is not. The rule about not missing two consecutive directions still applies.
*Spin inputs have a higher input priority than 236 or 623 inputs (So try to do these motions neatly if you don't want a 360 instead). Similarly, try to do your spin inputs in the opposite way to the 236 motion when possible to prevent accidentally getting the wrong move.


This may feel unintuitive, since pressing upwards will usually make Tager jump, so there are some useful tricks to know:
This may feel unintuitive, since pressing upwards will usually make Tager jump, so there are some useful tricks to know:
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*You can also avoid jumping by doing the spin when Tager can't jump anyway (Known as "Buffering" the move). This includes:
*You can also avoid jumping by doing the spin when Tager can't jump anyway (Known as "Buffering" the move). This includes:
**During Tager's own moves.
**During Tager's own moves.
**While in the air, since Tager has no double jump
**While in the air, since Tager has no double jump.
**While blocking or being hit
**While blocking or being hit.
**During super pauses, especially overdrive activation
**While recovering from a knockdown (typically best done during the "bounce" recovery to prevent accidental rolling).
 
**During super pauses, especially overdrive activation.
}}
}}
</div>


==Normal Moves==
==Normal Moves==
===<big>{{clr|A|5A}}</big>===
{{BBCF Move Card
|input=5A
|description=


===<big>{{clr|A|5A}}</big>===
Tager's {{clr|A|5A}} is a very useful poke that hits crouching opponents, outranges most other moves of comparable speed and leads to decent damage on hit if they're close or magnetized. It can also be used to set up tick throws thanks to its large hitbox and neutral frame advantage. While it is slightly slower than the average jab it still covers a lot of scenarios in a single button press.
<div class="attack-container">
 
<div class="attack-gallery">
*Cannot self cancel, even on hit.
<tabber>
*One of Tager's few jump-cancelable normals.
Images =
 
<gallery widths="210px" heights="210px" mode="nolines">
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|A|2A}}, {{clr|A|6A}}, {{clr|B|5B}}, {{clr|B|2B}}, {{clr|B|6B}}, {{clr|C|5C}}, {{clr|C|2C}}, {{clr|C|6C}}, {{clr|C|3C}}, {{clr|D|5D}}, {{clr|D|2D}}, {{clr|D|4D}}
BBCS_Tager_5A.png |Slow, but does everything.
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
BBCF_Iron_Tager_5A_Hitbox.png|
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-BBCF}}
|-
{{#cargo_query:tables=MoveData_BBCF
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and input="5A"
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID
}}
}}
|}
==== ====
*Surprisingly large hitbox; hits crouching, low-dashing and even tech-rolling characters with ease.
*Cannot self cancel, even on hit
*Useful for setting up tick throws
*One of Tager's few jump-cancelable normals.
Tager's 5A is a good poke, and can even lead to decent damage. While it's not as fast as the average jab, its neutral frame advantage and generally large size gives it many uses including to set up tick throws.
{{CloseCard}}


===<big>{{clr|B|5B}}</big>===
===<big>{{clr|B|5B}}</big>===
<div class="attack-container">
{{BBCF Move Card
<div class="attack-gallery">
|input=5B
<tabber>
|description=
Images =
 
<gallery widths="210px" heights="210px" mode="nolines">
{{clr|B|5B}} is Tager's primary low for low/throw mixups and generally is a great point-blank poke. It's slightly smaller than {{clr|A|5A}}, but Tager's foot is entirely disjointed and it leads to more damage overall. While it is a low attack, it boasts surprising vertical reach and must be barrier blocked in the air, so it's great for catching opponents attempting to jump out of pressure.
BBCS_Tager_5B.png |Fast low, versatile tool
 
</gallery>
In combos this easily bridges into {{clr|C|5C}} and {{clr|C|3C}} to continue the combo, and while it doesn't do amazing damage, it still scales well.
|-|
 
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
BBCF_Iron_Tager_5B_Hitbox.png| Can hit surprisingly high up
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-BBCF}}
|-
{{#cargo_query:tables=MoveData_BBCF
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and input="5B"
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID
}}
|}
==== ====
*One of Tager's few jump-cancelable normals.
*One of Tager's few jump-cancelable normals.
*Fundemental part of the low/throw mixup, but beware of normals that avoid both.


{{clr|B|5B}} is a very important normal for its use in low/throw mixups. It has similar uses to {{clr|B|2B}}, and while it's slower and deals slightly less damage, its larger hitbox and numerous cancel options make it more useful for blockstrings and combos.
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|A|6A}}, {{clr|B|2B}}, {{clr|B|6B}}, {{clr|C|5C}}, {{clr|C|2C}}, {{clr|C|6C}}, {{clr|C|3C}}, {{clr|D|5D}}, {{clr|D|2D}}, {{clr|D|4D}}
{{CloseCard}}
}}


===<big>{{clr|C|5C}}</big>===
===<big>{{clr|C|5C}}</big>===
<div class="attack-container">
{{BBCF Move Card
<div class="attack-gallery">
|input=5C
<tabber>
|description=
Images =
 
<gallery widths="210px" heights="210px" mode="nolines">
{{clr|C|5C}} is a very strong move with many applications. It is Tager's strongest combo starter thanks to its high proration values. It's also a very good combo filler thanks to its high damage and cancel options. At most ranges, {{clr|C|5C}} combos into {{clr|A|6A}} during short or medium-length combos, or {{clr|C|623C}} at the end of long combos. At max range, often the only followup available is {{MMC|input=41236D|label=Spark Bolt}}.
BBCS_Tager_5C.png |Chops! Tager's best starter
 
</gallery>
{{clr|C|5C}} is a fantastic punish tool as well. On a grounded counterhit, {{clr|C|5C}} > {{clr|C|6C}}... can lead to over 5K damage.
|-|
 
Hitboxes =
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|A|6A}}, {{clr|B|6B}}, {{clr|C|6C}}, {{clr|C|3C}}, {{clr|D|5D}}, {{clr|D|2D}}, {{clr|D|4D}}
<gallery widths="210px" heights="210px" mode="nolines">
BBCF_Iron_Tager_5C_Hitbox.png|
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-BBCF}}
|-
{{#cargo_query:tables=MoveData_BBCF
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and input="5C"
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID
}}
}}
|}
==== ====
*High proration, strongest combo starter.
*Hitting with the tip of the attack normally doesn't lead to any combos outside of Spark Bolt followup.
A decent poke, an excellent starter if you land it up close and also a nice high damage combo filler, basically everything you want in a {{clr|C|5C}} with the exception that if often pushes the opponent away too far for comboing followups unless it's a counterhit. If you know a counterhit is guarenteed, follow it up with {{clr|C|6C}} to lead into some truly nasty damage.
{{CloseCard}}




===<big>{{clr|A|2A}}</big>===
===<big>{{clr|A|2A}}</big>===
<div class="attack-container">
{{BBCF Move Card
<div class="attack-gallery">
|input=2A
<tabber>
|description=
Images =
 
<gallery widths="210px" heights="210px" mode="nolines">
Slightly slower than {{clr|A|5A}}, but with a lower profile and more disjointed hitbox. {{clr|A|2A}} can be used as a ghetto anti-air, but it's a bit weak since it requires a quick reaction time for a jump cancel followup. It can also be used as a mashable button since it can self-cancel up to three times, unlike {{clr|A|5A}}
BBCS_Tager_2A.png |Kind of an anti-air
 
</gallery>
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|A|2A}}, {{clr|B|5B}}, {{clr|B|2B}}, {{clr|C|2C}}, {{clr|C|3C}}, {{clr|D|5D}}, {{clr|D|2D}}, {{clr|D|4D}}
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
BBCF_Iron_Tager_2A_Hitbox.png|Low profile hitboxes
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-BBCF}}
|-
{{#cargo_query:tables=MoveData_BBCF
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and input="2A"
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID
}}
}}
|}
==== ====
Like a slower {{clr|A|5A}} with fewer cancel options but a lower profile and much more disjointed hitbox (Tager's arm has no hurtbox during the move, unlike {{clr|A|5A}}), {{clr|A|2A}} sees some use as a ghetto anti air and a mashable button, since it can self cancel up to three times but {{clr|A|5A}} cannot self cancel at all. As an anti-air it's a bit weak since it requires a rather fast reaction to jump cancel into the followup combo, but it's still useful for disrupting your opponent's pressure nonetheless.
{{CloseCard}}




===<big>{{clr|B|2B}}</big>===
===<big>{{clr|B|2B}}</big>===
<div class="attack-container">
{{BBCF Move Card
<div class="attack-gallery">
|input=2B
<tabber>
|description=
Images =
 
<gallery widths="210px" heights="210px" mode="nolines">
{{clr|B|2B}} does not reach very far, but it has very strong frame advantage and a fast total animation. It can be used to set up Wedge Catapult attempts and intentional whiffs to reset pressure or go for a throw.
BBCS_Tager_2B.png |The monkey kick that's surprisingly fast and safe
 
</gallery>
Thanks to the hitbox going well inside of Tager, {{clr|B|2B}} is also great for catching rolls in the corner or other pass-through moves.
|-|
 
Hitboxes =
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|B|5B}}, {{clr|C|2C}}, {{clr|C|3C}}, {{clr|D|2D}}
<gallery widths="210px" heights="210px" mode="nolines">
BBCF_Iron_Tager_2B_Hitbox.png| Good hitbox for catching tech rolls and other pass-throughs
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-BBCF}}
|-
{{#cargo_query:tables=MoveData_BBCF
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and input="2B"
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID
}}
}}
|}
==== ====
*After doing {{clr|B|2B}} > {{clr|B|5B}} >{{clr|B|2B}} you cannot cancel into {{clr|B|5B}} again for that string.
In previous iterations, {{clr|B|5B}} and {{clr|B|2B}} were pretty interchangable, however {{clr|B|2B}}'s use has now moved from being a combo tool to being a very safe low poke when up close. It has a very nice frame advantage making it ideal for setting up Wedge catapault attempts, deliberate whiffs on techs and other shenanigans. {{clr|B|2B}}'s relatively short range limits its use to just an oki tool in many cases since it's not easy or practical for Tager to close in unimpeded most of the time.
{{CloseCard}}


===<big>{{clr|C|2C}}</big>===
===<big>{{clr|C|2C}}</big>===
<div class="attack-container">
{{BBCF Move Card
<div class="attack-gallery">
|input=2C
<tabber>
|description=
Images =
 
<gallery widths="210px" heights="210px" mode="nolines">
{{clr|C|2C}} is Tager's very high-risk, high-reward anti-air. Its invuln does not last into the active frames, so it will often trade, though the trade will usually be beneficial due to its high counterhit hitstun. This move has abysmal recovery on whiff, and it has a small horizontal reach, so it's very risky to throw out.
BBCS_Tager_2C.png |Risky anti-air, mostly combo filler
 
</gallery>
{{clr|C|2C}} is mostly used in combos, most often ...{{clr|A|6A}} > {{clr|C|2C|}} > {{clr|C|623C}}.
|-|
 
Hitboxes =
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|C|3C}}
<gallery widths="210px" heights="210px" mode="nolines">
BBCF_Iron_Tager_2C_Hitbox.png|
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-BBCF}}
|-
{{#cargo_query:tables=MoveData_BBCF
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and input="2C"
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID
}}
}}
|}
==== ====
*High risk, high reward anti-air.
*Long recovery time, extremely dangerous to whiff.
*Small amound of head invulnerability.
*Good vertical reach, but poor horizontal reach.
Tager's 2C mostly sees use in combos, usually following 6A. Due to its abysmal recovery, it's generally not a good idea to use unless you're certain it will hit.
{{CloseCard}}


===<big>{{clr|A|6A}}</big>===
{{InputBadge|(Hold OK)}}
{{BBCF Move Card
|input=6A,6[A]|versioned=name
|description=


===<big>{{clr|A|6A}}</big>===
{{clr|A|6A}} is a good multi-purpose tool. It brings the opponent closer on hit and block, enabling close-range pressure and low/throw mixups. It's a staple combo tool as well to pull in opponents that have been pushed out. Usually in combos it gets used after {{clr|C|5C}}, a link which eventually fails during long combos. Other times include after Sledgehammer B, Back throw and, with some timing, Spark Bolt and {{clr|D|j.D}}.
<div class="attack-container">
 
<div class="attack-gallery">
This move also has an effect where the opponent cannot tech the slide if they hit the floor within 2F of being hit (Basically when they're very close to the ground when hit in the air), causing a hard knockdown. This is generally referred to as "Low {{clr|A|6A}}". The combined untech time is long enough to allow combos of all kinds. The normal version will generally only combo into {{clr|C|2C}}, {{clr|B|6B}} and {{clr|A|236A}} but with low version, {{clr|A|6A}} will combo into {{clr|B|236B}}, {{clr|C|6C}}, and Crush Trigger as well, allowing a lot of combo possibilities. You'll want to learn this timing to get maximum damage combos, especially after Spark Bolt.
<tabber>
----
Images =
Charging {{clr|A|6A}} simply extends the armor frames and attractive time, and adds a bit more damage. Charging fully is generally useless, except for very big reads to guard point through attacks.
<gallery widths="210px" heights="210px" mode="nolines">
 
BBCF_Tager_6A.png |Pose when delaying the move...
*Hold button to delay.
BBCS_Tager_6A.png |And release
*Move is attractive to magnetized opponents throughout its startup and active frames, including if the move is delayed.
</gallery>
*Armor is only enabled if the move is charged for at least 16 Frames.
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
BBCF_Iron_Tager_6A_1_Hitbox.png|Frames 19-22
BBCF_Iron_Tager_6A_2_Hitbox.png|Frames 23-25
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-BBCF|version=yes}}
|-
{{#cargo_query:tables=MoveData_BBCF
|fields=trim("Uncharged")=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and input="6A"
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID
}}
|-
{{#cargo_query:tables=MoveData_BBCF
|fields=trim("Charged")=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and input="6[A]"
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID
}}
|}
==== ====
*Hold button to delay.  
*Move is attractive to magnetized opponents throughout its startup and active frames, including if you delay the move.  
*Armor throughout the charge animation against Body, Head and Projectile attacks. Somewhat uniquely, attacks against {{clr|A|6A}}'s armor will still deal half of their base damage to Tager (And can still end the round).
*Armor throughout the charge animation against Body, Head and Projectile attacks. Somewhat uniquely, attacks against {{clr|A|6A}}'s armor will still deal half of their base damage to Tager (And can still end the round).
*Negative knockback, opponents are knocked towards you when it connects in any way. Floor slides at Tager's feet on air hit.
*Negative knockback, opponents are knocked towards Tager when it connects in any way. Floor slides at Tager's feet on air hit.
*Full charge is achieved 6 frames before Tager will automatically swing anyway.
*Large hitbox that encompasses the spark around Tager's hand, overall reach slightly larger than {{clr|C|5C}}.
*Large hitbox that encompasses the spark around Tager's hand, overall reach slightly larger than {{clr|C|5C}}.
*Tager's only normal that can cancel into his command throws.
*Tager's only normal that can cancel into Gigantic Tager Driver or Wedge Catapult.


Tager's {{clr|A|6A}} is a very good multi-purpose tool. It brings the opponent closer to him, allowing him to start close range pressure and grab mixup. It also is a very good combo tool that removes the need to dash or jump cancel like other characters would need to. Usually in combos it gets used after a {{clr|C|5C}}, a link which eventually fails during long combos. Other times include after Sledgehammer B, Back throw and, with some timing, Spark bolt and {{clr|D|j.D}}.
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|B|6B}}, {{clr|C|2C}}, {{clr|C|6C}}, {{clr|D|5D}}, {{clr|D|2D}}, {{clr|D|4D}}
}}
 
===<big>{{clr|B|6B}}</big>===
{{BBCF Move Card
|input=6B
|description=
 
{{clr|B|6B}} is an important tool thanks to its foot invulnerability. Since Tager's armored moves lose to foot-attribute attacks, this can be used to call out opponents attempting to beat the armor. On counterhit, {{clr|B|6B}} combos into {{clr|C|6C}}, leading to massive damage.


This move also has a strange property where the ground-sliding animation and untech time lasts MUCH longer when the opponent is hit by this at a low height. The untech time is long enough to allow combos of all kinds. The normal version will generally only combo into {{clr|C|2C}}, {{clr|B|6B}} and {{clr|A|236A}} but if you get the long-untech time version, {{clr|A|6A}} will combo into {{clr|B|236B}}, {{clr|C|6C}}, and Crush Trigger as well, allowing a lot of combo possibilities. You'll want to learn this timing to get maximum damage combos, especially after Spark Bolt.
{{clr|B|6B}} is also a very common combo filler since it forces crouching on opponents. {{clr|B|6B}} > {{clr|A|236A}} , {{clr|A|5A}}... works at the start of many combos and is a simple way to increase damage, set up magnetism, and even extend combos.
----
Charging {{clr|A|6A}} simply extends the armor frames and attractive time allows you to delay the attack for a bit more damage. Charging fully is generally useless, except if you read that a hit is coming and you want to guard point through it.
{{CloseCard}}


===<big>{{clr|B|6B}}</big>===
<div class="attack-container">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
BBCS_Tager_6B.png
BBCS Tager 6B 2.png |Good tool for calling out low attacks
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
BBCF_Iron_Tager_6B_Hitbox.png|
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-BBCF}}
|-
{{#cargo_query:tables=MoveData_BBCF
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and input="6B"
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID
}}
|}
==== ====
*Can cancel into itself once.
*Can cancel into itself once.
*Forces crouching on standing hit allowing combos into {{clr|A|236A}} (And {{clr|D|5D}} on fatal combos)
*Forces crouching on standing hit allowing combos into {{clr|A|236A}} (And {{clr|D|5D}} on fatal combos)
*Hard knockdown on air hit. Combos into A Sledge and Gadget finger but not {{clr|C|2C}} with a few exceptions.
*Hard knockdown on air hit. Combos into A Sledge and Gadget finger but not {{clr|C|2C}} with a few exceptions.
*Has foot invulnerability on start-up, allowing you to counter low hitting pressure.
*Moves Tager forward slightly.
*Moves Tager forward slightly.


{{clr|B|6B}} is an important tool thanks to its foot invulnerability. Since Tager's armored moves lose to low attacks, this can be used to call out those moves. On counterhit, {{clr|B|6B}} combos into {{clr|C|6C}}, leading to massive damage.
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|B|6B}}, {{clr|C|2C}}, {{clr|C|6C}}, {{clr|D|5D}}, {{clr|D|2D}}, {{clr|D|4D}}
}}
 
 
===<big>{{clr|C|6C}}</big>===
{{BBCF Move Card
|input=6C
|description=


{{CloseCard}}
{{clr|C|6C}} is a very strong combo filler attack. In midscreen combos, it's often used as a followup to a counterhit {{clr|C|5C}} or {{clr|B|6B}}, or after a low {{clr|A|6A}}. In corner combos, it can be looped with {{clr|D|5D}} for lots of damage.


Outside of combos, {{clr|C|6C}} is a relatively risky poke that's usually outclassed by {{clr|C|5C}} or {{clr|D|5D}}. It can be used as an overhead mixup, but its lengthy startup and visual tell make it less useful in this regard.


===<big>{{clr|C|6C}}</big>===
<div class="attack-container">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
BBCS_Tager_6C.png|Long range overhead. SMASH!!
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
BBCF_Iron_Tager_6C_Hitbox.png|
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-BBCF}}
|-
{{#cargo_query:tables=MoveData_BBCF
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and input="6C"
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID
}}
|}
==== ====
*Fatal Counter.
*Fatal Counter.
*Jump cancelable on hit, but not on block.
*Jump cancelable on hit, but not on block.
*Tager's only real overhead, but basically useless as a mixup tool due to its massive tell and slow startup.
*Ground Bounces.
*Ground Bounces.
*110% Bonus Proration.
*110% Bonus Proration.


Can be used as a poke at large distances, but it extends Tager's hurtbox forward thus it can can be stuffed and its hitbox doesn't extend as high as you might think, making it only really able to catch jumpouts. {{clr|D|5D}} is generally a much safer option. Inside combos however it's a very useful tool to boost damage, especially in the corner where you can loop it with {{clr|D|5D}} to pile on the damage and magnetism.
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|D|5D}}, {{clr|D|2D}}, {{clr|D|4D}}
}}




{{CloseCard}}
===<big>{{clr|C|3C}}</big>===
{{BBCF Move Card
|input=3C
|description=


A very useful move for starting magnetized combos. The untech time is long enough to combo {{clr|C|3C}} > {{clr|C|623C}} whiff > {{clr|C|5C}} and can net 3K off a simple interaction. It's a great poke as well, extending almost as far as {{clr|C|5C}} and coming out a bit faster, and it can also be used at the end of shorter combos to get magnetism with {{clr|D|22D}}.


===<big>{{clr|C|3C}}</big>===
<div class="attack-container">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
BBCS_Tager_3C.png |This is where the fun begins.
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
BBCF_Iron_Tager_3C_Hitbox.png|
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-BBCF}}
|-
{{#cargo_query:tables=MoveData_BBCF
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and input="3C"
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID
}}
|}
==== ====
*Massive untech time, allowing Tager to hit his opponent and then lift them unto the air with a whiffed Atomic Collider to continue the combo.
*Hitting with {{clr|C|3C}} at any point in the combo enables using Gadget Finger for that combo, even if they never hit the floor.
*Hitting with {{clr|C|3C}} at any point in the combo enables using Gadget Finger for that combo, even if they never hit the floor.
*Hard knockdown on grounded counterhit, even if you fling them into the air first (They'll eventually air tech if you fling them for too long).
*Hard knockdown on grounded counterhit, even if the opponent is flung into the air before reaching the ground (They'll eventually air tech after a long enough period of time).
*Surprisingly large vertical hitbox for a sweep attack.
*110% Bonus Proration.
*110% Bonus Proration.


Tager's {{clr|C|3C}} is a useful tool since it starts a lot of his magnetized combos. The untech time is long enough to combo {{clr|C|3C}} > {{clr|C|623C}} whiff > {{clr|C|5C}} and can net you 3K off a simple interaction. It's a great poke as well, extending almost as far as {{clr|C|5C}} and coming out a bit faster, and it can also be used at the end of shorter combos to get magnetism with {{clr|D|22D}}.
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: None
}}
 
===<big>{{clr|A|j.A}}</big>===
{{BBCF Move Card
|input=j.A
|description=
 
A fantastic but often overlooked move, used to win air to air battles, particularly ones the opponent didn't expect when trying to jump in. If done early enough in a jump, a counterhit {{clr|A|j.A}} can chain into {{clr|D|j.D}} for some nice combos, though it's typically safer to go for {{clr|A|j.A}} > {{clr|B|j.B}} > {{clr|C|j.C}} > {{clr|A|j.63214A}}.


{{CloseCard}}
{{clr|A|j.A}} is also a necessary combo filler after an air hit {{clr|A|5A}} or {{clr|A|2A}}.


===<big>{{clr|A|j.A}}</big>===
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|A|j.A}}, {{clr|B|j.B}}, {{clr|C|j.C}}, {{clr|D|j.D}}
<div class="attack-container">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
BBCS_Tager_jA.png |The best move nobody uses
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
BBCF_Iron_Tager_jA_Hitbox.png|
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-BBCF}}
|-
{{#cargo_query:tables=MoveData_BBCF
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and input="j.A"
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID
}}
}}
|}
==== ====
*Useful air to air poke, much larger range than other j.As
*Combo filler needed when using {{clr|A|5A}}'s or {{clr|A|2A}}'s jump cancel to make a combo.
A fantastic but often overlooked move, used to win air to air battles, particularly ones your opponent didn't expect when trying to jump-in towards you. If you do it early enough in your jump, a counterhit {{clr|A|j.A}} can chain into {{clr|D|j.D}} for some nice combos.
{{CloseCard}}




===<big>{{clr|B|j.B}}</big>===
===<big>{{clr|B|j.B}}</big>===
<div class="attack-container">
{{BBCF Move Card
<div class="attack-gallery">
|input=j.B
<tabber>
|description=
Images =
<gallery widths="210px" heights="210px" mode="nolines">
BBCS_Tager_jB.png |Go-to jump-in and decent air-to-air
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
BBCF_Iron_Tager_jB_Hitbox.png| Not distjointed, won't clash with anti-airs.
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-BBCF}}
|-
{{#cargo_query:tables=MoveData_BBCF
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and input="j.B"
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID
}}
|}
==== ====
*Cross-up tool
*Ground bounces on counterhit against airborne opponents.
**Ground bounce adjusts with height, allowing you to use the same followups from various starting heights.
*General purpose jump in attack with a huge active time.


Extremely useful air button. It has generous active frames and leads to decent damage in most combos. It has a long whiff recovery, however, so don't throw it out too carelessly.
{{clr|B|j.B}} is an extremely useful air button. It has very generous active frames and leads to decent damage in most combos. The hitbox and active frames also make it very useful for crossups. It has a long whiff recovery, however, so don't throw it out too carelessly.


{{clr|B|j.B}} can also be used for a safejump after Atomic Collider. This keeps the opponent closer than Gadget Finger and thus allows for more immediate pressure, but beware it will lose to reversals that come out before frame 7.
{{clr|B|j.B}} sets up a safejump after Atomic Collider, though it loses to 6-frame reversals. This safejump has benefits over Gadget Finger oki, since it keeps the opponent closer and allows for immediate pressure.


{{CloseCard}}
*Ground bounces on counterhit against airborne opponents.
**Ground bounce adjusts with height, allowing similar followups from various starting heights.


===<big>{{clr|C|j.C}}</big>===
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|A|j.A}}, {{clr|C|j.C}}, {{clr|D|j.D}}
<div class="attack-container">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
BBCS_Tager_jC.png |Forward momentum, good for closing in
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
BBCF_Iron_Tager_jC_Hitbox.png| Surprisingly deep hitbox inside Tager, catches more than you think.
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-BBCF}}
|-
{{#cargo_query:tables=MoveData_BBCF
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and input="j.C"
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID
}}
}}
|}
==== ====
*Adds a small amount of forwards momentum to Tager.
*Hitbox covers most of Tager's arms.
*Relatively fast recovery.


*Has a tendency to clash in air footsies.
===<big>{{clr|C|j.C}}</big>===
*Long untech time on a counterhit, usually possible to land and pick up the combo.
{{BBCF Move Card
*Hitbox also covers most of Tager's arms, making it a reasonable jump-in move.
|input=j.C
*Quite decent recovery, advantageous in air to air situations.
|description=


{{clr|C|j.C}} is a very useful tool for Tager. It gives Tager forward momentum, so it can be used as a ghetto approach option combined with {{clr|A|j.63214A}}
{{clr|C|j.C}} gives Tager forward momentum, so it can be used to close the distance along with {{MMC|input=j.63214A|label={{clr|A|j.63214A}}}}. It can also be used as an anti-air since the hitbox covers most of Tager's hurtbox, though it will often clash. On counterhit, it's usually possible to land and pick up the combo with {{clr|C|5C}}.


This move also works well as an air-to-air since the hitbox covers most of Tager's hurtbox. On Counter Hit, it's usually possible to land and pick up the combo with {{clr|C|5C}}.
*Quite decent recovery, advantageous in air to air situations.


{{CloseCard}}
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|B|j.B}}, {{clr|D|j.D}}
}}


===<big>{{clr|C|j.2C}}</big>===
===<big>{{clr|C|j.2C}}</big>===
<div class="attack-container">
{{BBCF Move Card
<div class="attack-gallery">
|input=j.2C
<tabber>
|description=
Images =
<gallery widths="210px" heights="210px" mode="nolines">
BBCS_Tager_j2C.png |The anti-anti-air
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
BBCF_Iron_Tager_j2C_Hitbox.png|
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-BBCF}}
|-
{{#cargo_query:tables=MoveData_BBCF
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and input="j.2C"
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID
}}
|}
==== ====
*Fatal Counter
*Ends all air momentum on startup, Tager falls straight down once the move goes active.
*Has a fast startup version when used very close to the ground.


The fatal counter move you will most likely actually get a counterhit with, {{clr|C|j.2C}} is a useful punish tool for when you successfully jump out of ground pressure. You can also use it to delay your jump-in momentum to call out anti-air attacks, but you won't get a counterhit that way usually, on hitting a grounded opponent, you usually only have time for Gadget Finger, if at all, but you can rapid cancel the fall to eliminate the landing recovery and pick the combo up with {{clr|B|5B}}. It's still very risky however, since it's very punishable on block.
{{clr|C|j.2C}} is the Fatal Counter you'll most likely land. It halts Tager's air momentum, so it can be used to call out anti-air attempts and punish the opponent hard. On regular hit, often the only option is to follow up with Gadget Finger or a Rapid Cancel into {{clr|B|5B}}. It is very punishable on block, though, so use it carefully.


In combos this move is very frequently used after {{clr|C|6C}} to bring the opponent back down to earth. Ensure you hit them with Tager as low as you can to give yourself time to recover and use {{clr|B|5B}} or {{clr|C|3C}}.
In combos, this move is very frequently used after {{clr|C|6C}} to bring the opponent back down. Ensure you hit them with Tager as low as you can to give yourself time to recover and use {{clr|B|5B}} or {{clr|C|3C}}.


The quick start up version seems to be a bug that was deliberately left in the game where the game cancels much of the startup into the landing animation (which has some active frames). This quick version is useful for getting surprise fatal counters on jump ins, and is also quite safe. However its use is very limited due to the rather precise height you need to be to activate it. Bizarrely enough it's still an overhead when you do this.
Uniquely, if this move is used very close to the ground, the attack will come out almost instantly. The quick startup version seems to be a bug that was deliberately left in the game where the game cancels much of the startup into the landing animation (which has some active frames). This quick version is useful for getting surprise fatal counters on jump ins, and is also quite safe. However its use is very limited due to the rather precise height meeded to activate it. Bizarrely enough it's still an overhead when done close to the ground.
{{CloseCard}}


*Fatal Counter
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: None
}}
<br style="clear:both;"/>
<br style="clear:both;"/>
==Drive Moves==
==Drive Moves==


===<big>{{clr|D|5D}}</big>===
===<big>{{clr|D|5D}}</big>===
<div class="attack-container">
{{BBCF Move Card
<div class="attack-gallery">
|input=5D
<tabber>
|description=
Images =
 
<gallery widths="210px" heights="210px" mode="nolines">
{{clr|D|5D}} is a massive poke that magnetizes the opponent and can lead to great damage. However, it has a fairly long startup; don't abuse this move, or you'll eat painful counter hits yourself.
BBCS_Tager_5D.png |The punch of science.
 
</gallery>
On counterhit, {{clr|D|5D}} can combo into {{MMC|input=360B|label={{clr|B|360B}}}} just outside of max range, or partially charged {{clr|A|6A}} at any range. It's also possible to follow up with Spark Bolt from any hit, including air hit if done fast enough. As a combo ender, it can also be canceled into {{clr|D|214D}} for a quick Spark Bolt charge or Gadget Finger to pull them back in for some shenanigans.
|-|
 
Hitboxes =
This move particularly shines in corner combos, where it can be looped with {{MMC|input=6C|label={{clr|C|6C}}}} for massive damage.
<gallery widths="210px" heights="210px" mode="nolines">
 
BBCF_Iron_Tager_5D_1_Hitbox.png|
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-BBCF}}
|-
{{#cargo_query:tables=MoveData_BBCF
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and input="5D"
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID
}}
|}
==== ====
*Magnetizes for 300F (1000F in Overdrive).
*Magnetizes for 300F (1000F in Overdrive).
*Attractive to magnetized opponents during startup and active frames.
*Attractive to magnetized opponents during startup and active frames.
*Causes stagger on grounded CH, allowing for followups.
*Blows opponent away on air hit, and causes floorslide.
*Blows opponent away on air hit, and causes floorslide.
*Gains Body and Projectile guardpoint during Overdrive.
*Gains Body and Projectile guardpoint during Overdrive.
**Projectiles do not cause hitstop, but unblockable projectiles still cannot be armored.
**Projectiles do not cause hitstop, but unblockable projectiles still cannot be armored.


{{clr|D|5D}} is a massive poke that magnetizes the opponent and can lead to good damage. On counter hit, it can combo into {{clr|B|360B}} just outside of max range or {{clr|A|6A}} at any range. It's also possible to follow up with Spark Bolt from any hit, including air hit if you're fast enough. As a combo ender, it can also be canceled into {{clr|D|214D}} for a quick Spark Bolt charge.
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: None


However, this move has a fairly long startup. Don't abuse this move, or you'll eat painful counter hits yourself.
}}
{{CloseCard}}


===<big>{{clr|D|2D}}</big>===
===<big>{{clr|D|2D}}</big>===
<div class="attack-container">
{{BBCF Move Card
<div class="attack-gallery">
|input=2D
<tabber>
|description=
Images =
 
<gallery widths="210px" heights="210px" mode="nolines">
Despite its enticing frame advantage, this move isn't as useful as it appears. Its slow startup and telegraphed animation means it normally won't be surprising the opponent, but on block it leaves Tager plus and close-up against a magnetized opponent, which is a very favorable position. Its best use is to close short distances or take advantage of opponents that are conditioned to not challenge during blockstun.
BBCS_Tager_2D.png |Plus on block, but slow and risky.
 
</gallery>
On regular hit, this move has no cancel options besides Rapid Cancel. On Fatal Counter, Tager can follow up with either {{clr|C|3C}} > {{clr|C|623C}} (whiff) or {{clr|C|5C}} > {{clr|A|6A}} to start the combo.
|-|
 
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
BBCF_Iron_Tager_2D_Hitbox.png|Smaller than you might think.
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-BBCF}}
|-
{{#cargo_query:tables=MoveData_BBCF
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and input="2D"
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID
}}
|}
==== ====
*Fatal Counter
*Fatal Counter
*Magnetises for 300F (1000F in Overdrive)
*Magnetises for 300F (1000F in Overdrive)
Line 640: Line 303:
*Gains Foot and Projectile guardpoint during Overdrive
*Gains Foot and Projectile guardpoint during Overdrive
**Attacks do not cause hitstop
**Attacks do not cause hitstop
*Unblockables still cannot be armored.
**Unblockables still cannot be armored.


Despite its enticing frame advantage, this move isn't as useful as it appears. Its slow startup and telegraphed animation means you normally won't be surprising your opponent, but on block it leaves Tager plus and close-up against a magnetized opponent, which is a very favorable position. Its best use is to close short distances or take advantage of opponents that are conditioned not challenge during blockstun.
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: None


This move does Fatal Counter, so on the off-chance you catch your opponent, you can follow up with either {{clr|C|3C}} > {{clr|C|623C}} (whiff) or {{clr|C|5C}} > {{clr|A|6A}} to start the combo. On regular hit, though, this move has no cancel options outside of Rapid Cancel. On air hit, the opponent gets a floorslide similar to 5D, but with no cancels to work with there's no real followup outside of a corner hit ''and'' a rapid cancel.
}}
{{CloseCard}}


===<big>{{clr|D|4D}}</big>===
===<big>{{clr|D|4D}}</big>===
<div class="attack-container">
{{BBCF Move Card
<div class="attack-gallery">
|input=4D
<tabber>
|description=
Images =
 
<gallery widths="210px" heights="210px" mode="nolines">
{{clr|D|4D}} is a common pressure ender to apply magnetism, end with a safe frame advantage, and set up tick throws. It can also be used instead of Gadget Finger in some situations to set up tricky resets. {{clr|C|623C}} , {{clr|D|4D}} pulls the opponent directly towards Tager if they emergency tech, or hit them if they delay tech.
BBCS_Tager_4D.png |Nice blockstring ender because of its speed and frame advantage.
 
</gallery>
This move does not have followups on regular hit, but on counterhit it can be followed up with {{clr|C|3C}} to lead to decent damage.
|-|
 
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
BBCF_Iron_Tager_4D_1_Hitbox.png|Frames 13-14, can be low profiled fairly easily.
BBCF Iron Tager 4D 2 Hitbox.PNG|Frames 15-16, lower hitbox
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-BBCF}}
|-
{{#cargo_query:tables=MoveData_BBCF
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and input="4D"
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID
}}
|}
==== ====
*Magnetises for 180F (1000F in Overdrive).
*Magnetises for 180F (1000F in Overdrive).
*Attractive to magnetized opponents during startup and active frames.
*Attractive to magnetized opponents during startup and active frames.
Line 680: Line 324:
**Unblockables cannot be armored.
**Unblockables cannot be armored.


{{clr|D|4D}} is a very useful move thanks to its frame advantage. It's mostly used as a blockstring ender to set up a tick throw situation, since it's relatively fast and applies magnetism.
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: None


It can also be used instead of Gadget Finger in certain scenarios. For example, {{clr|C|623C}} , {{clr|D|4D}} will pull the opponent directly towards you if they emergency tech, or hit them if they delay tech.
}}
 
===<big>{{clr|D|j.D}}</big>===
{{BBCF Move Card
|input=j.D
|description=


Similarly to {{clr|D|2D}}, followups are only possible on counter hit since it has no cancel options. On counter hit, you can follow up with {{clr|C|3C}} > {{clr|C|623C}} (whiff) for decent damage.
{{clr|D|j.D}} is a somewhat situational move since Tager is usually grounded, but it can be used to control air space. More importantly, it can lead to high damage if landed close to the ground, comboing into Wedge Catapult or {{clr|C|6C}}. It's a very strong move during combos as well, most commonly after {{clr|C|6C}}, due to its long untechable time and high proration values.
{{CloseCard}}
 
It's also used in the Fatal Counter loop of {{clr|C|j.C}} > {{clr|D|j.D}}. On Fatal, your goal should be to get into this loop as fast as you can to get the most damage.


===<big>{{clr|D|j.D}}</big>===
<div class="attack-container">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
BBCS_Tager_jD.png |Pulls the oppponent in for big damage.
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
BBCF_Iron_Tager_jD_Hitbox.png|Very large hitbox, hits when you might not expect it.
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-BBCF}}
|-
{{#cargo_query:tables=MoveData_BBCF
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and input="j.D"
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID
}}
|}
==== ====
*Magnetizes for 300F (1000F in Overdrive).
*Magnetizes for 300F (1000F in Overdrive).
*Attractive to magnetized opponents during startup and active frames.
*Attractive to magnetized opponents during startup and active frames.
Line 719: Line 343:
*Hitbox extends far beyond Tager's arms.
*Hitbox extends far beyond Tager's arms.


{{clr|D|j.D}} is a somewhat situational move since Tager is usually grounded, but it can be used to control air space. More importantly, it can lead to high damage if landed close to the ground, comboing into Wedge Catapult or {{clr|C|6C}}. It's a very strong move during combos as well, most commonly after {{clr|C|6C}}, due to its long untechable time and high proration values.
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: None
 
}}
It's also used in the Fatal Counter loop of {{clr|C|j.C}} > {{clr|D|j.D}}. On Fatal, your goal should be to get into this loop as fast as you can to get the most damage.
{{CloseCard}}


<br style="clear:both;"/>
<br style="clear:both;"/>


==Universal Mechanics==
==Universal Mechanics==
===<big>Forward Throw</big>===
===<big>Ground Throw</big>===
<span class="input-badge">'''{{clr|B|5B}}+{{clr|C|C}}'''</span>
{{InputBadge|{{clr|B|5B}}+{{clr|C|C}}}} or {{InputBadge|{{clr|B|4B}}+{{clr|C|C}}}}
<div class="attack-container">
{{BBCF Move Card
<div class="attack-gallery">
|input=B+C,4B+C|versioned=name
<tabber>
|description=
Images =
 
<gallery widths="210px" heights="210px" mode="nolines">
While technically as fast as {{clr|A|360A}}, standard throw is quicker to use on reaction than spinning the stick, and it leads to more damage, just without the invuln. For forward throw, follow up with {{clr|B|236B}}, and for back throw, follow up with {{clr|A|6A}} > {{clr|C|6C}}.
BBCS_Tager_FThrow.png |Surprisingly useful standard grab.
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
BBCF_Iron_Tager_B+C_Hitbox.png|
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-BBCF}}
|-
{{#cargo_query:tables=MoveData_BBCF
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and input="BC"
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID
}}
|}
==== ====
*[[BBCF/Offense#Throws|Functions the same as every other throw, but with more range.]]
** Has 401 pixel range compared to the standard 266 pixel range.
*Leads to higher damage, heat gain and is much safer on whiff than {{clr|A|360A}}, but has no startup invulnerability or magnetic attraction and has slightly less range.
*Your best choice as a close range punish tool if you haven't got much advantage to work with.
*Special cancellable.


While technically as quick as {{clr|A|360A}} to perform, keep in mind that this is much quicker to use on reaction than spinning the stick for {{clr|A|360A}} or even {{clr|C|720C}}. Since you'll be using atomic collider further down the combo, swapping sides, bare in mind which throw gives you the best positioning afterwards.
Both standard throw routes end with Atomic Collider, so bear in mind which throw gives the best positioning afterwards.
</div>
</div>


===<big>Back Throw</big>===
*[[BBCF/Mechanics#Normal Throws|Functions the same as every other throw, but with more range.]]
<span class="input-badge">'''{{clr|B|4B}}+{{clr|C|C}}'''</span>
** Has 401 pixel range compared to the standard 266 pixel range.
<div class="attack-container">
*Forward Throw is special cancelable, but back throw is not
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
BBCS_Tager_BThrow.png |Similarly useful, but sideswitches as well.
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
BBCF_Iron_Tager_B+C_Hitbox.png|
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-BBCF}}
|-
{{#cargo_query:tables=MoveData_BBCF
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and input="4BC"
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID
}}
}}
|}
==== ====
*Functions the same as Foward Throw before it hits.
*Not special cancellable.


Leads to almost identical damage to forward throw, so which one to pick is a matter of which one gives you the best position advantage. Remember that you will probably use atomic collider in the followup combo, swapping sides again.
===<big>Air Throw</big>===
 
{{InputBadge|{{clr|B|j.B}}+{{clr|C|C}}}}
Not special cancellable, but the bounce is close enough that you can followup with {{clr|B|5B}} or, more ideally, a low sliding {{clr|A|6A}} > {{clr|C|6C}}
{{BBCF Move Card
{{CloseCard}}
|input=j.B+C
|description=


Not exactly a useful move for Tager since he doesn't have many opportunities to get close mid air, or set up airthrow traps since Air Driver does these things much better. But it does at least recover much more quickly than Air Driver if it misses and does lead to slightly more damage. Air throw can be followed up with {{clr|C|j.2C}} (Performed very close to the ground) at almost any height.


===<big>Air Throw</big>===
*[[BBCF/Mechanics#Normal Throws|Functions the same as every other throw, but with more range.]]
<span class="input-badge">'''{{clr|B|j.B}}+{{clr|C|C}}'''</span>
<div class="attack-container">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
BBCS_Tager_AThrow.png |Unfortunately, not quite as useful as his ground throws.
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
BBCF_Iron_Tager_jB+C_Hitbox.png|
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-BBCF}}
|-
{{#cargo_query:tables=MoveData_BBCF
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and input="j.BC"
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID
}}
|}
==== ====
*[[BBCF/Offense#Throws|Functions the same as every other throw, but with more range.]]
** Has 453 pixel range compared to the standard 344 pixel range.
** Has 453 pixel range compared to the standard 344 pixel range.
*Cancellable from {{clr|A|j.A}}.
*Cancellable from {{clr|A|j.A}}.
*Swaps sides.
*Swaps sides.
*Hard knockdown after a small bounce. Follow up by landing a lowest-possible {{clr|C|j.2C}}, {{clr|B|5B}}... or {{clr|C|j.C}}, {{clr|C|5C}}.
*Hard knockdown after a small bounce. Follow up by landing a lowest-possible {{clr|C|j.2C}}, {{clr|B|5B}}... or {{clr|C|j.C}}, {{clr|C|5C}}.
}}


Not exactly a useful move for Tager since he doesn't have many opportunities to get close mid air, or set up airthrow traps since Air Driver does these things much better. But it does at least recover much more quickly than Air Driver if you miss and does lead to slightly more damage.
===<big>Counter Assault</big>===
{{CloseCard}}
{{InputBadge|{{clr|A|6A}}+{{clr|B|B}} while Blocking}}
{{BBCF Move Card
|input=6A+B
|description=


Sometimes the only way to end the endless pressure games you often face, particularly from low air dashes. Use it to disrupt the flow of the opponent and get back to neutral. Unlike other Counter assaults, Tager's does not knock his opponent away. Instead, it grants a close-range soft knockdown on grounded hit and a close-range hard knockdown on airborne hit.


===<big>Counter Assault</big>===
*Uses {{clr|B|6B}}'s animation
<span class="input-badge">'''{{clr|A|6A}}+{{clr|B|B}} while Blocking'''</span>
*Slightly slower than other Counter Assaults
<div class="attack-container">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
BBCS_Tager_6B.png |Keeps opponent close, providing good oki.
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
BBCF_Iron_Tager_6B_Hitbox.png| 6B Version 2.0
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-BBCF}}
|-
{{#cargo_query:tables=MoveData_BBCF
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and input="6AB"
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID
}}
}}
|}
==== ====
*Uses {{clr|B|6B}}'s animation
*Soft knockdown, even on counterhit
*Hard knockdown on air hit
*Slightly slower than other counter assaults


Sometimes the only way to end the endless pressure games you often face, particularly from low air dashes. Use it to disrupt the flow of your opponent and get back to neutral, where you often have the advantage. Unlike other Counter assaults, Tager's does not knock his opponent away, likely giving you close range okizeme instead.
===<big>Crush Trigger</big>===
{{InputBadge|{{clr|A|5A}}+{{clr|B|B}} (Chargeable)}}
{{BBCF Move Card
|input=5A+B,5[A+B] |versioned=input
|description=


Though rare, on air hit this causes a hard knockdown
Usually not that useful since Tager has better options during combos and pressure. However, opponents in Guard Crush can be thrown, so this can be used to set up unblockable throws if the opponent doesn't use Barrier. Overall, it's not used that much because there's usually a better option that doesn't use meter. That being said, it can be followed up with {{clr|B|5B}}, {{clr|B|6B}}, and {{clr|C|3C}}.
{{CloseCard}}


===<big>Crush Trigger</big>===
*Gives a small floorbounce followed by a hard knockdown, essentally giving it a long knockdown time.
<span class="input-badge">'''{{clr|A|5A}}+{{clr|B|B}} (Chargeable)'''</span>
<div class="attack-container">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
BBCP_Tager_CrushTrigger.png |Only useful in specific situations
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
BBCF_Iron_Tager_5A+B_Hitbox.png
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-BBCF|version=yes}}
|-
{{#cargo_query:tables=MoveData_BBCF
|fields=trim("Uncharged")=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and input="5AB"
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID
}}
|-
{{#cargo_query:tables=MoveData_BBCF
|fields=trim("Charged")=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and input="5[AB]"
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID
}}
}}
|}
==== ====
*Gives a small floorbounce followed by a hard knockdown, essentally giving it a long knockdown time.
*Useful in some combos, can be followed up with {{clr|B|5B}}, {{clr|C|3C}}, {{clr|B|6B}} and on some characters, {{clr|C|5C}}.
*Not the most useful move for Tager at neutral since has much better ways of dealing with people who guard too much that cost no Meter.
*Also not that useful during combos since Tager has other moves in most cases that lead to similar or better damage with no meter cost using {{clr|C|6C}} or B Sledgehammer.
*That said, it is possible to throw enemies that are in the guard crush state, so this can be used sparingly as a way to attempt a throw without being punishable on block.
*Basic CT combo route is 5c 6a 6bb CT, can follow with 5b 5c spark bolt for good damage
{{CloseCard}}


<br style="clear:both;"/>
<br style="clear:both;"/>
Line 919: Line 406:
==Specials==
==Specials==
===<big>Gigantic Tager Driver</big>===
===<big>Gigantic Tager Driver</big>===
<span class="input-badge">'''{{clr|A|360A}}'''</span>
{{InputBadge|{{clr|A|360A}} (Hold OK)}}
<div class="attack-container">
{{BBCF Move Card
<div class="attack-gallery">
|input=360A
<tabber>
|description=
Images =
 
<gallery widths="210px" heights="210px" mode="nolines">
Tager's primary throw mixup. It has a quick startup, and can be held to pull in magnetized opponents, making it a very potent tick throw, most commonly after {{clr|A|5A}} or {{clr|D|4D}}. But don't be too predictable, since the move has a long whiff recovery and can be avoided by jumping.
BBCS_Tager_Buster.png |'''This is not a reversal''', but still a potent defensive tool
 
</gallery>
It can also be used to punish any pressure gap of 3 frames or more thanks to its invuln, which can be further enhanced with the use of Instant Blocking. Again, though, wary opponents can avoid this with jump cancel, frame traps, throw invuln attacks or {{keyword|meaty}} attacks, so don't overuse it.
|-|
 
Hitboxes =
While it might seem as a Grappler that your gameplan should revolve around landing this move, it actually only leads to weak damage compared to Tager's other options. Typically this move is most useful for keeping the opponent from doing bad blockstrings on the ground and also to win out point-blank jab contests when at near-neutral frame advantage, forcing the opponent to play less aggressively.
<gallery widths="210px" heights="210px" mode="nolines">
 
BBCF_Iron_Tager_360A_Hitbox.png|
*Attractive to grounded magnetised opponents during startup and active frames.
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-BBCF}}
|-
{{#cargo_query:tables=MoveData_BBCF
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and input="360A"
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID
}}
|}
==== ====
*Medium damage command grab, hits grounded opponents only.
*Attractive to grounded maganetised opponents during startup and active frames.
*Can be held to extend active frames.
*Can be held to extend active frames.
*Cannot be special cancelled into, except from {{clr|A|6A}}.
*Cannot be special cancelled into, except from {{clr|A|6A}}.
*Small invulnerability window on frames 3-6. Cannot be increased by holding {{clr|A|A}}.
*Small invulnerability window on frames 3-6. Cannot be increased by holding {{clr|A|A}}.
*Bad whiff recovery, Tager is in a Counterhit state in this time.
*Hitbox extends to the ground; cannot be low-profiled.
*Tager is immune to external push forces during this move (Such as Wind or another Tager's magnetism).
*Tager is immune to external push forces during this move (Such as Wind or another Tager's magnetism).
*Final 5 frames after hitting is cancellable into Gadget Finger, no other cancels are possible, including rapid cancel.
*Has 210 pixel range between bounding boxes.
*Has 210 pixel range between bounding boxes.
}}


Due to {{clr|A|360A}}'s fast startup and brief invulnerability, it can be used to punish pressure gaps of 3 frames or larger. This is particularly potent when combined with Instant Blocking. However, be wary of becoming predictable as it is extremely punishable and vulnerable to jump cancel, frametraps, throw invulnerable moves and meaty attacks.
===<big>Wedge Catapult</big>===
{{InputBadge|{{clr|B|360B}}}}
{{BBCF Move Card
|input=360B
|description=


It's also useful as a tick throw, most commonly after {{clr|A|5A}} or {{clr|D|4D}} to keep your opponent on their toes.
A slow command grab with a lot of invlnerability at the start (but not a full reversal). Unlike his other command grabs, you cannot hold the button to extend or delay it.


While it might seem as a Grappler that your gameplan should revolve around landing this move, it actually only leads to weak damage compared to Tager's other options. Typically you'll need to use this move to keep your opponent from doing bad blockstrings on the ground and also to win out point-blank jab contests when at near-neutral frame advantage, forcing your opponent to play less aggressively. Players playing against you will fear this move and you can use this to make them make other mistakes instead.
{{clr|B|360B}} is useful for calling out slow committal attacks and moves that are good at beating {{clr|A|360A}} and {{clr|C|720C}}, since they tend to rely on small hops or short throw invulnerability, and this move is so slow it will hit after they're vulnerable again. However, since it is very slow and has a long recovery, and is very susceptible to whiffing and getting punished hard. The invuln starts on frame 6, so it's a riskier option than {{clr|A|360A}}.


As a combo starter, {{clr|B|360B}} allows for a followup {{clr|C|5C}} or {{clr|C|6C}} for around 3-3.5K damage, giving it better damage than {{clr|A|360A}} and more choice about how to set up your okizeme. If Tager's back is to the corner, it can be followed up with {{clr|D|5D}} to go into {{clr|C|6C}} > {{clr|D|5D}} corner loops.


Wedge Catapult can be used in combos after long untech counterhit moves, though most importantly it can be used with {{MMC|input=22D|label=Gadget Finger}} > Rapid Cancel for high minimum damage after the end of long combos.


{{CloseCard}}
===<big>Wedge Catapult</big>===
<span class="input-badge">'''{{clr|B|360B}}'''</span>
<div class="attack-container">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
BBCF_Tager_WedgeCatapult1.png |Punish the opponent's big buttons.
BBCF_Tager_WedgeCatapult2.png |
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
BBCF_Iron_Tager_360B_Hitbox.png|
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-BBCF}}
|-
{{#cargo_query:tables=MoveData_BBCF
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and input="360B"
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID
}}
|}
==== ====
*Command throw, hits grounded opponents only.
*Disables opponent's burst on hit.
*Disables opponent's burst on hit.
*Attractive to magnetized opponents during startup.
*Attractive to magnetized opponents during startup.
*Long startup but generous invulnerability between frames 6-30.
*Cannot kill.
*Cannot kill.
*Can only be cancelled into from {{clr|A|6A}}.
*Can only be cancelled into from {{clr|A|6A}}.
*Bad whiff recovery, Tager is in a counterhit state in this time.
*Combo throw, does not incur purple !! marks if used during blockstun or a combo But does not benefit from the 10% damage bonus on counterhits nor does it have 100% minimum damage.
*Combo throw, does not incur purple !! marks if used during blockstun or a combo and benefits from the 10% damage bonus on counterhits. Does not have 100% minimum damage.
*Untech time always lasts until the opponent hits the floor, even in very long combos.
*Untech time always lasts until the opponent hits the floor.
*Tager is immune to external push forces during this move (Such as Wind or another Tager's magnetism).
*Tager is immune to external push forces during this move (Such as Wind or another Tager's magnetism).
*If Tager's back is near to a wall when he hits, then he will be pushed away from the wall towards the middle of the screen to allow followups.
*If Tager's back is near to a wall when he hits, then he will be pushed away from the wall towards the middle of the screen to allow followups.
*Has 210 pixel range between bounding boxes
*Has 210 pixel range between bounding boxes
}}
===<big>Impact Driver</big>===
{{InputBadge|{{clr|B|360B}} After Wedge Catapult}}
{{BBCF Move Card
|input=360B~360B
|description=


Tager's brand-new throw, {{clr|B|360B}} is useful for calling out the opponent's moves and jump-ins due to its very generous invulnerability. However, it has a very slow startup and long recovery, meaning that abusing or whiffing it will lead to eating a painful punish.
A command followup to Wedge Catapult that can be input at any point after the opponent has rebounded off of the wall right up until Tager fully recovers. Basically turns the move into {{clr|A|360A}} with 100 more damage.


As a combo starter, Wedge Catapult allows for a followup {{clr|C|5C}} or {{clr|C|6C}} for around 3-3.5K damage. If Tager's back is to the corner, it can be followed up with {{clr|D|5D}} to go into {{clr|C|6C}} > {{clr|D|5D}} corner loops.
Impact Driver is seldom used due to other combos from Wedge Catapult causing more damage. However it is unburstable, will always connect at any point in a combo and has good minimum damage. This makes this move mostly used as a burst-safe round ender. Impact Driver can only be followed up by Gadget Finger.


This move is also a combo throw, which means like Atomic Collider it will never purple throw. It can be used in the middle of specific combos.
*Deals 100% damage if Wedge catapult was the first hit of the combo. 50% minimum damage otherwise.
*{{clr|B|360B}} can combo after: {{clr|D|5D}} (counter hit), {{clr|D|j.D}} (counter hit), {{clr|B|236B}} (counter hit), {{clr|A|6A}} max charge (counter hit), Gadget Finger (requires RC).
*This move can be input at any time during Wedge catapult's recovery after the wallbounce and it will always connect.
*Opponent is returned to the same side they were on when Wedge catapult grabbed them.


}}


{{CloseCard}}
===<big>Air Driver</big>===
{{InputBadge|{{clr|C|j.360C}} (Hold OK)}}
{{BBCF Move Card
|input=j.360C
|description=


===<big>Impact Driver</big>===
Gigantic Tager Driver, but in the air! (And very slightly more damage).
<span class="input-badge">'''{{clr|B|360B}} After Wedge Catapault'''</span>
<div class="attack-container">
<div class="attack-gallery">
<gallery widths="210px" heights="210px" mode="nolines">
BBCF_Tager_ImpactDriver.png |High minimum damage, good for finishing a round.
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-BBCF}}
|-
{{#cargo_query:tables=MoveData_BBCF
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and input="360B~360B"
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID
}}
|}
==== ====
*Burst-proof followup to Wedge Captapault
*Deals 100% damage if Wedge catapault was the first hit of the combo. 50% minimum damage otherwise.
*You can input the move at any time during Wedge catapault's recovery after the wallbounce and it will connect.
*Opponent is returned to the same side they were on when Wedge catapault grabbed them
*Can be cancelled into Gadget Finger during the final recovery frames.


The impact driver followup is seldom used due to other combos from Wedge Catapault causing more damage. However it is unburstable and will always connect at any point in a combo, so if you manage to get wedge catapault late in a combo (Pretty much only possible from a Gadget finger RC), or when your opponent is very low on life, you can use impact driver as a solid combo ender. Can only be followed up with gadget finger.
An interesting, but pretty unreliable tool that can be used to surprise opponents at a far distance and discourage jumping. Unlike {{MMC|input=360A|label={{clr|A|360A}}}}, this move does not have any invulnerability, but since airborne players do not experience friction when being pulled by magnetism, this can grab airborne opponents from full screen amazingly quickly at times. Similar to {{MMC|input=623C|label=Atomic Collider}}, opponents that superjump or air dash may be flung too far to be grabbed, and can get a free hit due to the long recovery of this move.


  </div>
Can be disrespectfully used during combos as a purple throw or a tech trap to do an absurd amount of extra damage, but there's no way to do reliable Throw Reject Miss setups since it cannot be canceled from {{clr|A|j.A}}
</div>


===<big>Air Driver</big>===
<span class="input-badge">'''{{clr|C|j.360C}}'''</span>
<div class="attack-container">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
BBCF_Tager_Air_Driver.png |Tager Driver, but in the air.
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
BBCF_Iron_Tager_j360C_Hitbox.png | Huge minimum range, but small hitbox for an air throw
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-BBCF}}
|-
{{#cargo_query:tables=MoveData_BBCF
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and input="j.360C"
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID
}}
|}
==== ====
*Attractive to magnetized opponents during startup and active frames.
*Attractive to magnetized opponents during startup and active frames.
**Strongly attractive to airborne opponents, including during moves like {{Character Label|BBCF|Yuuki_Terumi|label=Terumi's}} {{MiniMoveCard|game=BBCF|chara=Yuuki Terumi|input=5C|label={{clr|C|5C}}}}.
**Strongly attractive to airborne opponents, including during moves like {{Character Label|BBCF|Yuuki_Terumi|label=Terumi's}} {{MiniMoveCard|game=BBCF|chara=Yuuki Terumi|input=5C|label={{clr|C|5C}}}}.
**Weakly attractive to grounded opponents. They'll be slowly dragged across the ground.
**Weakly attractive to grounded opponents. They'll be slowly dragged across the ground.
*Can only grab airborne opponents.
*Can be held to extend active frames.
*Can be held to extend active frames.
*Cannot be special cancelled into at all.
*Cannot be special cancelled into at all.
*No invulnerability unlike {{clr|A|360A}}.
*No invulnerability unlike {{clr|A|360A}}.
*Whiff recovery lasts until Tager lands plus 12 frames, very punishable.
*Has 210 pixel range between bounding boxes, but the hitbox tends to be the limiting factor.
*Has 210 pixel range between bounding boxes, but the hitbox tends to be the limiting factor.
}}


An interesting tool that can be used to surprise opponents at long distance, giving similar damage to a meterless raw AC combo and making them afraid to jump. Do be careful since, just like Atomic Collider, opponents using superjumps and airdashes can cause them to overshoot and get a free hit on you. If your opponent is magnetised, you can jump and use this move to catch them jumping.
===<big>Atomic Collider</big>===
{{InputBadge|{{clr|C|623C}} (Hold OK)}}
{{BBCF Move Card
|input=623C
|description=
Anti-air grab that swaps sides on hit and can be used during combos. Hold {{clr|C|C}} to extend the startup magnetic attraction, release to actually grab them.


Can be disrespectfully used during combos as a purple throw or a tech trap to do an absurd amount of extra damage, but there's no way to do reliable Throw Reject Miss setups since you cannot cancel into this move from {{clr|A|j.A}}
Atomic Collider adds good damage to any combo. In long combos, it's only possible to follow up with Gadget Finger, so it's usually the end of the combo. {{clr|B|j.B}} is also a safejump after Atomic Collider, though this loses to reversals faster than 7 frames. Keep in mind that Atomic Collider sideswaps, so it may be advantageous to end the combo with other moves to maintain positional advantage.
{{CloseCard}}
 
{{clr|C|3C}} is a common button to set up the float on whiff. From there, it can be followed up with plenty of options. The most common combo is {{clr|C|3C}} > {{clr|C|623C}} (whiff) , {{clr|C|5C}} > {{clr|A|6A}} > {{clr|C|2C}} > {{clr|C|623C}}.


===<big>Atomic Collider</big>===
<span class="input-badge">'''{{clr|C|623C}}'''</span>
<div class="attack-container">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
BBCS_Tager_Collider.png |Strong combo ender, and another pseudo-anti-air.
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
BBCF_Iron_Tager_623C_Hitbox.png| Much bigger than it looks, there's also no range check unlike other command throws
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-BBCF}}
|-
{{#cargo_query:tables=MoveData_BBCF
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and input="623C"
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID
}}
|}
==== ====
*Attractive to airborne magnetized opponents during startup and active frames.
*Attractive to airborne magnetized opponents during startup and active frames.
*Switches sides on hit.
**Strongly attractive to airborne opponents, including during moves like {{Character Label|BBCF|Yuuki_Terumi|label=Terumi's}} {{MiniMoveCard|game=BBCF|chara=Yuuki Terumi|input=5C|label={{clr|C|5C}}}}.
**Strongly attractive to airborne opponents, including during moves like {{Character Label|BBCF|Yuuki_Terumi|label=Terumi's}} {{MiniMoveCard|game=BBCF|chara=Yuuki Terumi|input=5C|label={{clr|C|5C}}}}.
**No effect on grounded opponents.
**No effect on grounded opponents.
*Can be held, but grab only becomes active upon release.
*Can never grab a grounded opponent, regardless of hitboxes.
*Can never grab a grounded opponent, regardless of hitboxes.
*Combo throw. It will not incur a purple throw if used in a combo and will benefit from the 10% bonus damage from counter hits. Does not have 100% minimum damage.
*Combo throw. It will not incur a purple throw if used in a combo and benefits as normal from the 10% bonus damage from counter hits. Does not have 100% minimum damage.
**First hit also does 0 damage, so you'll never see the base damage of this move even if it's the first hit (Will do 1350 damage)
**First hit also does 0 damage, so this move will do a maximum of 1350 damage due to combo scaling.
*Can be deliberately missed to reposition magnetised opponents, very important for combos.
*Can be deliberately missed to reposition magnetised opponents, very important for combos.
*Can grab extended hitboxes.
*Can grab extended hitboxes.
Line 1,129: Line 510:




Atomic Collider is a move that will add good damage to any combo. On hit, it is often not possible to follow up with anything other than Gadget Finger, meaning you'll generally want to add this in at the end of your combos. Very early on you can use {{clr|A|5A}} > {{clr|A|j.A}} > {{clr|B|j.B}} > {{clr|C|j.C}} > Crimson Punisher. With an RC you can use {{clr|C|6C}} or B Sledgehammer and on fatal counter {{clr|A|5A}} > {{clr|C|5C}} > {{clr|D|5D}}/{{clr|A|6A}} will work early in the combo. Due to the side switch, you may want to opt for a different move in your combo so you can keep them in the corner. Similarly, if you find your own back is against the wall, getting any combo to lead into Atomic Collider will turn the tables on them!
}}


{{clr|C|3C}} is a common button to set up the float on whiff. From there, you can followup with plenty of options.
===<big>Voltec Charge</big>===
{{CloseCard}}
{{InputBadge|{{clr|D|214D}} (Hold OK)}}
{{BBCF Move Card
|input=214D
|description=
Tager stands still and charges his spark bolt guage while protected by a Body, Head and Projectile guardpoint. Hold to extend the duration. If the opponent activates the guardpoint, this move can be cancelled into {{MMC|input=214D~236A|label=Additional Attack}}. To perform this cancel, you need to input {{clr|A|236A}} while still holding {{clr|D|D}} to stop this move ending.
 
{{clr|D|214D}} is important for maintaining {{MMC|input=41236D|label=Spark Bolt}}. It can be used after a blocked {{clr|D|5D}} to get in a quick charge, or in neutral to bait opponents into approaching. It can also be used somewhat as an anti-air with its armor with the {{MMC|input=214D~236A|label=Additional Attack}}, though this will lose to crossups, double jumps and other evasions. Keep in mind that this move does not have armor against foot attacks, so it's inadvisable to use to trap grounded attacks except for predicting reversals.
 
*The Electric gauge charges more based on how long Tager holds the stance. Minimum of 66 of Spark meter generated, Maximum of 510.  
**This equates to 6 units of extra spark bolt charge for every optional frame of this stance held.
**Cancelling into {{clr|A|236A}} or being interrupted during this move prevents any spark bolt charge being gained.
*Blocks Head, Body and Projectile attribute moves while held. Cannot block unblockable attacks.


===<big>Voltec Charge</big>===
<span class="input-badge">'''{{clr|D|214D}}'''</span>
<div class="attack-container">
<div class="attack-gallery">
<gallery widths="210px" heights="210px" mode="nolines">
BBCS_Tager_Charge.png | Guard point the world then hammer their skulls afterward.
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-BBCF}}
|-
{{#cargo_query:tables=MoveData_BBCF
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and input="214D"
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID
}}
}}
|}
==== ====
*Stance move used to either charge up your spark bolt faster, or as a guard point trap.
*Hold button to remain in stance for longer. The Electric gauge charges more based on how long Tager holds the stance. Minimum of 66 of Spark meter generated, Maximum of 510.
**This equates to 6 units of extra spark bolt charge for every optional frame of this stance held.
*Blocks Head, Body and Projectile attribute moves while held.
*If your opponent activates the guardpoint, you can input an Additional attack (236A) while still holding D to cancel into it. This will prevent the normal Electric Gauge gain from Voltic Charge, however.


Due to the slow nature of cancelling into additional attack, which also only has a standing and projectile guard, your opponent can notice they've hit your guard point and simply cancel their blockstring into a low hit and score and easy counter hit on you. Therefore this is inadvisble to use to trap grounded attacks unless you're doing a hard read on a reversal (which typically don't hit low). Useful against air jump ins however, but beware of crossup attacks, even if your opponent has completely crossed over by the time you start using {{clr|A|236A}}, Tager will not change facing and will therefore do the additional attack the wrong way.
===<big>{{clr|A|A}} Sledgehammer</big>===
{{CloseCard}}
{{InputBadge|{{clr|A|236A}}}}
{{BBCF Move Card
|input=236A
|description=
 
A special move that doesn't get used a lot at neutral due to other normals generally being better choices. While it has frame 1 projectile armour, it's not super useful since opponents don't typically use projectiles at such close range.
 
{{clr|A|236A}} sees use in combos due to its good damage and scaling. On grounded hits, crouching state is required to follow it up  with {{clr|A|5A}} (Hint: use {{clr|B|6B}} to force crouching beforehand). On air hits, {{clr|C|5C}} > {{clr|A|236A}}, {{clr|B|5B}} is a common way to add good damage to combos that allow it (The opponent needs to be in the air, low to the ground and in touching distance in most cases). With 50 Heat available, {{clr|C|3C}} > {{clr|A|236A}} > {{clr|A|236A}}, RC, {{clr|C|6C}}... becomes an excellent way to convert grounded hits into excellent damage.
 
This move can be used as a decently safe poke due to its disjointed hitbox, but it isn't good for setting up tick throws and it is punishable on Instant Block.


===<big>A Sledgehammer</big>===
*Guardpoint prevents any hitstop from projectiles it guards.
<span class="input-badge">'''{{clr|A|236A}}'''</span>
*Guardpoint can block against unblockable projectiles
<div class="attack-container">
*Can only be followed up with Additional Attack on a standing non-counter hit.
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
BBCS_Tager_Sledge.png | Good combo filler, not-so-good neutral tool.
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
BBCF_Iron_Tager_236X_Hitbox.png|
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-BBCF}}
|-
{{#cargo_query:tables=MoveData_BBCF
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and input="236A"
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID
}}
}}
|}
==== ====
*General purpose short ranged special, guard point against all projectiles including unblockable ones. Range is similar to {{clr|C|5C}} but without the extended hurtbox.
**Guardpoint also prevents any hitstop from projectiles it guards.
*Can only be followed up with Additional Attack on a standing non-counter hit. If your opponent is crouching (Use {{clr|B|6B}} to force crouch) or during a fatal counter combo, you can follow up with {{clr|A|5A}} > {{clr|C|3C}}...
*Can only be followed up on an air hit if the opponent was off the ground, fully downed opponents can only be hit with gadget finger or Additional Attack.
*The safest special cancel Tager has, still punishable on instant block though.
A special move that doesn't get used a lot at neutral due to other normals generally being better choices. While it has frame 1 projectile armour, it doesn't tend to get used much since most players don't use projectiles at such short range, There are a few exceptions however. It is also quite good damage if you can use it during combos, doing only slightly less than the B version.


Unusually for Tager however, this move has a very disjointed hurtbox during its active frames, so while it can still be stuffed just before then, it can be used as something of a safe poke.
===<big>{{clr|B|B}} Sledgehammer</big>===
{{CloseCard}}
{{InputBadge|{{clr|B|236B}} (Hold OK)}}
{{BBCF Move Card
|input=236B,236[B] |versioned=input
|description=
Tager pauses then slides forwarda considerable distance, ending in a strike. Guard points projectiles during start-up and active frames. Also guards Head and Body attacks during some of its startup start-up. Unlike the A version, B Sledgehammer does not guard against unblockables.
 
Not necessarily the best way to close gaps as predictable Sledge use will usually be punished. Vary between using this, super jump {{clr|C|j.C}} and simply taking a nice stroll towards the opponent to keep them guessing. In combos it works as a great move due to its huge damage, decent scaling and can be followed with {{clr|A|6A}} > {{clr|C|6C}} fairly easily after a hard knockdown (Such as after a {{clr|C|3C}} counterhit or a {{clr|D|5D}} air hit into the corner).


===<big>B Sledgehammer</big>===
*Covers considerably more range than the A version, moves 33% further and deals slightly more damage when fully charged, but all other properties remain the same.
<span class="input-badge">'''{{clr|B|236B}}'''</span>
*Guard point also prevents any hitstop for Tager.
<div class="attack-container">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
BBCS_Tager_Sledge.png | Good at closing the distance against zoners...sometimes
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
BBCF_Iron_Tager_236X_Hitbox.png|Same hitbox as 236A
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-BBCF}}
|-
{{#cargo_query:tables=MoveData_BBCF
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and input="236B"
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID
}}
|}
==== ====
*Covers considerably more range than the A version, covers slightly more when fully charged.
*It autoguards projectiles during start-up and active frames and Head and Body attacks during start-up. Unlike the A version, B Sledgehammer does not guard against unblockables.
**Guard point also prevents any hitstop for Tager.
*Causes Crumple stun on grounded hit. On Counterhit gives a crumple stun similar to {{clr|D|5D}}'s standing counterhit, allowing all manner of followups.
*Causes Crumple stun on grounded hit. On Counterhit gives a crumple stun similar to {{clr|D|5D}}'s standing counterhit, allowing all manner of followups.
*Causes a launching tumble on air hit or downed hit. Allows easy followups.
*Causes a launching tumble on air hit or downed hit. Allows easy followups.
*Often used to close gaps and punch through reckless projectile spam, but it's far from ideal since it's your only real way to do this.
*Often used to close gaps and punch through reckless projectile spam, but it's far from ideal since it's the only real way to do this.
*Used in corner combos after a {{clr|D|5D}} air hit.
*Used in corner combos after a {{clr|D|5D}} air hit.
}}
===<big>Additional Attack</big>===
{{InputBadge|{{clr|A|236A}} after Sledgehammer or Voltec Charge guardpoint}}
{{BBCF Move Card
|input=236X~236A,214D~236A|versioned=input
|description=
A very risky move, since it can only be used after {{clr|A|236A}}/{{clr|B|B}} or {{clr|D|214D}} guardpoint and it loses to low attacks. It can be used to catch sleeping opponents or characters that don't have a fast enough {{clr|A|2A}}, but don't use it too much in pressure since it's very punishable on block. Notably, the version of the move you get cancelling from {{clr|D|214D}} is considerably faster than from either Sledgehammer.


Not necessarily the best way to close gaps as predictable Sledge use will usually be punished. Vary between using this, super jump {{clr|C|j.C}} and simply taking a nice stroll towards the opponent to keep them guessing. In combos it works as a great move due to its huge damage, decent scaling and can be followed with {{clr|A|6A}} > {{clr|C|6C}} fairly easily if you scoop them off the floor with it (Such as after a {{clr|C|3C}} counterhit or a {{clr|D|5D}} air hit into the corner).
If it does land, it leads to no followup on regular hit and {{clr|B|5B}} > {{clr|C|5C}} > {{clr|C|623C}} on counterhit ({{clr|A|6A}} will whiff since it's a short starter). Hammer is more useful as a combo finisher to try to close out a round. It can also be Rapid Canceled to add a good bit of damage, especially for unmagnetized grounded combos.
{{CloseCard}}


===<big>Additional Attack</big>===
<span class="input-badge">'''{{clr|A|236A}} after Sledgehammer'''</span> <span class="input-badge">'''{{clr|A|236A}} after Voltec Charge guardpoint'''</span>
<div class="attack-container">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
BBCS_Tager_Hammer.png | Gimmicky overhead followup.
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
BBCF_Iron_Tager_236X~236A_Hitbox.png|Much higher than you might expect
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-BBCF|version=yes}}
|-
{{#cargo_query:tables=MoveData_BBCF
|fields=trim("from Sledge")=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and input="236X~236A"
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID
}}
|-
{{#cargo_query:tables=MoveData_BBCF
|fields=trim("from Voltec")=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and input="214D~236A"
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID
}}
|}
==== ====
*Commonly named "Hammer" by players.
*Same Guard point properties as B Sledgehammer, but actually lasts until it goes active.
*Same Guard point properties as B Sledgehammer, but actually lasts until it goes active.
*Doesn't guard unblockables, even when done from A Sledgehammer
*Doesn't guard unblockables, even when done from A Sledgehammer
*Combo ender in most cases, will always connect after either sledgehammer unless the combo has prorated severely.
*Combo ender in most cases, will always connect after either Sledgehammer unless the combo has prorated severely.
*Can be cancelled into on whiff on either sledgehammer.
*Can be cancelled into on whiff on either Sledgehammer.
*Can be RC'd into {{clr|B|5B}} very easily allowing the combo to continue. {{clr|C|6C}} Can also be used, but the timing is much tighter.
*Overhead, leading to a gimmicky mixup after a blocked sledgehammer, highly punishable if blocked and only possible to followup on a counterhit.
*Counterhits lead to short short combos due to its short starter property. For example, AA CH, {{clr|B|5B}} > {{clr|C|5C}} > {{clr|A|6A}} will miss on the {{clr|A|6A}}. Use AA, {{clr|B|5B}} > {{clr|C|5C}} > AC, {{clr|D|22D}} instead.
*Counterhit state throughout
*Counterhit state throughout
*The version you get cancelling from {{clr|D|214D}} is considered a separate move to the version you get cancelling from Sledgehammer for same move proration purposes. This doesn't come up much in real combos however.
}}
===<big>Gadget Finger</big>===
{{InputBadge|{{clr|D|22D}} on downed opponent (Hold OK)}}
{{BBCF Move Card
|input=22D
|description=


A seldom used move for Tager, mostly sees use from Voletc Charge since it can still give a reasonable punish, occasionally sees use elsewhere as either a desperate finish to a combo to close a round, or more commonly mid combo with a rapid cancel to add good damage or to convert off awkward routes (Such as from a 6B air hit). Very punishable, but occasionally useful to throw out after Sledgehammer misses to catch sleeping opponents or ones who don't have a quick enough {{clr|A|2A}} to punish Sledgehammer B. Incredibly risky to do since getting blocked or evaded will eat a nasty punish.
Okizeme move, picks up the opponent off the floor or airborne near the floor and drops them in front of Tager, {{keyword|restanding|term=Re-stand}} them. Is strongly attractive during its startup and active time and can be held to extend this time.
{{CloseCard}}


===<big>Gadget Finger</big>===
Gadget Finger is an incredibly versatile tool for Tager, used to end most combos with some magnetism and preventing recovery rolls. It's a natural followup to {{clr|A|360A}}, {{clr|C|j.360C}}, and {{clr|C|623C}}. Since it leaves Tager at +9, this allows for mixups: {{clr|C|5C}} or {{clr|C|3C}} to catch mash, {{clr|A|360A}} to catch block, and blocking or backdash to cover reversal options like DP or Overdrive.
<span class="input-badge">'''{{clr|D|22D}} on downed opponent'''</span>
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<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
BBCS_Tager_Finger.png |Common after combos to set up RPS oki.
BBCF_Tager_Finger2.png |Drops them from up here
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
BBCF_Iron_Tager_22D_Hitbox.png| It's a throw, but it has no meaningful range or position check
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-BBCF}}
|-
{{#cargo_query:tables=MoveData_BBCF
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and input="22D"
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID
}}
|}
==== ====
*Okizeme move, picks up the opponent off the floor or airborne near the floor and drops them in front of Tager, {{keyword|Re-stand}}ing them.
**Magnetizes for 360F (1000F in Overdrive)
**Attractive to magnetized opponents during startup and active frames.
**Can be held to extend active frames.
**The recovery is affected by combo length, Fatal Counter, and Jubei's crouching hitstun.
*Only usable if the combo has fully downed the opponent at some point before trying to activate Gadget Finger (floorbounce does not count).
**The moves that cause this are {{clr|B|6B}} (air hit), {{clr|A|6A}} (air hit), {{clr|D|5D}} and {{clr|D|2D}} (air hit, after floorslide begins), Crush Trigger, {{clr|A|360A}}, {{clr|C|j.360C}}, Impact Driver, {{clr|C|j.2C}} (non-CH), and air throw.
** Also includes any time the opponent hits the ground and simply chooses not to Emergency Roll.
**{{clr|C|3C}} and Atomic Collider will instantly allow the use of Gadget Finger, they do not need to touch the ground first in these cases.
*100% minimum damage, 5% fixed heat gain.
*Unaffected by hitstun decay.


Gadget Finger is an incredibly versatile tool for Tager, used to end most combos with some magnetism and preventing recovery rolls. It's a natural followup to {{clr|A|360A}}, {{clr|C|j.360C}}, and {{clr|C|623C}}. Since it leaves Tager at +10, this allows for mixups: {{clr|C|5C}} or {{clr|C|3C}} to catch mash, {{clr|A|360A}} to catch block, and blocking or backdash to cover reversal options like DP or Overdrive.
Gadget Finger whiffs can also be used to extend combos after {{clr|C|2C}} due to its magnetism pulling opponents back into range. These often function as longer, more damaging combo routes than Tager's unmagnetized combos, and they can be seen on his [[{{PAGENAME}}/Combos|Combos]] page.


On some characters, particularly larger characters, the frame advantage also lets Tager follow up with {{clr|A|5A}}.
On some characters, particularly larger characters, the frame advantage also lets Tager follow up with {{clr|A|5A}}. This doesn't lead to many combo opportunities, but {{clr|A|5A}} > jump cancel block can bait Overdrive attempts and block the resulting Burst.
*{{clr|A|5A}} after Gadget Finger works on: Amane, Arakune, Bang (only in corner and CH), Bullet (only on CH), Hakumen, Jubei, Kagura, Rachel, Ragna, Susanoo, Tager, and Tsubaki
*{{clr|A|5A}} after Gadget Finger works on: Amane, Arakune, Bang (only in corner and CH), Bullet (only on CH), Hakumen, Jubei, Kagura, Rachel, Ragna, Susanoo, Tager, and Tsubaki


Gadget Finger whiffs can also be used to extend combos after {{clr|C|2C}} due to its magnetism pulling opponents back into range. These often function as longer, more damaging combo routes than Tager's unmagnetized combos, and they can be seen on his [[{{PAGENAME}}/Combos|Combos]] page.
Gadget Finger can be Rapid Canceled into {{clr|B|360B}}~{{clr|B|360B}} to add at least 800 damage at the end of a combo. This is particularly useful to finish off a round with unburstable damage.


Due to the opponent remaining in hitstun until they hit the ground, it is possible to prevent the opponent from recovering using the infamous "Timeout Tager" or "Tager Circus" strategy. After landing Gadget Finger (preferably after the opponent is thoroughly magnetized), you can Rapid Cancel and repeatedly whiff {{clr|C|j.360C}}. This is much harder than it sounds, and must be done with great care to not launch the opponent too far. If done correctly, with 100 meter, you can easily get a win by timeout even if a lot of time was remaining at the start of the circus.
It can also be Rapid Canceled to use the infamous "Timeout Tager" or "Tager Circus" strategy. After landing Gadget Finger (preferably after the opponent is thoroughly magnetized), it can be Rapid Cancel and repeatedly whiff {{clr|C|j.360C}}. This is much harder than it sounds, and must be done with great care to not launch the opponent too far. If done correctly, with 100 meter, this can be an effective strategy to win by timeout.


Gadget Finger Rapid Cancel isn't just for the timeout strategy either. {{clr|D|22D}} > RC {{clr|B|360B}}~{{clr|B|360B}} adds at least 800 damage at the end of a combo, and can be very useful unburstable damage or to finish off a low-health opponent.
*Magnetizes for 360F (1000F in Overdrive)
{{CloseCard}}
*Attractive to magnetized opponents during startup and active frames.
*Can be held to extend active frames.
*Only usable if the combo has fully downed the opponent at some point before trying to activate Gadget Finger (floorbounce does not count). The moves that cause this are:
** {{clr|A|6A}}, {{clr|D|5D}} and {{clr|D|2D}} (air hit, after floorslide begins)
**Crush Trigger, {{clr|A|360A}}, {{clr|B|360B > 360B}} {{clr|C|j.360C}}, {{clr|C|j.2C}} (non-CH), and air throw.
**{{Clr|B|6B}}, {{clr|C|3C}} and Atomic Collider will instantly allow the use of Gadget Finger, they do not need to touch the ground first in these cases.
** And any time the opponent hits the ground and simply chooses not to Emergency Roll.
*100% minimum damage, 5% fixed heat gain.
*Unaffected by hitstun decay: +9 normally, +18 on counter hit. The recovery is increased by Fatal Counters and Jubei's standing hitstun penalty.
}}


===<big>Spark Bolt</big>===
===<big>Spark Bolt</big>===
<span class="input-badge">'''{{clr|D|41236D}}'''</span> <span class="input-badge">'''{{clr|D|623D}}'''</span>
{{InputBadge|{{clr|D|41236D}}}} or {{InputBadge|{{clr|D|623D}}}}
<div class="attack-container">
{{BBCF Move Card
<div class="attack-gallery">
|input=41236D,623D|versioned=input
<tabber>
|description=
Images =
 
<gallery widths="210px" heights="210px" mode="nolines">
Tager launches a huge and fast projectile either horizontally or at an angle that punches through most other projectiles. On hit it wallbounces the opponent back towards Tager for easy followups and magnetises for 480F. To balance how utterly overpowered this sounds, it cannot be used without a full Electricity meter.
BBCP_Tager_SparkBolt.png |Combos, neutral, magnetism, this tool does it all.
 
</gallery>
Once its meter is charged, this is an incredibly threatening tool in Tager's arsenal. Spark Bolt can punish anything from any range with correct timing and can extend nearly any combo, especially if the opponent has been pushed out too far for a followup. The wallbounce allows for a close {{clr|C|5C}} followup for good damage, or a riskier low-hitting {{clr|A|6A}} for even more damage, especially considering the magnetism and huge upfront damage it has. The projectile is large enough to hit floorsliding opponents (such as after an air hit {{clr|D|5D}}), but it will whiff on fully downed opponents.
|-|
 
Hitboxes =
The threat of Spark Bolt is also great for controlling the opponent's actions. You don't have to use it right away, holding onto it will affect how the opponent plays and can let you approach more easily since they'll be wary of just throwing out random attacks.
<gallery widths="210px" heights="210px" mode="nolines">
 
BBCF_Iron_Tager_41236D_Hitbox.png|{{clr|D|41236D}}
If the move is stuffed, the Spark Bolt gauge will still be emptied even if the projectile doesn't come out, so be cautious of using it in close range neutral situations.
BBCF_Iron_Tager_623D_Hitbox.png|{{clr|D|623D}}
 
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-BBCF|version=yes}}
|-
{{#cargo_query:tables=MoveData_BBCF
|fields=trim("Horizontal")=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and input="41236D"
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID
}}
|-
{{#cargo_query:tables=MoveData_BBCF
|fields=trim("Diagonal")=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and input="623D"
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID
}}
|}
==== ====
*Magnetises for 480F (1000F during OD). Does not attract magnetised opponents, unlike other drive moves.
*Magnetises for 480F (1000F during OD). Does not attract magnetised opponents, unlike other drive moves.
*Requires a full Spark bolt guage to fire and consumes all of it on the first startup frame, therefore getting this move stuffed will cause you to lose the spark bolt.
*Unlike all other drive moves, this move does not attract magnetised opponents at all.
*Requires a full Electricity gauge to fire and consumes all of it on the first startup frame.
*Charges up in 1000 frames (16 2/3 seconds) normally.
*Charges up in 1000 frames (16 2/3 seconds) normally.
*Charges four times as fast during Overdrive (Charges in approximately 4 seconds).
**Charges four times as fast during Overdrive (Charges in approximately 4 seconds).
*Wall bounces on hit, allowing combos from any range.
*Each version has a slightly different hit effect, with the diagonal version causing higher vertical force and less horizontal rebound force then the horizontal version.
*Each version has a slightly different hit effect, with the diagonal version causing higher vertical force and less horizontal rebound force then the horizontal version.
*Can be used to extend combos.
*A level 2 projectile, Destroys most projectiles without being destroyed itself.
*Absurdly fast startup and projectile speed. Reaches quite far from Tager even on its first active frame.
*The projectile is large enough to hit floorsliding opponents (Such as from {{clr|D|5D}}'s air hit), but will miss fully downed opponents.


A key tool for Tager, since once you have it available you have the means to counter pretty much any whiffed poke and any big and slow long ranged move. Therefore don't throw it away recklessly! Hold onto it and use that looming threat to keep your opponent playing cautiously at range, allowing you to close in via other means. In combos its big untechable time, quick startup, long range magnetism and big damage makes it an extremely useful tool for extending combos that would otherwise fail due to hitstun reduction or just pushing the opponent out of range. It's particularly useful for turning random {{clr|D|5D}} hits into full combos since it will combo from air and ground hits with a generous amount of time to react to the hit.
}}
{{CloseCard}}


===<big>Crimson Punisher</big>===
===<big>Crimson Punisher</big>===
<span class="input-badge">'''{{clr|A|j.63214A}}'''</span>
{{InputBadge|{{clr|A|j.63214A}}}}
<div class="attack-container">
{{BBCF Move Card
<div class="attack-gallery">
|input=j.63214A
<tabber>
|description=
Images =
A big swipe with Tager's arm that pushes Tager up and forwards a bit. If it hits, Tager immediately follows up with a belly flop.
<gallery widths="210px" heights="210px" mode="nolines">
 
BBCP_Tager_GrandPunish.png | Whoa! Air combo oki ender :O
{{clr|A|j.63214A}} is primarily used as an air combo finisher due to its high damage. On knockdown, {{clr|A|5A}} will catch roll attempts and {{clr|B|2B}} will catch forward roll attempts. The followup hit can be Rapid Canceled for more damage, though this is only really advisable at the start of a combo.
</gallery>
 
|-|
{{clr|A|j.63214A}} also grants Tager forward momentum, so it can be used as an approach tool along with {{clr|C|j.C}}. Mix this up to vary your approach angles.
Hitboxes =
 
<gallery widths="210px" heights="210px" mode="nolines">
The followup is almost always guaranteed outside of very rare cases (for example, at the end of a very long combo or due to another Tager's magnetism).
BBCF_Iron_Tager_j63214A_Hitbox.png| Not as big as it seems, but still huge
 
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-BBCF}}
|-
{{#cargo_query:tables=MoveData_BBCF
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and input="j.63214A"
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID
}}
|}
==== ====
*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.  
*Huge hitbox underneath Tager.
*Huge hitbox underneath Tager.
*First hit disables bursts on hit.
*First hit disables bursts on hit.
*Can only be used once per jump.
*Can only be used once per jump.
*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, but also makes hitting it on standing opponents very tricky. Also not an overhead.
*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, but also makes hitting it on standing opponents very tricky. Also not an overhead.
*Can be used as a ghetto double jump to perform crossups and bait out anti-air attacks, though {{clr|C|j.2C}} is arguably better for baiting anti-airs.
}}
Air combo finisher with big damage. Can be Rapid cancelled on either hit to continue the combo, although this is only worth doing early in the combo. There also exists some cases where the second hit will not actually connect, either due to the smack down attack being techable (only happens in some very long combos) or some external forces causing Tager's fall to miss (such as another Tager's magnetism before the attack hit). On successful hit there are various oki options to catch tech rolls, including using 5A and 2B.
 
{{CloseCard}}


==Distortion Drives==
==Distortion Drives==


===<big>Magna Tech Wheel</big>===
===<big>Magna Tech Wheel</big>===
<span class="input-badge">'''{{clr|B|236236B}}'''</span>
{{InputBadge|{{clr|B|236236B}}}}
<div class="attack-container">
{{BBCF Move Card
<div class="attack-gallery">
|input=236236B, 236236B OD |versioned=name
<tabber>
|description=
Images =
 
<gallery widths="210px" heights="210px" mode="nolines">
The big damage super used at the end of combos. It has good minimum damage, but it is often better to use Rapid Cancels in combos combined with strong normal attacks like Atomic Collider. Still, this gives good unburstable damage to close out rounds and cash in meter.
BBCS_Tager_MTW.png |Tacks on a good bit of damage to any combo.
 
BBCS_Tager_MTW_2.png |Everyone gets caught once by the overhead.
MTW also has guardpoint early on, making it viable as a wakeup reversal. However, opponents can Rapid Cancel their attack in response to the superflash, making it somewhat unreliable. If you plan to use is as a reversal, it's safest to have 100 meter so you can Rapid Cancel the attack to remain safe, otherwise you'll eat a big punish.
</gallery>
 
|-|
MTW can be Rapid Canceled during any hit of the attack. Since the last hit is an overhead, this Rapid Cancel be be used to mix up the opponent with a low-hitting attack or even a command grab.
Hitboxes =
 
<gallery widths="210px" heights="210px" mode="nolines">
In Overdrive, this move and its followup gain far more damage and will also force Active Flow if Tager hasn't activated it that round. If you wish to use it in this way, use MTW as early as you can in the combo to maximize damage.
BBCF_Iron_Tager_236236B_1_Hitbox.png| Tager is just all hitbox
 
BBCF_Iron_Tager_236236B_2_Hitbox.png| Will hit even if they were behind Tager
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-BBCF|version=yes}}
|-
{{#cargo_query:tables=MoveData_BBCF
|fields=trim("Normal")=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and input="236236B"
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID
}}
|-
{{#cargo_query:tables=MoveData_BBCF
|fields=trim("Overdrive")=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and input="236236B OD"
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID
}}
|}
==== ====
*Minimum damage: 864 OD: 1080
*Minimum damage: 864 OD: 1080
*General purpose Distortion to add good damage to your combo.
*Strongly attractive to magnetised opponents.
*Strongly attractive to magnetised opponents.
*Guard point against everything until the third hit, then blocks anything that includes the projectile attribute for the rest. Can guardpoint through unblockables.
*Guard point against everything until the third hit, then blocks anything that includes the projectile attribute for the rest. Can guardpoint through unblockables.
*Can be used as a reversal that can hit airborne opponents. But ensure you have heat left to rapid cancel should you get blocked since you will eat the worst possible combo your opponent has available otherwise.
*Combos nicely after {{clr|B|6B}} air hit, {{clr|C|6C}}, {{clr|C|2C}} (If magnetised) and somewhat awkwardly in other scenarios.
*Final hit hits overhead, can be used as a gimmicky mixup on RC if you swap to a low hit. Bear in mind that a rapid cancel won't remove the massive hitstop on the final hit.
*Only possible to follow up with Terra Break or Rapid cancel, Opponent otherwise can tech before Tager even recovers.
*Only possible to follow up with Terra Break or Rapid cancel, Opponent otherwise can tech before Tager even recovers.
*Has a higher input priority than 360B, so be mindful when spinning the input.


Tager's ever faithful big damage Distortion Drive. However due to the awkwardness of getting this move to actually combo without sacrificing hits like atomic collider, it's often better to use Rapid Cancels in most combos since they tend to give more damage. It is still useful as a wakeup reversal, but be aware that opponents hitting the guard point can Rapid Cancel in response to seeing the superflash and block, making it somewhat unreliable. 
}}


In Overdrive however, this move and its followup gain far more damage and will also force Active Flow if Tager hasn't activated it that round. If you wish to use it in this way, use MTW as early as you can in the combo to maximise damage.
===<big>Terra Break</big>===
</div>
{{InputBadge|{{clr|B|236236B}} after Magna Tech Wheel}}
</div>
{{BBCF Move Card
|input=236236B~236236B
|description=
 
'''To get the best results, continously roll the 236 motion during {{MMC|input=236236B|label=MTW}}. Then, input {{clr|B|B}} right as the opponent reaches the apex of the launch.'''
 
Only really useful as an ender to long combos thanks to its high minimum damage. At the beginning of combos, using a Rapid Cancel will lead to more damage than Terra Break. If MTW is blocked, '''do not use this''', since it's still massively punishable and essentially a waste of 50 meter. Rapid Cancel instead to remain safe.
 
In Overdrive, this move is much more useful. After the wallbounces, it can be followed up with {{clr|C|6C}} or {{clr|B|236B}} to keep the combo going. If MTW was done during Overdrive, Terra Break will always be the Overdrive version as well, even if Overdrive has expired.


===<big>Terra Break</big>===
<span class="input-badge">'''{{clr|B|236236B}} after Magna Tech Wheel'''</span>
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<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
BBCS_Tager_TerraBreak.png |More damage, and extends combos in Overdrive.
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
BBCF_Iron_Tager_236236B~236236B_Hitbox.png|
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-BBCF}}
|-
{{#cargo_query:tables=MoveData_BBCF
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and input="236236B~236236B"
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID
}}
|}
==== ====
*Minimum damage: 720 OD: 840
*Minimum damage: 720 OD: 840
*Followup to Magna Tech Wheel to add even more damage.
*Followup to Magna Tech Wheel to add even more damage.
*Mashing out this move as early as possible after hitting Magna-Tech Wheel will cause it to miss; The ideal timing is just before your opponent reaches the highest point of the bounce from the MTW. The easiest way to do it is to continually roll the 236 motion and just press B at the right time.
*Blows opponent away on hit and wallbounds.
*Blows opponent away on hit and wallbounds.
*Overdrive version causes wallbounce and hard knockdown that allows for folloup with various moves, the higher up they are when you hit them, the more time you will get.
*Overdrive version causes wallbounce and hard knockdown that allows for folloup with various moves, the higher up they are when you hit them, the more time you will get.
*If the preceding Magna-Tech Wheel was the Overdrive version, then Terra break will also be the Overdrive version, even if Overdrive has already ended.
}}


Only really useful as an ender to long combos (which you generally won't need to use it for) or in overdrive. It's not advised if you landed MTW as the first hit of the combo, you will actually get more damage by using a rapid cancel to create a followup combo than by using Terra Break. Similarly, even though it has some invulnerability, do not attempt to use it if MTW gets blocked, use a rapid cancel instead!
===<big>Genesic Emerald Tager Buster</big>===
{{InputBadge|{{clr|C|720C}} (Hold OK)}}
{{BBCF Move Card
|input=720C
|description=


If you manage to use it during overdrive however, it will deal more damage and wallbounces for even more followup hits (Including using exceed accel!). If this happens, try to get Terra Break to hit as early as you can (While not missing completely) since this will give you more time to use harder hitting followup moves.
Tager's signature super. Instantly invulnerable, meaning it's a true reversal (though it will still whiff on airborne opponents). This move can pull in magnetized opponents extremely far during its startup (though the pull is significantly weaker during held frames), and it is unavoidable after superflash. It becomes even more potent when combined with Instant Blocking and Overdrive Cancel. GETB can also be used in tick throw situations, though it is much higher risk than other throw options.


{{CloseCard}}
Be wary of when to use it, though. Because of its power, opponents will often bait it out with jump cancels and throw safe moves, which can lead to a wasted 50 meter and a counterhit punish. It's best used in guaranteed situations such as after an Overdrive Raid or punishable gap.


===<big>Genesic Emerald Tager Buster</big>===
*Hold C to extend active frames, but Tager is not invulnerable during this time
<span class="input-badge">'''{{clr|C|720C}}'''</span>
*Has minimum distance check larger than its hitbox, which is unusual for throws, meaning that it's possible to be in range but miss since no hitboxes line up. Be aware that throws actually measure to the front of a player's collision box which gets pushed forward during some moves, such as Ragna's {{clr|B|5B}}
<div class="attack-container">
*Moves forward and swaps sides after a successful hit, meaning it's impossible to corner someone with this
<div class="attack-gallery">
*No followups possible, including Rapid Cancel
<tabber>
*Overdrive version magnetizes opponent for the maximum duration of 1000F in addition to dealing more damage
Images =
*100% minimum damage
<gallery widths="210px" heights="210px" mode="nolines">
BBCS_Tager_GETB.png |Don't be too reckless with it.
BBCS_Tager_GETB2.png |This is what you want to see.
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
BBCF_Iron_Tager_720C_Hitbox.png|
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-BBCF}}
|-
{{#cargo_query:tables=MoveData_BBCF
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and input="720C"
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID
}}
}}
|}
==== ====
*A true reversal command throw with absurd range (especially with magnetism).
*Awful recovery and Tager is in a counterhit state during this time.
*Goes active on the superflash frame, meaning that your opponent cannot respond to the superflash if they're already in a valid grabbing position.
*Hold C to extend active frames, but Tager is not invulnerable during this time.
*Hilariously attractive during its startup before going weaker when held.
*Catches standing or crouching enemies only.
*Moves forward and swaps sides after use, meaning it's impossible to corner someone with this.
*No followups possible, including rapid cancels
*Overdrive version magnetises opponent for the maximum duration of 1000F in addition to dealing much more damage.
*100% minimum damage.
*Has minimum distance check larger than its hitbox, which is unusual for throws, meaning that it's possible to be in range but miss since no hitboxes line up. Be aware that throws actually measure to the front of a player's collision box which gets pushed forward during some moves, such as Ragna's {{clr|B|5B}}.
Tager's signature Distortion drive, sadly with less damage from previous iterations but can still be brought up considerably with overdrive and active flow damage boosts. Ideally used more as a reversal than a punish unless you really need your combo to be burst proof or your punish window isn't large enough for {{clr|C|5C}} to connect. This isn't a move to be thrown out lightly since anyone familiar with fighting against Tager will be keen to bait this move out with their own jump cancellable normals and other throw safe moves. Try to use it at more unpredictable times or in conjunction with Overdrive to see if they're vulnerable before committing your heat as well (You can easily buffer this move during overdrive startup). Remember to take advantage of the fact that it can pull in enemies from surprising distances before it goes active on top of its already massive reach, so remember you can use it as a medium ranged attack.
This move also costs more than it seems; It cannot be used as part of a combo, so it requires you to commit 50 Heat up front and, even if it hits, you have no way to follow it up with any other move. Therefore there's no way to recover or offset the heat cost when using this move. Given that the opponent is ''also'' completely free to roll away afterwards, you'll generally want to use this as a round ender rather than a way to do big damage mid round.
</div>
</div>
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===<big>Charged Lightning</big>===
===<big>Charged Lightning</big>===
<span class="input-badge">'''{{clr|A|A}}+{{clr|B|B}}+{{clr|C|C}}+{{clr|D|D}} during Overdrive'''</span>
{{InputBadge|{{clr|A|A}}+{{clr|B|B}}+{{clr|C|C}}+{{clr|D|D}} during Overdrive}}
<div class="attack-container">
{{BBCF Move Card
<div class="attack-gallery">
|input=A+B+C+D
<tabber>
|description=
Images =
<gallery widths="210px" heights="210px" mode="nolines">
BBCS_Tager_5C.png |Same animation as {{clr|C|5C}}
BBCF_Tager_ChargeLightning.png |Good damage, but there's usually a better option
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
BBCF_Iron_Tager_5C_Hitbox.png|Same hitbox as {{clr|C|5C}}
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-BBCF}}
|-
{{#cargo_query:tables=MoveData_BBCF
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and input="ABCD"
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID
}}
|}
==== ====
*Ends the faster spark bolt gauge gain from OD the instant the move hits, so it can't be used to pad out this gain.
*[[BBCF/Offense#Exceed_Accel| Otherwise behaves the same as every other Exceed Accel.]]
*322/639 Minimum Damage


An expensive reversal and oddly gives no magnetism, but still very useful since Active flow Tager is pretty terrifying. Launches opponent far away from Tager, unfortunately. Can be used with overdrive raids to escape pressure and take advantage back better than most characters can. Tager can use the overdrive super flash to buffer any move and can mix this move up with his throws and atomic collider to cover all possibilities. Often not used if overdrive screen freeze shows a 720 opportunity since that will deal more damage, and give magnetism.
An expensive reversal that does not apply magnetism and launches the opponent away, but it is still useful for granting Active Flow. If it's available, a {{clr|C|720C}} punish is usually a better option during Overdrive flash. It's also not particularly strong in combos, but it can be used as an unburstable combo ender.


During combos the damage this deals is fairly weak, so it's only really worth using if you're in active flow or need an unburstable finish since it leaves your opponents far away from you. It does combo off pretty much anything however. Can go into this easily off of OD MTW > TB 6BB if you still have overdrive left.
*Ends the faster Spark Bolt gauge gain from OD the instant the move hits, so it can't be used to pad out this gain.
{{CloseCard}}
*[[BBCF/Mechanics#Exceed_Accel| Otherwise behaves the same as every other Exceed Accel.]]
*322/639 Minimum Damage
}}


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===<big>King of Tager</big>===
===<big>King of Tager</big>===
<span class="input-badge">'''{{clr|D|1080D}}'''</span>
{{InputBadge|{{clr|D|1080D}} (Hold OK) when [[BBCF/Mechanics#Astral Heat|Astral Conditions]] are met}}
<div class="attack-container">
{{BBCF Move Card
<div class="attack-gallery">
|input=1080D
<tabber>
|description=
Images =
 
<gallery widths="210px" heights="210px" mode="nolines">
{{clr|D|1080D}} can hit an opponent during a combo regardless of their position (except for fully downed opponents) as long as their hitbox is in front of Tager. It primarily combos after {{MMC|input=360B|label=Wedge Catapult}} and {{MMC|input=623D|label={{clr|D|623D}} Spark Bolt}}, but other than that the long startup makes it very hard to combo into.
BBCS_Tager_Astral.png |Fairly impractical to land, even among Astrals.
 
BBCS_Tager_Astral2.png |
{{clr|D|1080D}} is unique in that it requires a different response from opponents. It has an initial invuln, but this does not last into the active frames so opponents can mash out of it or use a reversal. As mentioned before, though, it can hit airborne opponents so it cannot be jumped. This means it has a use over {{clr|C|720C}}, though due to its motion it is often much more telegraphed and difficult to use in general.
BBCS_Tager_Astral3.png |But oh boy when it lands.
 
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
BBCF_Iron_Tager_1080D_Hitbox.png|
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-BBCF}}
|-
{{#cargo_query:tables=MoveData_BBCF
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and input="1080D"
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID
}}
|}
==== ====
*Cannot be cancelled into from anything.
*Cannot be cancelled into from anything.
*Startup is extendable by holding the button, attack will only happen after it is released.
*Startup is extendable by holding the {{clr|D|D}} button, attack will only happen 10F after it is released or max hold is performed.
*Extremely attractive towards magnetised opponents, including during extended startup.
*Extremely attractive towards magnetised opponents, including during extended startup.
*The invulnerability ends before the move becomes active, so you can still get hit by some moves.
*Horizontal distance check of 670px, which is longer than the actual hitbox (657px from Tager's origin). Thus, it can grab some extended hurtboxes, but not all of them.
*Can catch airborne, standing and crouching enemies as long as they're inside the hitbox in front of Tager.
}}
*Technically a command throw but cannot be throw rejected under any circumstances (Moves with throw attribute invulnerability will defend against this).
*Combos easily after Spark Bolt, or even more easily after Wedge Catapult.
*Awful whiff recovery, you basically die.
*Has a horizontal distance check of 670px (Approximately slightly less than roundstart position), which is longer than the actual hitbox (Which extends 657px from Tager's origin). Meaning this can catch some extended hurtbox moves, particularly if they "push" forward of their position, but not all of them.
 
Not as easily comboable as other Astrals due to the long startup, but still quite usable as a hail mary due to the strong attraction and huge unblockable hitbox. Difficult to use on reaction however due to the long input that needs buffering. In most cases a 720 will work much better as it will always finish someone off in critical health.
{{CloseCard}}


==Colors==
==Colors==
{{BBCFColors|Size=120|Character=Tager}}
{{BBCFColors|Size=120|Character=Tager}}
<br style="clear:both;"/>
==External References==
*[https://www.youtube.com/c/MoustachedVillain/search?query=tager%20tech MustachedVillain's Channel]. Contains a decent amount of Tager gameplay and Tech.
*[https://docs.google.com/document/d/10UCKSAYzrOrf9aWq1yiOO--ifMmroTzHsM3gzINynr8/edit?usp=sharing Tager Basics]
*[https://www.evernote.com/shard/s710/client/snv?noteGuid=db9629c3-0e92-4604-9d0e-b2364b4cdb4a&noteKey=c09a52306d9ade7ea533a224eb81bfcc&sn=https%3A%2F%2Fwww.evernote.com%2Fshard%2Fs710%2Fsh%2Fdb9629c3-0e92-4604-9d0e-b2364b4cdb4a%2Fc09a52306d9ade7ea533a224eb81bfcc&title=Iron%2BTager%2BCombos%2BCompilation Tager Combo Doc]
**These combos are recorded on iThatGuy's channel. [https://www.youtube.com/watch?v=IgkCcPksd0E&t=1s The First Part is Here]
* Japanese Name: テイガー
* [http://www40.atwiki.jp/blazblue/pages/1894.html Japanese Wiki]
* [http://jbbs.livedoor.jp/bbs/read.cgi/game/45148/1361005075 Japanese BBS]
* [http://www.bbcf.ac/ranking_view.php?mode=exe&type=psr_rank&couse=&character=tg&pref=0 Arcade Profile Dan Rankings]
* [http://www.dustloop.com/forums/showthread.php?15330-CP-Iron-Tager-Video-Thread Character Video Thread]
*[https://blazblue.wiki/wiki/Iron_Tager/Gameplay#Palettes Color Palettes on https://blazblue.wiki]
<br style="clear:both;"/>
<br style="clear:both;"/>


==Navigation==
==Navigation==
<center>{{Character Label|BBCF|Iron Tager|42px|BBCF_Tager_Icon.png}}</center>
<center>{{Character Label|BBCF|Iron Tager|size=42px}}</center>
{{#lst:{{PAGENAME}}/Data|Links}}
{{BBCF/CharacterLinks}}
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}
{{#lst:BBCF/Navigation}}
 
{{BBCF/Navigation}}

Latest revision as of 10:06, 25 March 2024

Overview

Overview

Tager is Blazblue's resident grappler who uses powerful command throws and guard point moves to deal high damage combos. Tager has very low mobility; He can't forward dash, and he can't double jump or air dash. However, Tager has a couple of things going for him. For one, he's a walking tank with the highest health in the game. Additionally, he has an amazing backdash with long invulnerability and can use some of his guard point attacks to close in against certain moves. Lastly, Tager has his Drive. Tager's Drive gives him the ability to magnetize his opponents in order to pull them towards him. With it, he can drag opponents into his attacks and open up new combo options for better damage. Once in, Tager's command grabs and high damage can mix up his opponent and take rounds.

As a low mobility grappler, Tager struggles against characters with strong neutral and low committal offense. His huge hurtbox also opens up unique combo options and mixups for the cast. Tager relies on reading his opponents and calling out their attacks with his command grabs. Thankfully, Tager's Distortion Drives (especially with Overdrive) can create huge momentum swings in his favor. With patient play and good fundamental defense, Tager can turn the tide on anyone and run his game.
BBCF Iron Tager Nameplate.png
BBCF Tager Portrait.png
Health
13,000
Prejump
6F
Backdash
28F (1~20F Inv All, 1~27 airborne)
Unique Movement Options
No Double Jump
No Air Dash
No Run
Magnetism
Fastest Attack
720C (5F, super throw)
360A (6F, throw)
5A (7F)
Reversals
236236B (19F)
720C (5F)
Fatal Starters
6C
j.2C
2D
Drive: Voltic Battler

Tager can magnetize opponents for a small duration by landing certain attacks on hit or block. If the opponent is already magnetized and gets hit by an attack with magnetism, the duration stacks (max 1000F). The magnetism duration normally reduces at a rate of 1 point per frame, but if Tager's opponent is in hitstun, the rate halves to 1 point per 2 frames (when they perform a tech, the rate goes back to normal). Magnetism duration does not decrease during superflash or hitstop.

When the opponent is magnetized, certain attacks will pull in the opponent. All Drive moves, as well as 6A, 360A/B, 623C, j.360C, and Distortion Drives, will pull in magnetized opponents. Each move attracts differently and for different durations, and they may pull in airborne and grounded opponents differently. For example, Atomic Collider strongly attracts airborne opponents, but does not affect standing or crouching opponents at all. The forces are noted in the frame data. Typically attractive moves start their attraction early on during startup and end during the active frames. Magnetism pulls do not affect a player's ability to perform moves since it doesn't directly cause any kind of hitstun, however it can mess up spacing and force players to land earlier or later than normal, causing some unpredictable and sometimes amusing effects.

In all cases, players performing Distortion Drives and executing throws that have successfully connected are completely unaffected by magnetism.

Tager's magnetism cannot force enemies into an airborne state if they're currently grounded, enemies doing any kind of ground tech also cannot be pulled vertically, even though emergency techs are considered airborne and can be pulled sideways surprisingly fast

In addition to magnetism, Tager has an extra gauge: the Electricity Meter. This gauge fills up at 1 point per frame (freezes during hitstop and superflash) and has a maximum of 1000 points. When the gauge is full, Tager can use the Spark Bolt attack.
Overdrive: Voltic Field

Unlike most other overdrives, Tager's focuses more on taking advantage during neutral, with much stronger methods of applying and keeping magnetism. This isn't to say that it doesn't boost his combo damage, but this is limited to just what the overdrive cancel allows and greatly enhanced distortion drives, rather than boosted normals.

  • All normal drive moves all gain projectile guardpoints as well as attribute specific guardpoints depending on the move
  • Spark Bolt Gauge fills up four times as fast
  • All moves that apply magnetism apply the maximum amount on hit or block
  • Distortion Drives are enhanced (more information below)
  • While grounded and not in hitstun, magnetized opponents are constantly pulled towards Tager with a velocity of 2,000u/F (about 2/5 of average backwalking speed, so basically not much).
Unique Mechanic: 360 inputs

While not completely unique to Tager, he has the largest number of special inputs that involve performing at least one full rotation of the direction stick before inputting a button. If you aren't familiar with these from other games, it's important to know the following:

  • You do not need to do a full circle. Instead what you need to do is all 8 directions in order starting from any direction and spinning in either direction. Importantly, you're allowed to skip individual directions, including the final one, so long as no two consecutive inputs are skipped. This means that you minimally only need 4 direction inputs to make a single 360 spin For example:
    • 4268, 1397, 41368, 41397 are valid spin inputs.
    • 416987 is not, since it misses 2 and 3, which are consecutive directions.
  • 360 Inputs have a 30F input window, 720 has 45F and 1080 has 75F. This timer counts from the moment you leave the first input, so it's possible to hold [4] to block, and then input 268A to transition to Gigantic Tager Driver.
  • Moves that require multiple spins require them to be in sequence and in the same direction. 42684268 is a valid 720 motion, 42686248 is not. The rule about not missing two consecutive directions still applies.
  • Spin inputs have a higher input priority than 236 or 623 inputs (So try to do these motions neatly if you don't want a 360 instead). Similarly, try to do your spin inputs in the opposite way to the 236 motion when possible to prevent accidentally getting the wrong move.

This may feel unintuitive, since pressing upwards will usually make Tager jump, so there are some useful tricks to know:

  • Jump startup may be special cancelled, therefore performing 4268A or 6248A quickly enough will allow you to perform 360A from a standing start. This can be done with a 720 spin, but it's extremely hard to do.
  • You can also avoid jumping by doing the spin when Tager can't jump anyway (Known as "Buffering" the move). This includes:
    • During Tager's own moves.
    • While in the air, since Tager has no double jump.
    • While blocking or being hit.
    • While recovering from a knockdown (typically best done during the "bounce" recovery to prevent accidental rolling).
    • During super pauses, especially overdrive activation.

Normal Moves

5A

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
400 All 7 3 11 0 +6 B

Tager's 5A is a very useful poke that hits crouching opponents, outranges most other moves of comparable speed and leads to decent damage on hit if they're close or magnetized. It can also be used to set up tick throws thanks to its large hitbox and neutral frame advantage. While it is slightly slower than the average jab it still covers a lot of scenarios in a single button press.

  • Cannot self cancel, even on hit.
  • One of Tager's few jump-cancelable normals.

Gatling options: 2A, 6A, 5B, 2B, 6B, 5C, 2C, 6C, 3C, 5D, 2D, 4D

5B

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
540 Low 10 3 14 0 0 F

5B is Tager's primary low for low/throw mixups and generally is a great point-blank poke. It's slightly smaller than 5A, but Tager's foot is entirely disjointed and it leads to more damage overall. While it is a low attack, it boasts surprising vertical reach and must be barrier blocked in the air, so it's great for catching opponents attempting to jump out of pressure.

In combos this easily bridges into 5C and 3C to continue the combo, and while it doesn't do amazing damage, it still scales well.

  • One of Tager's few jump-cancelable normals.

Gatling options: 6A, 2B, 6B, 5C, 2C, 6C, 3C, 5D, 2D, 4D

5C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
1000 Mid 15 4 18 -3 -10 B

5C is a very strong move with many applications. It is Tager's strongest combo starter thanks to its high proration values. It's also a very good combo filler thanks to its high damage and cancel options. At most ranges, 5C combos into 6A during short or medium-length combos, or 623C at the end of long combos. At max range, often the only followup available is Spark BoltBBCF Iron Tager 41236D.pngGuardAllStartup12RecoveryTotal: 47Advantage-1.

5C is a fantastic punish tool as well. On a grounded counterhit, 5C > 6C... can lead to over 5K damage.

Gatling options: 6A, 6B, 6C, 3C, 5D, 2D, 4D


2A

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
350 All 8 3 10 +1 +6 B

Slightly slower than 5A, but with a lower profile and more disjointed hitbox. 2A can be used as a ghetto anti-air, but it's a bit weak since it requires a quick reaction time for a jump cancel followup. It can also be used as a mashable button since it can self-cancel up to three times, unlike 5A

Gatling options: 2A, 5B, 2B, 2C, 3C, 5D, 2D, 4D


2B

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
580 Low 11 3 9 +5 +4 F

2B does not reach very far, but it has very strong frame advantage and a fast total animation. It can be used to set up Wedge Catapult attempts and intentional whiffs to reset pressure or go for a throw.

Thanks to the hitbox going well inside of Tager, 2B is also great for catching rolls in the corner or other pass-through moves.

Gatling options: 5B, 2C, 3C, 2D

2C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
1100 Mid 15 2 39 -22 -29 B 11~14 H

2C is Tager's very high-risk, high-reward anti-air. Its invuln does not last into the active frames, so it will often trade, though the trade will usually be beneficial due to its high counterhit hitstun. This move has abysmal recovery on whiff, and it has a small horizontal reach, so it's very risky to throw out.

2C is mostly used in combos, most often ...6A > 2C > 623C.

Gatling options: 3C

6A

(Hold OK)

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
Uncharged 800 Mid 19~44 7 37 -27 -36 B {16~(End of Active) Guard HBP}
Charged 1000 Mid 45~52 7 37 -23 B 16~(End of Active) Guard HBP

6A is a good multi-purpose tool. It brings the opponent closer on hit and block, enabling close-range pressure and low/throw mixups. It's a staple combo tool as well to pull in opponents that have been pushed out. Usually in combos it gets used after 5C, a link which eventually fails during long combos. Other times include after Sledgehammer B, Back throw and, with some timing, Spark Bolt and j.D.

This move also has an effect where the opponent cannot tech the slide if they hit the floor within 2F of being hit (Basically when they're very close to the ground when hit in the air), causing a hard knockdown. This is generally referred to as "Low 6A". The combined untech time is long enough to allow combos of all kinds. The normal version will generally only combo into 2C, 6B and 236A but with low version, 6A will combo into 236B, 6C, and Crush Trigger as well, allowing a lot of combo possibilities. You'll want to learn this timing to get maximum damage combos, especially after Spark Bolt.


Charging 6A simply extends the armor frames and attractive time, and adds a bit more damage. Charging fully is generally useless, except for very big reads to guard point through attacks.

  • Hold button to delay.
  • Move is attractive to magnetized opponents throughout its startup and active frames, including if the move is delayed.
  • Armor is only enabled if the move is charged for at least 16 Frames.
  • Armor throughout the charge animation against Body, Head and Projectile attacks. Somewhat uniquely, attacks against 6A's armor will still deal half of their base damage to Tager (And can still end the round).
  • Negative knockback, opponents are knocked towards Tager when it connects in any way. Floor slides at Tager's feet on air hit.
  • Full charge is achieved 6 frames before Tager will automatically swing anyway.
  • Large hitbox that encompasses the spark around Tager's hand, overall reach slightly larger than 5C.
  • Tager's only normal that can cancel into Gigantic Tager Driver or Wedge Catapult.

Gatling options: 6B, 2C, 6C, 5D, 2D, 4D

Version Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length P1Proration applied to future hits when used as the first hit of a combo P2Proration applied to future hits when used during any part of a combo Attack LevelDefault Attack Level Values
LevelBlockstunHitstunGround CHAir CH
Lv.0910 (12 in air)+4+15
Lv.11112+4+16
Lv.21314+5+16
Lv.31617+7+19
Lv.41819+10+20
Lv.52021+14+22
Note: Not every attack uses default values
Uncharged Long 90 89 3
Charged Long 90 94 5

Uncharged:

  • Remaining startup after releasing button is 11F
  • {Guard point only activates if charged to at least frame 16 (minimum 27F startup)}
  • On Guard Point, hitstop for Tager 14F. Opponent hitstop unchanged
  • Can guard point up to 2000 damage
  • Tager takes 50% damage from attacks guarded
  • Maximum Slide duration 20F
  • Attractive from frame 16 to one frame before active frames
  • Attraction force (2300G, 650A)


Charged:

  • Remaining startup from button release is 11F
  • Gains charged properties (increased damage/attack level) on frame 34 of charge, max charge time 41F
  • On Guard Point, hitstop for Tager 14F. Opponent hitstop unchanged
  • Can guard point up to 2000 damage
  • Tager takes 50% damage from attacks guarded
  • Maximum Slide duration 20F
  • Attractive from frame 16 to one frame before active frames
  • Attraction force (2300G, 650A)

6B

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
620 Mid 16 2 18 -3 -9 B 4~17 F

6B is an important tool thanks to its foot invulnerability. Since Tager's armored moves lose to foot-attribute attacks, this can be used to call out opponents attempting to beat the armor. On counterhit, 6B combos into 6C, leading to massive damage.

6B is also a very common combo filler since it forces crouching on opponents. 6B > 236A , 5A... works at the start of many combos and is a simple way to increase damage, set up magnetism, and even extend combos.

  • Can cancel into itself once.
  • Forces crouching on standing hit allowing combos into 236A (And 5D on fatal combos)
  • Hard knockdown on air hit. Combos into A Sledge and Gadget finger but not 2C with a few exceptions.
  • Moves Tager forward slightly.

Gatling options: 6B, 2C, 6C, 5D, 2D, 4D


6C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
1500 High 28 2 33 -14 -36 B

6C is a very strong combo filler attack. In midscreen combos, it's often used as a followup to a counterhit 5C or 6B, or after a low 6A. In corner combos, it can be looped with 5D for lots of damage.

Outside of combos, 6C is a relatively risky poke that's usually outclassed by 5C or 5D. It can be used as an overhead mixup, but its lengthy startup and visual tell make it less useful in this regard.

  • Fatal Counter.
  • Jump cancelable on hit, but not on block.
  • Ground Bounces.
  • 110% Bonus Proration.

Gatling options: 5D, 2D, 4D


3C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
810 Low 13 3 22 -6 -11 F

A very useful move for starting magnetized combos. The untech time is long enough to combo 3C > 623C whiff > 5C and can net 3K off a simple interaction. It's a great poke as well, extending almost as far as 5C and coming out a bit faster, and it can also be used at the end of shorter combos to get magnetism with 22D.

  • Hitting with 3C at any point in the combo enables using Gadget Finger for that combo, even if they never hit the floor.
  • Hard knockdown on grounded counterhit, even if the opponent is flung into the air before reaching the ground (They'll eventually air tech after a long enough period of time).
  • 110% Bonus Proration.

Gatling options: None

j.A

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
400 High/Air 7 3 9 H

A fantastic but often overlooked move, used to win air to air battles, particularly ones the opponent didn't expect when trying to jump in. If done early enough in a jump, a counterhit j.A can chain into j.D for some nice combos, though it's typically safer to go for j.A > j.B > j.C > j.63214A.

j.A is also a necessary combo filler after an air hit 5A or 2A.

Gatling options: j.A, j.B, j.C, j.D


j.B

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
700 High/Air 10 16 20 H

j.B is an extremely useful air button. It has very generous active frames and leads to decent damage in most combos. The hitbox and active frames also make it very useful for crossups. It has a long whiff recovery, however, so don't throw it out too carelessly.

j.B sets up a safejump after Atomic Collider, though it loses to 6-frame reversals. This safejump has benefits over Gadget Finger oki, since it keeps the opponent closer and allows for immediate pressure.

  • Ground bounces on counterhit against airborne opponents.
    • Ground bounce adjusts with height, allowing similar followups from various starting heights.

Gatling options: j.A, j.C, j.D

j.C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
1050 High/Air 13 5 12 H

j.C gives Tager forward momentum, so it can be used to close the distance along with j.63214ABBCF Iron Tager j63214A.pngGuardAllStartup15Recovery16+3L (Whiff), 34 (Hit)Advantage-. It can also be used as an anti-air since the hitbox covers most of Tager's hurtbox, though it will often clash. On counterhit, it's usually possible to land and pick up the combo with 5C.

  • Quite decent recovery, advantageous in air to air situations.

Gatling options: j.B, j.D

j.2C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
1200 High/Air 18 [5] Until L+2 18 H

j.2C is the Fatal Counter you'll most likely land. It halts Tager's air momentum, so it can be used to call out anti-air attempts and punish the opponent hard. On regular hit, often the only option is to follow up with Gadget Finger or a Rapid Cancel into 5B. It is very punishable on block, though, so use it carefully.

In combos, this move is very frequently used after 6C to bring the opponent back down. Ensure you hit them with Tager as low as you can to give yourself time to recover and use 5B or 3C.

Uniquely, if this move is used very close to the ground, the attack will come out almost instantly. The quick startup version seems to be a bug that was deliberately left in the game where the game cancels much of the startup into the landing animation (which has some active frames). This quick version is useful for getting surprise fatal counters on jump ins, and is also quite safe. However its use is very limited due to the rather precise height meeded to activate it. Bizarrely enough it's still an overhead when done close to the ground.

  • Fatal Counter

Gatling options: None


Drive Moves

5D

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
1100 All 23 7 20 -6 -23 B OD: 15~26 Guard BP

5D is a massive poke that magnetizes the opponent and can lead to great damage. However, it has a fairly long startup; don't abuse this move, or you'll eat painful counter hits yourself.

On counterhit, 5D can combo into 360BBBCF Iron Tager 360B.pngGuardNoneStartup30Recovery30 (Miss), 41 (Hit)Advantage- just outside of max range, or partially charged 6A at any range. It's also possible to follow up with Spark Bolt from any hit, including air hit if done fast enough. As a combo ender, it can also be canceled into 214D for a quick Spark Bolt charge or Gadget Finger to pull them back in for some shenanigans.

This move particularly shines in corner combos, where it can be looped with 6CBBCF Iron Tager 6C.pngGuardHighStartup28Recovery33Advantage-14 for massive damage.

  • Magnetizes for 300F (1000F in Overdrive).
  • Attractive to magnetized opponents during startup and active frames.
  • Blows opponent away on air hit, and causes floorslide.
  • Gains Body and Projectile guardpoint during Overdrive.
    • Projectiles do not cause hitstop, but unblockable projectiles still cannot be armored.

Gatling options: None

Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length P1Proration applied to future hits when used as the first hit of a combo P2Proration applied to future hits when used during any part of a combo Attack LevelDefault Attack Level Values
LevelBlockstunHitstunGround CHAir CH
Lv.0910 (12 in air)+4+15
Lv.11112+4+16
Lv.21314+5+16
Lv.31617+7+19
Lv.41819+10+20
Lv.52021+14+22
Note: Not every attack uses default values
Long 100 84 5
  • Applies 300F of magnetism (1000F in Overdrive)
  • On Guard Point, hitstop for Tager reduced by 1F. Opponent hitstop unchanged
  • Maximum Slide duration: 15F, on CH 22F
  • Crumple Duration 31F, Crumple Fall 64F
  • Attractive on frames 6-23
  • Attraction strength starts at (1500G, 1500A) before going to (4000G, 3600A) on frame 18

2D

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
1200 All 26 10 18 +2 -27 F OD: 12~35 Guard FP

Despite its enticing frame advantage, this move isn't as useful as it appears. Its slow startup and telegraphed animation means it normally won't be surprising the opponent, but on block it leaves Tager plus and close-up against a magnetized opponent, which is a very favorable position. Its best use is to close short distances or take advantage of opponents that are conditioned to not challenge during blockstun.

On regular hit, this move has no cancel options besides Rapid Cancel. On Fatal Counter, Tager can follow up with either 3C > 623C (whiff) or 5C > 6A to start the combo.

  • Fatal Counter
  • Magnetises for 300F (1000F in Overdrive)
  • Attractive to magnetized opponents during startup and active frames.
  • Recovery starts immediately after the move connects, so frame advantage is always the same.
  • Gains Foot and Projectile guardpoint during Overdrive
    • Attacks do not cause hitstop
    • Unblockables still cannot be armored.

Gatling options: None

Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length P1Proration applied to future hits when used as the first hit of a combo P2Proration applied to future hits when used during any part of a combo Attack LevelDefault Attack Level Values
LevelBlockstunHitstunGround CHAir CH
Lv.0910 (12 in air)+4+15
Lv.11112+4+16
Lv.21314+5+16
Lv.31617+7+19
Lv.41819+10+20
Lv.52021+14+22
Note: Not every attack uses default values
Long 90 84 5
  • Fatal Counter
  • Applies 300F of magnetism (1000F in Overdrive)
  • On hit/block, Tager skips remaining active frames and goes into recovery
  • Guard Point ends when Tager starts recovery
  • On Guard Point, hitstop for Tager reduced by 1F. Opponent hitstop unchanged
  • Maximum Slide duration 10F
  • Attractive from frame 12 until start of recovery
  • Attraction strength starts at (800G, 800A) before going to (5000G, 4000A) on frame 26

4D

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
800 All 13 4 14 -1 -4 B OD: 5~12 Guard BP

4D is a common pressure ender to apply magnetism, end with a safe frame advantage, and set up tick throws. It can also be used instead of Gadget Finger in some situations to set up tricky resets. 623C , 4D pulls the opponent directly towards Tager if they emergency tech, or hit them if they delay tech.

This move does not have followups on regular hit, but on counterhit it can be followed up with 3C to lead to decent damage.

  • Magnetises for 180F (1000F in Overdrive).
  • Attractive to magnetized opponents during startup and active frames.
  • Gains Body and Projectile guardpoint during Overdrive.
    • Guarded attacks do not cause blockstop for Tager 
    • Unblockables cannot be armored.

Gatling options: None

j.D

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
1120 High/Air 23 4 28+7L H OD: 6~26 Guard HP

j.D is a somewhat situational move since Tager is usually grounded, but it can be used to control air space. More importantly, it can lead to high damage if landed close to the ground, comboing into Wedge Catapult or 6C. It's a very strong move during combos as well, most commonly after 6C, due to its long untechable time and high proration values.

It's also used in the Fatal Counter loop of j.C > j.D. On Fatal, your goal should be to get into this loop as fast as you can to get the most damage.

  • Magnetizes for 300F (1000F in Overdrive).
  • Attractive to magnetized opponents during startup and active frames.
  • Gains Head and Projectile guardpoint during Overdrive.
    • Projectiles do not cause hitstop, but unblockable projectiles still cannot be armored.
  • Hitbox extends far beyond Tager's arms.

Gatling options: None


Universal Mechanics

Ground Throw

5B+C or 4B+C

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
Forward Throw 1500 Throw reject 7 3 23 T
Back Throw 0, 1500 Throw reject 7 3 23 T

While technically as fast as 360A, standard throw is quicker to use on reaction than spinning the stick, and it leads to more damage, just without the invuln. For forward throw, follow up with 236B, and for back throw, follow up with 6A > 6C.

Both standard throw routes end with Atomic Collider, so bear in mind which throw gives the best positioning afterwards.

Air Throw

j.B+C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
0, 1500 Throw reject 7 3 23+3L T

Not exactly a useful move for Tager since he doesn't have many opportunities to get close mid air, or set up airthrow traps since Air Driver does these things much better. But it does at least recover much more quickly than Air Driver if it misses and does lead to slightly more damage. Air throw can be followed up with j.2C (Performed very close to the ground) at almost any height.

Counter Assault

6A+B while Blocking

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
0 All 16 2 31 -14 B 1~20 All

Sometimes the only way to end the endless pressure games you often face, particularly from low air dashes. Use it to disrupt the flow of the opponent and get back to neutral. Unlike other Counter assaults, Tager's does not knock his opponent away. Instead, it grants a close-range soft knockdown on grounded hit and a close-range hard knockdown on airborne hit.

  • Uses 6B's animation
  • Slightly slower than other Counter Assaults

Crush Trigger

5A+B (Chargeable)

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
5A+B 1000 Guard Break 32/Barrier 20 1 25 0 B
5[A+B] 1000 Guard Break 60/Barrier 30~61 1 25 0 B

Usually not that useful since Tager has better options during combos and pressure. However, opponents in Guard Crush can be thrown, so this can be used to set up unblockable throws if the opponent doesn't use Barrier. Overall, it's not used that much because there's usually a better option that doesn't use meter. That being said, it can be followed up with 5B, 6B, and 3C.

  • Gives a small floorbounce followed by a hard knockdown, essentally giving it a long knockdown time.


Specials

Gigantic Tager Driver

360A (Hold OK)

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
0×2, 2500 Purple throw reject 6 2~20 29 (Miss), 44 (Hit) T 3~6 All

Tager's primary throw mixup. It has a quick startup, and can be held to pull in magnetized opponents, making it a very potent tick throw, most commonly after 5A or 4D. But don't be too predictable, since the move has a long whiff recovery and can be avoided by jumping.

It can also be used to punish any pressure gap of 3 frames or more thanks to its invuln, which can be further enhanced with the use of Instant Blocking. Again, though, wary opponents can avoid this with jump cancel, frame traps, throw invuln attacks or meaty Hitting an opponent to cover the moment as they lose invincibility. The most common one is performing an attack early on okizeme to gain frame advantage and bait reversals. attacks, so don't overuse it.

While it might seem as a Grappler that your gameplan should revolve around landing this move, it actually only leads to weak damage compared to Tager's other options. Typically this move is most useful for keeping the opponent from doing bad blockstrings on the ground and also to win out point-blank jab contests when at near-neutral frame advantage, forcing the opponent to play less aggressively.

  • Attractive to grounded magnetised opponents during startup and active frames.
  • Can be held to extend active frames.
  • Cannot be special cancelled into, except from 6A.
  • Small invulnerability window on frames 3-6. Cannot be increased by holding A.
  • Tager is immune to external push forces during this move (Such as Wind or another Tager's magnetism).
  • Has 210 pixel range between bounding boxes.
Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length P1Proration applied to future hits when used as the first hit of a combo P2Proration applied to future hits when used during any part of a combo Attack LevelDefault Attack Level Values
LevelBlockstunHitstunGround CHAir CH
Lv.0910 (12 in air)+4+15
Lv.11112+4+16
Lv.21314+5+16
Lv.31617+7+19
Lv.41819+10+20
Lv.52021+14+22
Note: Not every attack uses default values
Very Short 100 60 0×2, 4
  • 100% minimum damage (2500)
  • Hold button to extend active frames
  • On successful throw, can cancel into Gadget Finger last 5F
  • Counterhit state for entire move
  • Attractive from 1-end of active frames
  • Attraction forces: (3450G, 0A) from frame 1, (1150G, 0A) from frame 8, (2300G, 0A) during extended active frames

Wedge Catapult

360B

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
0×2, 1200 None 30 4 30 (Miss), 41 (Hit) T 6~30 All

A slow command grab with a lot of invlnerability at the start (but not a full reversal). Unlike his other command grabs, you cannot hold the button to extend or delay it.

360B is useful for calling out slow committal attacks and moves that are good at beating 360A and 720C, since they tend to rely on small hops or short throw invulnerability, and this move is so slow it will hit after they're vulnerable again. However, since it is very slow and has a long recovery, and is very susceptible to whiffing and getting punished hard. The invuln starts on frame 6, so it's a riskier option than 360A.

As a combo starter, 360B allows for a followup 5C or 6C for around 3-3.5K damage, giving it better damage than 360A and more choice about how to set up your okizeme. If Tager's back is to the corner, it can be followed up with 5D to go into 6C > 5D corner loops.

Wedge Catapult can be used in combos after long untech counterhit moves, though most importantly it can be used with Gadget FingerBBCF Iron Tager 22D 1.pngGuardNoneStartup7Recovery9 (Whiff), 27 (Hit)Advantage- > Rapid Cancel for high minimum damage after the end of long combos.

  • Disables opponent's burst on hit.
  • Attractive to magnetized opponents during startup.
  • Cannot kill.
  • Can only be cancelled into from 6A.
  • Combo throw, does not incur purple !! marks if used during blockstun or a combo But does not benefit from the 10% damage bonus on counterhits nor does it have 100% minimum damage.
  • Untech time always lasts until the opponent hits the floor, even in very long combos.
  • Tager is immune to external push forces during this move (Such as Wind or another Tager's magnetism).
  • If Tager's back is near to a wall when he hits, then he will be pushed away from the wall towards the middle of the screen to allow followups.
  • Has 210 pixel range between bounding boxes
Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length P1Proration applied to future hits when used as the first hit of a combo P2Proration applied to future hits when used during any part of a combo Attack LevelDefault Attack Level Values
LevelBlockstunHitstunGround CHAir CH
Lv.0910 (12 in air)+4+15
Lv.11112+4+16
Lv.21314+5+16
Lv.31617+7+19
Lv.41819+10+20
Lv.52021+14+22
Note: Not every attack uses default values
Normal 60 100 0×2, 4
  • Can be comboed into
  • Counterhit state for entire move
  • Cannot reduce health below 1
  • Attractive from 6-31F
  • Attraction forces: (1000G, 1000A) from frame 6, (10000G, 1000A) from frame 21, (2000G, 0A) from frames 24 to 31
  • Minimum Damage 100% when first hit of combo (1200), else Minimum Damage 0%

Impact Driver

360B After Wedge Catapult

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
0, 1400 None 44 T

A command followup to Wedge Catapult that can be input at any point after the opponent has rebounded off of the wall right up until Tager fully recovers. Basically turns the move into 360A with 100 more damage.

Impact Driver is seldom used due to other combos from Wedge Catapult causing more damage. However it is unburstable, will always connect at any point in a combo and has good minimum damage. This makes this move mostly used as a burst-safe round ender. Impact Driver can only be followed up by Gadget Finger.

  • Deals 100% damage if Wedge catapult was the first hit of the combo. 50% minimum damage otherwise.
  • This move can be input at any time during Wedge catapult's recovery after the wallbounce and it will always connect.
  • Opponent is returned to the same side they were on when Wedge catapult grabbed them.

Air Driver

j.360C (Hold OK)

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
0×2, 2700 Purple Throw Reject 6 3~36 Until L+12 (Miss), 44 (Hit) T

Gigantic Tager Driver, but in the air! (And very slightly more damage).

An interesting, but pretty unreliable tool that can be used to surprise opponents at a far distance and discourage jumping. Unlike 360ABBCF Iron Tager 360A.pngGuardPurple throw rejectStartup6Recovery29 (Miss), 44 (Hit)Advantage-, this move does not have any invulnerability, but since airborne players do not experience friction when being pulled by magnetism, this can grab airborne opponents from full screen amazingly quickly at times. Similar to Atomic ColliderBBCF Iron Tager 623C 1.pngGuardNoneStartup17~60Recovery19Advantage-, opponents that superjump or air dash may be flung too far to be grabbed, and can get a free hit due to the long recovery of this move.

Can be disrespectfully used during combos as a purple throw or a tech trap to do an absurd amount of extra damage, but there's no way to do reliable Throw Reject Miss setups since it cannot be canceled from j.A

  • Attractive to magnetized opponents during startup and active frames.
    • Strongly attractive to airborne opponents, including during moves like  Terumi's 5CBBCP Terumi 5C 1.pngGuardAllStartup11Recovery2+18LAdvantage-2.
    • Weakly attractive to grounded opponents. They'll be slowly dragged across the ground.
  • Can only grab airborne opponents.
  • Can be held to extend active frames.
  • Cannot be special cancelled into at all.
  • No invulnerability unlike 360A.
  • Has 210 pixel range between bounding boxes, but the hitbox tends to be the limiting factor.
Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length P1Proration applied to future hits when used as the first hit of a combo P2Proration applied to future hits when used during any part of a combo Attack LevelDefault Attack Level Values
LevelBlockstunHitstunGround CHAir CH
Lv.0910 (12 in air)+4+15
Lv.11112+4+16
Lv.21314+5+16
Lv.31617+7+19
Lv.41819+10+20
Lv.52021+14+22
Note: Not every attack uses default values
Very Short 100 60 0×2, 4
  • 100% minimum damage (2700)
  • On successful throw, can cancel into Gadget Finger last 5F
  • Catches airborne only
  • Counterhit state for entire move. Does not include landing
  • Attractive from startup until recovery
  • Attraction forces on Tager's body of (0G, 3450A) from frame 1, Adds an extra (0, 2500A) towards Tager's hand from frame 6 until end of active frames, After frame 8 Tager's body is set to (1150G, 0A) and then on frame 12 it is set to (575A, 0G) until end of active frames

Atomic Collider

623C (Hold OK)

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
0, 2250 None 17~60 4 19 T 4~15 H

Anti-air grab that swaps sides on hit and can be used during combos. Hold C to extend the startup magnetic attraction, release to actually grab them.

Atomic Collider adds good damage to any combo. In long combos, it's only possible to follow up with Gadget Finger, so it's usually the end of the combo. j.B is also a safejump after Atomic Collider, though this loses to reversals faster than 7 frames. Keep in mind that Atomic Collider sideswaps, so it may be advantageous to end the combo with other moves to maintain positional advantage.

3C is a common button to set up the float on whiff. From there, it can be followed up with plenty of options. The most common combo is 3C > 623C (whiff) , 5C > 6A > 2C > 623C.

  • Attractive to airborne magnetized opponents during startup and active frames.
    • Strongly attractive to airborne opponents, including during moves like  Terumi's 5CBBCP Terumi 5C 1.pngGuardAllStartup11Recovery2+18LAdvantage-2.
    • No effect on grounded opponents.
  • Can never grab a grounded opponent, regardless of hitboxes.
  • Combo throw. It will not incur a purple throw if used in a combo and benefits as normal from the 10% bonus damage from counter hits. Does not have 100% minimum damage.
    • First hit also does 0 damage, so this move will do a maximum of 1350 damage due to combo scaling.
  • Can be deliberately missed to reposition magnetised opponents, very important for combos.
  • Can grab extended hitboxes.
  • Trades inconistently due to its Head invulnerability expiring on its first active frame. Who wins the trade is determined by Character Priority, which is usually Tager, but not always.

Voltec Charge

214D (Hold OK)

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
39~113 6~(21~95) Guard HBP

Tager stands still and charges his spark bolt guage while protected by a Body, Head and Projectile guardpoint. Hold to extend the duration. If the opponent activates the guardpoint, this move can be cancelled into Additional AttackBBCF Iron Tager 236A~236A.pngGuardHighStartup13Recovery30Advantage-17. To perform this cancel, you need to input 236A while still holding D to stop this move ending.

214D is important for maintaining Spark BoltBBCF Iron Tager 41236D.pngGuardAllStartup12RecoveryTotal: 47Advantage-1. It can be used after a blocked 5D to get in a quick charge, or in neutral to bait opponents into approaching. It can also be used somewhat as an anti-air with its armor with the Additional AttackBBCF Iron Tager 236A~236A.pngGuardHighStartup13Recovery30Advantage-17, though this will lose to crossups, double jumps and other evasions. Keep in mind that this move does not have armor against foot attacks, so it's inadvisable to use to trap grounded attacks except for predicting reversals.

  • The Electric gauge charges more based on how long Tager holds the stance. Minimum of 66 of Spark meter generated, Maximum of 510.
    • This equates to 6 units of extra spark bolt charge for every optional frame of this stance held.
    • Cancelling into 236A or being interrupted during this move prevents any spark bolt charge being gained.
  • Blocks Head, Body and Projectile attribute moves while held. Cannot block unblockable attacks.
Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length P1Proration applied to future hits when used as the first hit of a combo P2Proration applied to future hits when used during any part of a combo Attack LevelDefault Attack Level Values
LevelBlockstunHitstunGround CHAir CH
Lv.0910 (12 in air)+4+15
Lv.11112+4+16
Lv.21314+5+16
Lv.31617+7+19
Lv.41819+10+20
Lv.52021+14+22
Note: Not every attack uses default values

  • Guard Point lasts until button is released
  • On Guard Point, hitstop for Tager is 0F. Opponent hitstop is 9F
  • If guard point is activated, can cancel into Additional Attack until last 18 frames of recovery
  • If done from neutral/jump startup, cancellable into 720C on frames 1-11 if guard point is not activated
  • Counterhit state for entire move
  • Charges spark bolt 6 units for every frame of this move's duration after the 9th frame before releasing the button

A Sledgehammer

236A

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
1200 All 20 3 18 -4 -14 B 1~23 Guard P

A special move that doesn't get used a lot at neutral due to other normals generally being better choices. While it has frame 1 projectile armour, it's not super useful since opponents don't typically use projectiles at such close range.

236A sees use in combos due to its good damage and scaling. On grounded hits, crouching state is required to follow it up with 5A (Hint: use 6B to force crouching beforehand). On air hits, 5C > 236A, 5B is a common way to add good damage to combos that allow it (The opponent needs to be in the air, low to the ground and in touching distance in most cases). With 50 Heat available, 3C > 236A > 236A, RC, 6C... becomes an excellent way to convert grounded hits into excellent damage.

This move can be used as a decently safe poke due to its disjointed hitbox, but it isn't good for setting up tick throws and it is punishable on Instant Block.

  • Guardpoint prevents any hitstop from projectiles it guards.
  • Guardpoint can block against unblockable projectiles
  • Can only be followed up with Additional Attack on a standing non-counter hit.

B Sledgehammer

236B (Hold OK)

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
236B 1300 All 35~55 4 20 -7 -32~-52 B 1~(1F after Active) Guard P
11~(6F before Active) Guard HBP
236[B] 1500 All 60 4 20 -7 -57 B 1~64 Guard P
11~50 Guard HBP

Tager pauses then slides forwarda considerable distance, ending in a strike. Guard points projectiles during start-up and active frames. Also guards Head and Body attacks during some of its startup start-up. Unlike the A version, B Sledgehammer does not guard against unblockables.

Not necessarily the best way to close gaps as predictable Sledge use will usually be punished. Vary between using this, super jump j.C and simply taking a nice stroll towards the opponent to keep them guessing. In combos it works as a great move due to its huge damage, decent scaling and can be followed with 6A > 6C fairly easily after a hard knockdown (Such as after a 3C counterhit or a 5D air hit into the corner).

  • Covers considerably more range than the A version, moves 33% further and deals slightly more damage when fully charged, but all other properties remain the same.
  • Guard point also prevents any hitstop for Tager.
  • Causes Crumple stun on grounded hit. On Counterhit gives a crumple stun similar to 5D's standing counterhit, allowing all manner of followups.
  • Causes a launching tumble on air hit or downed hit. Allows easy followups.
  • Often used to close gaps and punch through reckless projectile spam, but it's far from ideal since it's the only real way to do this.
  • Used in corner combos after a 5D air hit.
Version Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length P1Proration applied to future hits when used as the first hit of a combo P2Proration applied to future hits when used during any part of a combo Attack LevelDefault Attack Level Values
LevelBlockstunHitstunGround CHAir CH
Lv.0910 (12 in air)+4+15
Lv.11112+4+16
Lv.21314+5+16
Lv.31617+7+19
Lv.41819+10+20
Lv.52021+14+22
Note: Not every attack uses default values
236B Normal 80 89 3
236[B] Normal 80 89 3

236B:

  • Can cancel into Additional Attack during first 13 frames of recovery
  • Crumple Duration 31F, Crumple Fall 64F
  • On Guard Point, hitstop for Tager is 0F. Opponent hitstop unchanged
  • Can guard point up to 20000 damage
  • Delaying move also extends both guardpoint durations


236[B]:

  • Can cancel into Additional Attack frames 64~76
  • Crumple Duration 31F, Crumple Fall 64F
  • On Guard Point, hitstop for Tager is 0F. Opponent hitstop unchanged
  • Can guard point up to 20000 damage

Additional Attack

236A after Sledgehammer or Voltec Charge guardpoint

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
236X~236A 1370 High 22 6 30 -17 -31 B 1~21 Guard HBP
214D~236A 1370 High 13 6 30 -17 -22 B 1~12 Guard HBP

A very risky move, since it can only be used after 236A/B or 214D guardpoint and it loses to low attacks. It can be used to catch sleeping opponents or characters that don't have a fast enough 2A, but don't use it too much in pressure since it's very punishable on block. Notably, the version of the move you get cancelling from 214D is considerably faster than from either Sledgehammer.

If it does land, it leads to no followup on regular hit and 5B > 5C > 623C on counterhit (6A will whiff since it's a short starter). Hammer is more useful as a combo finisher to try to close out a round. It can also be Rapid Canceled to add a good bit of damage, especially for unmagnetized grounded combos.

  • Same Guard point properties as B Sledgehammer, but actually lasts until it goes active.
  • Doesn't guard unblockables, even when done from A Sledgehammer
  • Combo ender in most cases, will always connect after either Sledgehammer unless the combo has prorated severely.
  • Can be cancelled into on whiff on either Sledgehammer.
  • Counterhit state throughout
  • The version you get cancelling from 214D is considered a separate move to the version you get cancelling from Sledgehammer for same move proration purposes. This doesn't come up much in real combos however.
Version Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length P1Proration applied to future hits when used as the first hit of a combo P2Proration applied to future hits when used during any part of a combo Attack LevelDefault Attack Level Values
LevelBlockstunHitstunGround CHAir CH
Lv.0910 (12 in air)+4+15
Lv.11112+4+16
Lv.21314+5+16
Lv.31617+7+19
Lv.41819+10+20
Lv.52021+14+22
Note: Not every attack uses default values
236X~236A Very Short 70 92 4
214D~236A Very Short 70 92 4

236X~236A:

  • Considered a different move when done from each starter for Same Move proration purposes
  • Counterhit state for entire move
  • On Guard Point, hitstop for Tager reduced by 1F. Opponent hitstop unchanged


214D~236A:

  • Counterhit state for entire move
  • Considered a different move from the versions performed after Sledgehammer for Same Move proration purposes
  • On Guard Point, hitstop for Tager reduced by 1F. Opponent hitstop unchanged

Gadget Finger

22D on downed opponent (Hold OK)

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
0, 100 None 7 8~47 9 (Whiff), 27 (Hit) T

Okizeme move, picks up the opponent off the floor or airborne near the floor and drops them in front of Tager, restanding A situation in which a character is taken from an airborne or OTG state and returned to a standing state on the ground while still in hitstun, which is very uncommon. Moves that re-stand the opponent often allow for unique mix-ups that are unexpected (since typically, mix-ups come after a knockdown), or unique combo extensions. them. Is strongly attractive during its startup and active time and can be held to extend this time.

Gadget Finger is an incredibly versatile tool for Tager, used to end most combos with some magnetism and preventing recovery rolls. It's a natural followup to 360A, j.360C, and 623C. Since it leaves Tager at +9, this allows for mixups: 5C or 3C to catch mash, 360A to catch block, and blocking or backdash to cover reversal options like DP or Overdrive.

Gadget Finger whiffs can also be used to extend combos after 2C due to its magnetism pulling opponents back into range. These often function as longer, more damaging combo routes than Tager's unmagnetized combos, and they can be seen on his Combos page.

On some characters, particularly larger characters, the frame advantage also lets Tager follow up with 5A. This doesn't lead to many combo opportunities, but 5A > jump cancel block can bait Overdrive attempts and block the resulting Burst.

  • 5A after Gadget Finger works on: Amane, Arakune, Bang (only in corner and CH), Bullet (only on CH), Hakumen, Jubei, Kagura, Rachel, Ragna, Susanoo, Tager, and Tsubaki

Gadget Finger can be Rapid Canceled into 360B~360B to add at least 800 damage at the end of a combo. This is particularly useful to finish off a round with unburstable damage.

It can also be Rapid Canceled to use the infamous "Timeout Tager" or "Tager Circus" strategy. After landing Gadget Finger (preferably after the opponent is thoroughly magnetized), it can be Rapid Cancel and repeatedly whiff j.360C. This is much harder than it sounds, and must be done with great care to not launch the opponent too far. If done correctly, with 100 meter, this can be an effective strategy to win by timeout.

  • Magnetizes for 360F (1000F in Overdrive)
  • Attractive to magnetized opponents during startup and active frames.
  • Can be held to extend active frames.
  • Only usable if the combo has fully downed the opponent at some point before trying to activate Gadget Finger (floorbounce does not count). The moves that cause this are:
    • 6A, 5D and 2D (air hit, after floorslide begins)
    • Crush Trigger, 360A, 360B > 360B j.360C, j.2C (non-CH), and air throw.
    • 6B, 3C and Atomic Collider will instantly allow the use of Gadget Finger, they do not need to touch the ground first in these cases.
    • And any time the opponent hits the ground and simply chooses not to Emergency Roll.
  • 100% minimum damage, 5% fixed heat gain.
  • Unaffected by hitstun decay: +9 normally, +18 on counter hit. The recovery is increased by Fatal Counters and Jubei's standing hitstun penalty.
Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length P1Proration applied to future hits when used as the first hit of a combo P2Proration applied to future hits when used during any part of a combo Attack LevelDefault Attack Level Values
LevelBlockstunHitstunGround CHAir CH
Lv.0910 (12 in air)+4+15
Lv.11112+4+16
Lv.21314+5+16
Lv.31617+7+19
Lv.41819+10+20
Lv.52021+14+22
Note: Not every attack uses default values
Long 100 80 0
  • Magnetises for 360F (1000F in Overdrive)
  • Tager is +10 on hit
  • Minimum Damage 100% (100)
  • Hitstun unaffected by hitstun decay but can be extended by fatal counters
  • No normal heat gain for either player. Fixed 5% heat gain for Tager
  • Cannot hit standing or crouching opponents
  • Combo must include a knockdown before this move can be activated
  • Cannot reduce health below 1
  • Attractive for entire move
  • Attraction forces (6000G, 2000A) on frame 1 only, (4000G, 2000A) on frame 2-14 and (4000G, 3000A) thereafter

Spark Bolt

41236D or 623D

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
41236D 1500 All 12 Until Hit Total: 47 -1 -20 P2
623D 1500 All 12 Until Hit Total 47 -1 -20 P2

Tager launches a huge and fast projectile either horizontally or at an angle that punches through most other projectiles. On hit it wallbounces the opponent back towards Tager for easy followups and magnetises for 480F. To balance how utterly overpowered this sounds, it cannot be used without a full Electricity meter.

Once its meter is charged, this is an incredibly threatening tool in Tager's arsenal. Spark Bolt can punish anything from any range with correct timing and can extend nearly any combo, especially if the opponent has been pushed out too far for a followup. The wallbounce allows for a close 5C followup for good damage, or a riskier low-hitting 6A for even more damage, especially considering the magnetism and huge upfront damage it has. The projectile is large enough to hit floorsliding opponents (such as after an air hit 5D), but it will whiff on fully downed opponents.

The threat of Spark Bolt is also great for controlling the opponent's actions. You don't have to use it right away, holding onto it will affect how the opponent plays and can let you approach more easily since they'll be wary of just throwing out random attacks.

If the move is stuffed, the Spark Bolt gauge will still be emptied even if the projectile doesn't come out, so be cautious of using it in close range neutral situations.

  • Magnetises for 480F (1000F during OD). Does not attract magnetised opponents, unlike other drive moves.
  • Unlike all other drive moves, this move does not attract magnetised opponents at all.
  • Requires a full Electricity gauge to fire and consumes all of it on the first startup frame.
  • Charges up in 1000 frames (16 2/3 seconds) normally.
    • Charges four times as fast during Overdrive (Charges in approximately 4 seconds).
  • Each version has a slightly different hit effect, with the diagonal version causing higher vertical force and less horizontal rebound force then the horizontal version.

Crimson Punisher

j.63214A

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
800, 1500 All 15 3 16+3L (Whiff), 34 (Hit) H

A big swipe with Tager's arm that pushes Tager up and forwards a bit. If it hits, Tager immediately follows up with a belly flop.

j.63214A is primarily used as an air combo finisher due to its high damage. On knockdown, 5A will catch roll attempts and 2B will catch forward roll attempts. The followup hit can be Rapid Canceled for more damage, though this is only really advisable at the start of a combo.

j.63214A also grants Tager forward momentum, so it can be used as an approach tool along with j.C. Mix this up to vary your approach angles.

The followup is almost always guaranteed outside of very rare cases (for example, at the end of a very long combo or due to another Tager's magnetism).

  • Huge hitbox underneath Tager.
  • First hit disables bursts on hit.
  • Can only be used once per jump.
  • 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, but also makes hitting it on standing opponents very tricky. Also not an overhead.

Distortion Drives

Magna Tech Wheel

236236B

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
Magna Tech Wheel 220×19, 1800 All×19, High/Air 7+(38 Flash)+12 4,2×18 (15) 3 72 -56 B 1~24 Guard All
25~58 Guard xP
Magna Tech Wheel OD 180×31, 1800 All×31, High/Air 7+(38 Flash)+12 4,2×30 (15) 3 72 -56 B 1~24 Guard All
25~58 Guard xP

The big damage super used at the end of combos. It has good minimum damage, but it is often better to use Rapid Cancels in combos combined with strong normal attacks like Atomic Collider. Still, this gives good unburstable damage to close out rounds and cash in meter.

MTW also has guardpoint early on, making it viable as a wakeup reversal. However, opponents can Rapid Cancel their attack in response to the superflash, making it somewhat unreliable. If you plan to use is as a reversal, it's safest to have 100 meter so you can Rapid Cancel the attack to remain safe, otherwise you'll eat a big punish.

MTW can be Rapid Canceled during any hit of the attack. Since the last hit is an overhead, this Rapid Cancel be be used to mix up the opponent with a low-hitting attack or even a command grab.

In Overdrive, this move and its followup gain far more damage and will also force Active Flow if Tager hasn't activated it that round. If you wish to use it in this way, use MTW as early as you can in the combo to maximize damage.

  • Minimum damage: 864 OD: 1080
  • Strongly attractive to magnetised opponents.
  • Guard point against everything until the third hit, then blocks anything that includes the projectile attribute for the rest. Can guardpoint through unblockables.
  • Only possible to follow up with Terra Break or Rapid cancel, Opponent otherwise can tech before Tager even recovers.
  • Has a higher input priority than 360B, so be mindful when spinning the input.
Version Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length P1Proration applied to future hits when used as the first hit of a combo P2Proration applied to future hits when used during any part of a combo Attack LevelDefault Attack Level Values
LevelBlockstunHitstunGround CHAir CH
Lv.0910 (12 in air)+4+15
Lv.11112+4+16
Lv.21314+5+16
Lv.31617+7+19
Lv.41819+10+20
Lv.52021+14+22
Note: Not every attack uses default values
Magna Tech Wheel Normal 80 82 4
Magna Tech Wheel OD Normal 80 82 4

Magna Tech Wheel:

  • Minimum Damage 15%: 897
  • Counterhit state for entire move
  • Cancellable into Terra Break frames 77-110
  • Attractive only during active frames with force (2000G, 1500A)
  • On Guard Point, hitstop for Tager is 0F. Opponent hitstop unchanged
  • reversal guardpoint


Magna Tech Wheel OD:

  • Minimum Damage 15%: 1107
  • Counterhit state for entire move
  • Cancellable into Terra Break frames 101-134
  • Attractive only during active frames with force (2000G, 1500A)
  • On Guard Point, hitstop for Tager is 0F. Opponent hitstop unchanged

Terra Break

236236B after Magna Tech Wheel

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
3600 [4200] All 9+(20 Flash)+25 9 35 -25 B 1~13 All

To get the best results, continously roll the 236 motion during MTWBBCF Iron Tager 236236B 1.pngGuardAll×19, High/AirStartup7+(38 Flash)+12Recovery72Advantage-56. Then, input B right as the opponent reaches the apex of the launch.

Only really useful as an ender to long combos thanks to its high minimum damage. At the beginning of combos, using a Rapid Cancel will lead to more damage than Terra Break. If MTW is blocked, do not use this, since it's still massively punishable and essentially a waste of 50 meter. Rapid Cancel instead to remain safe.

In Overdrive, this move is much more useful. After the wallbounces, it can be followed up with 6C or 236B to keep the combo going. If MTW was done during Overdrive, Terra Break will always be the Overdrive version as well, even if Overdrive has expired.

  • Minimum damage: 720 OD: 840
  • Followup to Magna Tech Wheel to add even more damage.
  • Blows opponent away on hit and wallbounds.
  • Overdrive version causes wallbounce and hard knockdown that allows for folloup with various moves, the higher up they are when you hit them, the more time you will get.

Genesic Emerald Tager Buster

720C (Hold OK)

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
0×3, 4620 [0×3, 5220] Throw 5+(28 Flash)+0 3~58 41 T 1~6 All

Tager's signature super. Instantly invulnerable, meaning it's a true reversal (though it will still whiff on airborne opponents). This move can pull in magnetized opponents extremely far during its startup (though the pull is significantly weaker during held frames), and it is unavoidable after superflash. It becomes even more potent when combined with Instant Blocking and Overdrive Cancel. GETB can also be used in tick throw situations, though it is much higher risk than other throw options.

Be wary of when to use it, though. Because of its power, opponents will often bait it out with jump cancels and throw safe moves, which can lead to a wasted 50 meter and a counterhit punish. It's best used in guaranteed situations such as after an Overdrive Raid or punishable gap.

  • Hold C to extend active frames, but Tager is not invulnerable during this time
  • Has minimum distance check larger than its hitbox, which is unusual for throws, meaning that it's possible to be in range but miss since no hitboxes line up. Be aware that throws actually measure to the front of a player's collision box which gets pushed forward during some moves, such as Ragna's 5B
  • Moves forward and swaps sides after a successful hit, meaning it's impossible to corner someone with this
  • No followups possible, including Rapid Cancel
  • Overdrive version magnetizes opponent for the maximum duration of 1000F in addition to dealing more damage
  • 100% minimum damage
Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length P1Proration applied to future hits when used as the first hit of a combo P2Proration applied to future hits when used during any part of a combo Attack LevelDefault Attack Level Values
LevelBlockstunHitstunGround CHAir CH
Lv.0910 (12 in air)+4+15
Lv.11112+4+16
Lv.21314+5+16
Lv.31617+7+19
Lv.41819+10+20
Lv.52021+14+22
Note: Not every attack uses default values
Long 100 100,75,92 0×3, 4
  • Values in [] are during OD
  • Minimum Damage 100%: 4620 [5220]
  • OD Version applies 1000F of magnetism
  • Counterhit state for entire move
  • Attractive from 1-end of active frames
  • Attraction forces: (26000G, 0A) from frame 1, (1200G, 0A) from frame 3 until the end of the attractive time*Ends up at 69P2 on the hit for burst gain calculation
  • reversal


Exceed Accel

Charged Lightning

A+B+C+D during Overdrive

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
600, 0, 70×21, 1150
{600, 0, 75×30, 3300}
All 20 [10] 3 34 -10 -30 [-20] B 1~22 All
[1~12 All]

An expensive reversal that does not apply magnetism and launches the opponent away, but it is still useful for granting Active Flow. If it's available, a 720C punish is usually a better option during Overdrive flash. It's also not particularly strong in combos, but it can be used as an unburstable combo ender.


Astral Heat

King of Tager

1080D (Hold OK) when Astral Conditions are met

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
16000 Unblockable 5+(50 Flash)+16~84 4 76 T 1~9 All

1080D can hit an opponent during a combo regardless of their position (except for fully downed opponents) as long as their hitbox is in front of Tager. It primarily combos after Wedge CatapultBBCF Iron Tager 360B.pngGuardNoneStartup30Recovery30 (Miss), 41 (Hit)Advantage- and 623D Spark BoltBBCF Iron Tager 41236D.pngGuardAllStartup12RecoveryTotal 47Advantage-1, but other than that the long startup makes it very hard to combo into.

1080D is unique in that it requires a different response from opponents. It has an initial invuln, but this does not last into the active frames so opponents can mash out of it or use a reversal. As mentioned before, though, it can hit airborne opponents so it cannot be jumped. This means it has a use over 720C, though due to its motion it is often much more telegraphed and difficult to use in general.

  • Cannot be cancelled into from anything.
  • Startup is extendable by holding the D button, attack will only happen 10F after it is released or max hold is performed.
  • Extremely attractive towards magnetised opponents, including during extended startup.
  • Horizontal distance check of 670px, which is longer than the actual hitbox (657px from Tager's origin). Thus, it can grab some extended hurtboxes, but not all of them.

Colors

BBCF Tager color 1.png
BBCF Tager color 2.png
BBCF Tager color 3.png
BBCF Tager color 4.png
BBCF Tager color 5.png
BBCF Tager color 6.png
Color 1
Color 2
Color 3
Color 4
Color 5
Color 6
BBCF Tager color 7.png
BBCF Tager color 8.png
BBCF Tager color 9.png
BBCF Tager color 10.png
BBCF Tager color 11.png
BBCF Tager color 12.png
Color 7
Color 8
Color 9
Color 10
Color 11
Color 12
BBCF Tager color 13.png
BBCF Tager color 14.png
BBCF Tager color 15.png
BBCF Tager color 16.png
BBCF Tager color 17.png
BBCF Tager color 18.png
Color 13
Color 14
Color 15
Color 16
Color 17
Color 18
BBCF Tager color 19.png
BBCF Tager color 20.png
BBCF Tager color 21.png
BBCF Tager color 22.png
BBCF Tager color 23.png
BBCF Tager color 24.png
Color 19
Color 20
Color 21
Color 22
Color 23
Color 24


Navigation

 Iron Tager


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