BBTag/Iron Tager

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Overview

Overview
Tager is the quintessential grappler. He has slow and limited movement, having no run, double jump, or aidash. However, by using a combination of his 5B (his old Sledge special) to cover ground, his Voltic Battler drive to pull his opponent towards him and solid fundamenetal movement, Tager can close the gap between him and his opponent. Once close, Tager has a number of command grabs that can either be very damaging on their own or which can lead to an even more damaging combo.
Iron Tager
BBTag Tager Portrait.png
Health
20,000
Prejump
6F
Backdash
28F (1~20F Inv All)
Unique Movement Options
No Run
No Double Jump
No Air Dash
Fastest Attack
4A (8F)
Reversals
A+D (16F)
236B+C (13F)
214B+C (10F)
Pros
Cons
  • 20k health; highest tier of health in the game
  • A variety of threatening command grabs to control the ground and air, including his invincible 720 command grab which can be used both in the air and on the ground
  • His command grabs do the most damage in the in the game, allowing Tager to consistently threaten large chunks of unburstable damage.
  • Sledge is a very strong zone breaking tool with high and mid guard points
  • Can easily nullify most projectile wars at the cost of 1 skill gauge with Spark Bolt
  • Piles on damage quickly and consistently. Unburstable command grabs, hard hitting normals, and Spark Bolt make Tager's damage potential consistently threatening.
  • Strong reset potential on opponent's wakeup thanks to magnetized command grabs.
  • Low mobility. Tager cannot air dash or double jump
  • Sledge is weak against lows and sometimes inconsistent against strong multihit pokes while speeding towards the opponent
  • Very tall and vulnerable to instant overhead mixups
  • Assists are fairly situational and teammate dependent
  • Meter dependent, especially considering the threat potential of tools like Spark Bolt and Genesic Emerald Tager Buster


Drive: Voltic Battler
Some of Tager's normals, specials, and supers automatically pull the opponent towards him, giving his attacks more range as well as messing with the opponent's sense of spacing.

Normal Moves

4A

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
4A 1000 All 8 3 11 0 B
4AA 1000 Low 10 3 14 -3 F
4AAA 1500 All 13 4 19 -1 B
  • 4A is Tager's fastest ground poke.
  • Slower than 214A but still very useful for safely controlling space.
  • Jump cancellable on hit and on block.
  • Can be used to tick throw 214A/C/B+C
  • On counterhit, combos into 5A.

  • 4AA hits low
  • Jump cancellable on hit and on block.
  • Can be used to tick throw 214A/C/B+C

Be careful using this when connecting 4A against aerial opponents or at longer ranges where it might whiff. Chain into 2C instead in those situations.


  • 4AAA has slight magnetism
  • Can be used to tick throw 214A/C/B+C

Can be a decent setup into a command grab. Special cancelable and chainable into 2C.

Version Level P1 P2
4A 2 100 75
4AA 2 90 75
4AAA 3 100 80

4A:
4AA:
4AAA:

5A

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
5A 1700 All 15 4 18 -3 B
5AA 1700 [2500] All 21 [52] 7 27 -15 B 16~27 [16~58] Guard HBP
5AAA 2000 All 20 9 30 -18 B
5AAAA 2000 High 24 2 33 -14 B
  • 5A is jump cancelable on hit and on block.

  • 5AA is chargeable for magnetism and high/mid armor.
  • Can be held for 31f
  • Special cancelable into Tager's command grabs
  • Fully charged does additional damage and combos into 2B on grounded hit
  • Catches jump startup after 5A

Canceling into 214B or 214C after this move is a situationally useful mixup against blocking opponents. In the event they get counterhit on the ground, you can actually combo directly into 214B.


  • 5AAA's magnetism can draw opponents back in after a pushblocked 5AA, stopping some counter-attacks.
  • Comboable into 5B on counter hit
  • Catches jump startup after 5AA

  • 5AAAA is an overhead.

As it's special cancelable, you can combo into 236C afterwards. Another alternative is calling an Assist during this move and special canceling into 236B as the Assist lifts the opponent from the ground.

Version Level P1 P2
5A 4 100 80
5AA 4 90 80
5AAA 5 100 85
5AAAA 5 80 85

5A:
5AA:

  • Values in [] are for max charge
  • On Guard Point, hitstop for Tager is 14F. Opponent hitstop unchanged
  • Maximum Slide duration 25F [26F]


5AAA:
5AAAA:

5B

Sledgehammer

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
5B 2000 [2500] All 32 [61] 4 19 -4 B 1~36 [1~65] Guard P
9-26 [9~55] Guard HBP
5BB 1700 High 19 6 30 -17 B 1~18 Guard HBP
  • 5B is chargeable. Sledge will cover more distance and deal more damage when fully charged.
  • Has high and mid guard points while charging.
  • Launches airborne opponents, allowing further combo.
  • Can be held for 29f

Safe on block, use this move to cover screen distance and approach zoners. Chainable into 2A, 2B, 2C, and 5C on hit but not block. Thanks to high and mid guard points, Tager can also bait Bursts with this move for a counterhit combo.


  • 5BB is deceptively large, long-lasting overhead hitbox
  • Sends airborne opponents downwards
  • Only combos in Gadget Finger

Easy to punish armored overhead. Surprisingly annoying to make safe with assist. Will autocorrect if an opponent crosses over Tager after he uses Sledge. Opponents can generally block high after sledge without much worry as 5BB is his only followup on block. However, if sledge hits an assist, Tager can then cancel into 2C, giving a fairly potent mixup opportunity.

Version Level P1 P2
5B 4 80 85
5BB 4 90 85

5B:

  • Values in [] are for max charge
  • On Guard Point, hitstop for Tager is 0F. Opponent hitstop unchanged


5BB:

  • On Guard Point, hitstop for Tager is 0F. Opponent hitstop unchanged

5C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
800 High 22 3 24 -10 B

Standard overhead.

Level P1 P2
3 100 100

2A

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1700 All 13 2 29 -12 B 9~12 H

Can be used as an anti-air, but more important is the fact that as of patch 1.5 Tager was given the ability to combo into 5A after this move assuming he hasn't used 5A earlier in a gatling. Use this to your advantage especially considering that you can combo into 2A from moves like 4A and even Sledge. Due to head invulnerability, you can try to get a counterhit with this move when an opponent tries to burst one of your combos on the ground, letting you afterwards juggle them with Sledge.

Level P1 P2
4 90 75

2B

Damage Guard Startup Active Recovery On-Block Attribute Invuln
2000 All 26 6 22 +2 F
  • Has magnetism
  • Special cancelable

Rather slow to start and easily stuffed in neutral, but can be a decent pressure tool against blocking opponents. Useful in some juggle combos as it is chainable into Sledge, 2A, and 2C.

Level P1 P2
5 80 90
  • Tager immediately enters 18F recovery on hit/block
  • Maximum Slide duration 10F

2C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1700 Low 13 3 22 -6 F

Decently quick and mostly safe low poke. Special cancelable and chainable into Gadget Finger.

Level P1 P2
4 90 85

j.A

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
j.A 1500 High 7 16 20 H
j.AA 1700 High 13 5 12 H

j.A is quick and has a lot of active frames, making it a solid jump-in normal. j.A -> rising j.A can fuzzy most of the cast.

j.AA is mostly used in combos. Chainable into j.B or j.C

Version Level P1 P2
j.A 3 80 80
j.AA 4 80 85

j.A:
j.AA:

j.B

Damage Guard Startup Active Recovery On-Block Attribute Invuln
2000 High 22 4 18+7L H
  • Very attractive against aerial opponents
  • Can be low profiled by some moves and some crouching opponents [ie. Linne, other Under Night Characters]
  • Poor vertical hitbox close to Tager will cause the move to whiff unexpectedly when the opponent gets close.

Used in aerial combos, and can be used as an air to air. Has high frame advantage on hit and block against grounded opponents. j.B has two distinct hitboxes: a vertically large one where the magnetism effect is, and a vertically small one on his arms. Will generally whiff against crouchers up close, but not necessarily at max range. Useful in footsies as it pulls the opponent closer to Tager.

When done rising with a super jump, it can be tricky for the opponent to anti-air. Air-to-air and airborne anti-air attempts can trade in Tager's favor, as the pull from the magnetism can ruin a followup combo, while potentially pulling them into the corner. On the other hand, grounded anti-airs have to contend with the possibility of j.C delaying Tager's fall, as well the tug of j.B pulling them in range a potential assist call.

Level P1 P2
5 80 90

j.C

Crimson Punisher

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1700×2 All 15 3 16+3L -4~0 H
  • Two stage attack, if the initial arm sweep hits, his opponent is hit straight down with a hard knockdown and Tager immediately follows up with a bellyflop on the stricken opponent.
  • During the initial arm sweep, Tager is launched slightly upwards and forwards and loses all previous jumping momentum, enabling it to easily hit enemies slightly above him due to air hits, but also makes hitting it on standing opponents very tricky.
  • Can be used as a ghetto double jump to perform crossups and bait out anti-air attacks.
  • Around 0 on block before landing, making jc into ja a strong option do to ja's 7f startup.
  • Recovers fast enough to use ja before landing when not at minimum height.
  • Cannot hit assists.
Level P1 P2
4 80 85×2


Universal Mechanics

Ground Throw

5B+C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
0, 2000 Throw 7~30 3 23 T
  • If performed outside of Tager's grab range, he'll waddle forward a couple of steps before trying to grab.

Because Tager's ground speed is incredibly slow, you really never want to try this outside of point blank range.

Level P1 P2
0, 4 100 50
  • Minimum Damage 2000

Charged Lightning

5A+D

Damage Guard Startup Active Recovery On-Block Attribute Invuln
2760 Air Unblockable 16 5 46 -32 B 1~20 Guard All
  • Big vertical hitbox all around Tager's body
Level P1 P2
4 80 60


Skills

Atomic Collider

236A/B

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
236A 0, 3500 Air Unblockable 16 4 19 T 4~15 H
236B 0, 3500 Air Unblockable 29 4~46 23 T 5~34 H
236A
  • No magnetism
  • Can only grab airborne opponents
  • Moves opponent to the other side of Tager
  • Only combos into Gadget Finger
  • Has head attribute invulnerability frames 4-15

Thanks to the upper body invulnerability and deceptively large hitbox this move can occasionally be an effective anti-air, though Tager has other anti-air alternatives that do considerably more total damage. Generally speaking this move is best used at the end of a combo. Is +41 upon landing, can safejump 9+f reversals.


236B
  • Extremely attractive to airborne targets, grounded opponents will slide along the floor slowly
  • Can only grab airborne opponents
  • Hold button to extend active frames
  • Moves opponent to the other side of Tager
  • Ground bounces for further comboing
  • Has head attribute invulnerability frames 5-34
  • Can be held for 42f

Be careful as opponents who super jump will typically fly over Tager's head. Be mindful that you can be hit while pulling opponents towards you as well as during the long startup of the move.

Version Level P1 P2
236A 0, 4 90 100,60
236B 0, 4 90 100, 60

236A:
236B:

Gigantic Tager Driver

214A

Damage Guard Startup Active Recovery On-Block Attribute Invuln
0×3,4200 Throw 6 2 33 T 1~7 T
  • No magnetism
  • Only grabs grounded opponents
  • Only combos into Gadget Finger

Technically Tager's fastest move in terms of startup. Also your main tool to exert pressure after Gadget Finger. Is +35 upon landing, allowing Tager to safejump 15f+ reversals, but only applicable on forward tech/corner.

Level P1 P2
0×3, 4 100 100×3, 50
  • Minimum Damage 4200

Wedge Catapult

214B

Damage Guard Startup Active Recovery On-Block Attribute Invuln
0×2,800 Throw 30 4 30 T 6~29 All
  • Wall Bounces, convert into a combo by linking 5A, 2B, j.A
  • Has full body invulnerability on frames 6-29

Has invulnerability and magnetism early in the move up to the point right before Tager grasps at this opponent. Be wary of very active moves as Tager is vulnerable for 1 frame before the grab hitbox is active. The damage scaling on this move is very good, allowing for some of Tager's most damaging combos upon a successful grab. While uncommon and largely impractical, it is also possible to combo grounded opponents directly into this grab via assists or counterhit 5AA and j.B.

Level P1 P2
0×3 100 100
  • Minimum Damage 800 when first hit of combo, else 40

Air Driver

j.214A/B

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
j.214A 0×3,4500 Throw 6 3 41+12L T
j.214B 0×3,4500 Throw 23 10 42+12L T
j.214A
  • No magnetism
  • Can only grab airborne opponents
  • Only combos into Gadget Finger

j.214B
  • Extremely attractive to airborne opponents
  • Grounded opponents will slide along the floor slowly
  • Can only grab airborne opponents
  • Stops all momentum when in use
  • Button can be held to extend active frames
  • Only combos into Gadget Finger
  • Can be held for 59f

Be careful when using this. Grounded opponents will have plenty of time to get under you. While opponents who super jump will usually fly overhead and can hit you as they fly by.

Version Level P1 P2
j.214A 0×3, 4 100 100×3, 50
j.214B 0×3, 4 100 100×3, 50

j.214A:

  • Minimum Damage 4500


j.214B:

  • Minimum Damage 4500

Gadget Finger

After certain attacks -> A/B/C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
0×2,100 7 19 9 +5 on hit
  • Can only be used after 5AAAA, 5BB, 2C, 236A, 214X, or j.214X successfully hit the opponent's point character.
  • Can be delayed to whiff after 5BB, 214X, or j.214X
  • 100% minimum damage
  • Leaves Tager close and +5 after application

As of 1.30 update, drops the opponent just inside 214A range with Tager at a small frame advantage. This is a very strong position for Tager where in order to avoid a properly timed command grab, the opponent must buffer a jump, reversal, or backdash. The Rock-Paper-Scissors scenario is generally as follows.

  • 4A catches jump startup, beats abare
  • 214A, 214C beats blocking. 214A has a somewhat strict timing, making it difficult to use it to hit meaty.
  • 5A, delayed 4A, and 2B beat varying speed and distances of backdashes
  • Blocking beats reversal actions

Though generally a scary mixup situation, not opting for gadget finger ender gives Tager the option of meaty assist, which can lead to even more powerful oki.

You can also consider also using Active Switch to extend combos or for better positioning in your resets when using this to end Tager's combos.

Level P1 P2
0×3 100 65
  • Minimum Damage 100
  • Can not KO opponent


Extra Skills

Spark Bolt

236C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1700 All 12 Until Hit Total: 47 -1 P2
  • Wall Bounces

Tager no longer needs to charge a separate resource and instead only consumes one Skill Gauge to use this move. Just like in other BlazBlue games, this will beat other normal projectiles easily. Also an important combo extender for Tager.

Level P1 P2
4 80 85
  • Minimum Damage 170

EX Gigantic Tager Driver

214C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
0×3,4200 Throw 6 2~10 33 T 1~7 T
  • Brief period of magnetism
  • Only grabs grounded opponents, but can be done mid combo
  • Only combos into Gadget Finger

Has the same startup as the A version, but as this move can be held briefly for Magnetism, it benefits from greater effective range as well as active frames, making unseeable tick throw setups considerably easier to execute without getting counterhit by mashed normals. Is +35 upon landing, allowing Tager to safejump 15f+ reversals, but only applicable on forward tech/corner.

Level P1 P2
0×3, 4 100 100×3, 50
  • Minimum Damage 4200

EX Air Driver

j.214C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
0×3,4500 Throw 6 2~35 41+12L T
  • Extremely attractive to airborne opponents
  • Grounded opponents will slide along the floor slowly
  • Can only grab airborne opponents, but can be done mid combo
  • Button can be held to extend active frames for about 1 second
  • Only combos into Gadget Finger
  • Can be held for 33f

The magnetism on this move is stronger than that of j.214B, making the move moderately more consistent at raw grabbing aerial opponents. Also of note is that this grab can be comboed into, which could be considered an option as an unburstable combo ender.

Level P1 P2
0×3, 4 100 100×3, 50
  • Minimum Damage 4500


Partner Skills

5P

Sledgehammer

Damage Guard Startup Active Recovery On-Block Attribute Invuln
2000 All (18)+17 9 19 -9 B
  • Tager's fastest assist
  • Launches and causes a soft knockdown

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

Level P1 P2
4 70 85
  • Minimum Damage 100

6P

Spark Bolt

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1700 All (18)+92 Total: (18)+127 -1 P2
  • Fires straight ahead
  • Absurdly long startup time
  • Wall bounces opponent to Tager's position

A highly situational assist. The extremely long startup makes it very easy to react to in neutral, but it can sometimes be uniquely advantageous in combos that have long forced animations. Unlike in other BlazBlue games, Tager's charging stance does not have protection of any kind, making him entirely vulnerable before the move activates.

Level P1 P2
4 70 85
  • Minimum Damage 85

4P

Up Spark Bolt

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1700 All (18)+55 Total: (18)+93 -4 P2
  • Fires at a 30° angle from the ground
  • Much faster than his 6P
  • Wall bounces to Tager's position

Shallow angle combined with Spark Bolt's large size and very fast speed makes this an ok preemptive anti-air assist. Easily stuffed due to Tager's large frame

Level P1 P2
4 70 85
  • Minimum Damage 85


Distortion Skills

Magna Tech Wheel

236B+C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
250×19, 4200
[250×19, 4200, 2600]
All 7+(38 Flash)+6 4,2×18 (15) 3 [,(50) 9], 33 -56 B 1~18 Guard All
19~52 Guard P
  • Lightning spin super

Followup only comes out in resonance/Cross combo. Can be used with short Distortion Skill Duos, allowing for partner combo extension.

Level P1 P2
4 80 100×19, 60
[100×19, 60×2]
  • Values in [] are for Enhanced version
  • Enhanced version only does the wall punch on hit
  • On Guard Point, hitstop for Tager is 0F. Opponent hitstop unchanged
  • Minimum Damage 50×19, 966 (1916) [50×19, 966, 208 (2124)]

Genesic Emerald Tager Buster

214B+C (Air OK) 720B+C (Air OK)

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
214BC 0×3, 6120
[0×3, 7120]
Throw 10+(28 Flash)+0 1~52 41 T 1~11 All
j.214BC 0×3, 6120
[0×3, 7120]
Throw 6+(28 Flash)+0 1~38 41+12L T 1~6 All
Ground Version
  • Extremely attractive
  • Can only grab grounded opponents
  • Invincible startup
  • Button can be held to extend active frames, though you are not invincible while doing this

If you input 720B+C instead of 214B+C, the damage of GETB will be increased by 500 (6620/7620). The range on this move is deceptively huge especially thanks to the generous magnetism during the startup, making it a powerful tool in footsies as well as a threatening reversal. Is +21 upon landing, but the opponent is placed far from Tager.


Air Version
  • Extremely attractive to airborne opponents
  • Grounded opponents will slide along the floor slowly
  • Can only grab airborne opponents
  • Stops all momentum when in use
  • Invincible startup
  • Button can be held to extend active frames

Be careful when using the air version. Grounded opponents will have plenty of time to get under you. While opponents who super jump will usually fly overhead and can hit you as they fly by. Is +21 upon landing, but the opponent is placed far from Tager.

Thanks to the invulnerable startup and large grab hitbox, j.214B+C is a prime button to threaten air footsies.

Input 720B+C will also give you an extra 500 damage (7350/8350).

Version Level P1 P2
214BC 100 100×3, 60
j.214BC 100 100×3, 60

214BC:

  • Values in [] are for Enhanced version
  • Minimum Damage 6120 [7120]
  • Can also be inputted as 720B+C. In this case, final hit's damage increased by 500


j.214BC:

  • Values in [] are for Enhanced version
  • Minimum Damage 6850 [7850]
  • Can also be inputted as j.720B+C. In this case, final hit's damage increased by 500

Distortion Skill Duo

Terra Break

P during Partner's Distortion Skill

Damage Guard Startup Active Recovery On-Block Attribute Invuln
2000 [2500] All 1+(68 Flash)+1 9 42 -32 B 1~7 All
  • Sends opponent to far side of the screen
Level P1 P2
4 100 100
  • Values in [] are for Enhanced version
  • Minimum Damage 2000 [2500]


Astral Heat

King of Tager

222B+C when Astral Conditions are met

Damage Guard Startup Active Recovery On-Block Attribute Invuln
5+(50 Flash)+16~84 4 76 1~15 All
  • Requires level 4 Resonance Blaze to meet 9 meter cost requirement
  • Unlike Tager's other command grabs, this can grab either grounded or airborne opponents
  • Extremely attractive
  • Buttons can be held to extend magnetism duration.
  • Easy confirm from 2A, 2C, Wedge Catapult. Confirms off gadget finger.

You can be hit while extending the magnetism of this move, but this shouldn't be an issue when ending the round with a hit confirm.

Level P1 P2


External References

Navigation

 Iron Tager
To edit frame data, edit values in BBTag/Iron Tager/Data.


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