BBTag/Iron Tager: Difference between revisions

From Dustloop Wiki
No edit summary
 
(73 intermediate revisions by 5 users not shown)
Line 1: Line 1:
{{InvisibleHeader}}{{#lst:{{PAGENAME}}/Data|Links}}
{{BBTag_Construction_Card}}
======<span style="visibility:hidden;font-size:0">Overview</span>======
==Overview==
{{CharaOverview
{{BBTag/CharacterLinks}}
|overview= Tager is a grappler character. He has slow and limited movement but by using a combination of his 5B (his old Sledge special) to cover ground, his Voltic Battler drive to pull his opponent towards him and solid fundamenetal movement, Tager can close the gap between him and his opponent. Once close, Tager has a number of command grabs that can either be very damaging on their own or which can lead to an even more damaging combo.
<div id="home-content" class="home-grid">
|lore= Sometimes also referred to as the "Red Devil", Tager is a cyborg and a member of Sector Seven that works directly under Kokonoe. He used to be a mercenary but ended up being gravely wounded during a battle in the Ikaruga War. Upon noticing Tager's compatibility with Kokonoe's experimental "Demon Cells," she retrieves his body from the battlefield and rebuilds him as a cyborg, with his original flesh becoming heavily mutated by the demon cells. Although his life was saved, Tager lost all memories of his past life as a side effect of the process, and now has decided to repay his debt to Kokonoe as her personal agent within Sector Seven.
{{card|width=4
|quote= Depending on someone to watch your back...doesn't feel bad at all
|header=Overview
|summary=
|content=Tager is the quintessential grappler. He has slow and limited movement, having no run, double jump, or airdash. However, he has several ways to bring the opponent to him. His [[#5B|5B]]  is a forward moving attack with projectile {{Keyword|guard point}}, and [[#Spark Bolt|Spark Bolt]] is a fast, full screen projectile that leads to a full combo. Additionally, his Drive, Voltic Battler (colloquially referred to as {{Tt|magnetism|Pulls the opponent towards Tager by adding (not overriding) forces to their existing momentum}}), lets him pull his opponents to him, indirectly manipulating their position.
 
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.  
}}
{{BBTag/Infobox
| fastestAttack = [[#4A|4A]] (8F)
| reversal = [[#Charged Lightning|A+D]] (16F)<br/>[[#Magna Tech Wheel|236B+C]] (13F)<br/>[[#Genesic Emerald Tager Buster|214B+C]] (10F)
}}
{{ProsAndCons
|intro=is a slow moving grappler with high front-loaded damage and a call-out option for every situation.
|pros=
|pros=
*20k health; highest tier of health in the game
*'''Durable:''' has 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
*'''Consistent Front-loaded Damage:''' His command grabs do the most damage in the in the game, allowing Tager to consistently threaten large chunks of unburstable damage. This, combined with his hard hitting normals and [[#Spark Bolt | Spark Bolt]], makes every interaction threatening.
*Sledge is a very strong zone breaking tool with high and mid guard points
*'''Strong Defense:''' Can use moves with {{Keyword | guard  point}} and {{Keyword | invulnerability}} such as [[#A+D|Charged Lightning]] and [[#Wedge Catapult|Wedge Catapult]] to punish offense that is usually safe.
*Can easily nullify most projectile wars at the cost of 1 skill gauge with Spark Bolt
*'''Zonebreaker:''' Can blow through projectiles with [[#5B|5B]] or at the cost of 1 skill gauge with [[#Spark Bolt|Spark Bolt]].
*High BnB damage
*'''Knowledge Check:''' Strong {{Keyword|okizeme}} and {{Keyword|reset}} potential thanks to {{Tt|magnetism|Pulls the opponent towards Tager by adding (not overriding) forces to their existing momentum}}.
*Strong reset potential on opponent's wakeup thanks to magnetized command grabs.
|cons=
|cons=
*Low mobility. Tager cannot air dash or double jump
*'''Low Mobility:''' Tager cannot run, air dash or double jump
*Sledge is weak against lows and sometimes inconsistent against strong multihit pokes while speeding towards the opponent
*'''Highly Committal:''' His meterless options for approaching are all very telegraphed and can be cleanly countered by a knowledgeable opponent.
*Very tall and vulnerable to instant overhead mixups
*'''Tall and vulnerable:''' His large size makes it more difficult for him to avoid the opponent's attacks, and his height exposes him to character specific instant overheads and combo routes.
*Assists are fairly situational and teammate dependent
*'''Niche Assists:''' His [[#4P|4P]] and [[#6P|6P]] have very slow startup, making his assist kit very situational and teammate dependent.
*Meter dependent, especially considering the threat potential of tools like Spark Bolt and Genesic Emerald Tager Buster
*'''Meter Hungry:''' Needs to constantly spend meter on [[#Spark Bolt|Spark Bolt]] to consistently convert his hits into damage, corner carry, and his trickier mixups.
|unique_mechanic1_name= Overdrive: Voltic Battler
}}
|unique_mechanic1=
</div>
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.
 
{{card|width=6
|header=Drive: Voltic Battler
|content=
Some of Tager's normals, specials, and supers automatically pull the opponent towards him with {{Tt|magnetism|Pulls the opponent towards Tager by adding (not overriding) forces to their existing momentum}}, giving his attacks more range as well as messing with the opponent's sense of spacing.
 
Tager's magnetism cannot force enemies into an airborne state if they're currently grounded, and the forces applied by magnetism add (rather than override) the opponent's current momentum. This leads to unpredictable, humorous, and unfortunate situations.
 
Characters performing Distortion Drives and executing throws that have successfully connected are completely unaffected by magnetism.
}}
}}


==Normal Moves==
==Normal Moves==
===<big>4A</big>===
===<big>{{clr|A|4A}}</big>===
<div class="attack-container">
{{BBTag Move Card|game=BBTag
<div class="attack-gallery">
|input=4A,4AA,4AAA
<gallery widths="210px" heights="210px" mode="nolines">
|versioned=input
BBTag_Tager_4A.png |
|frameChart=auto
BBTag_Tager_4AA.png |Who put lows in an autocombo?
|description=
BBTag_Tager_4AAA.png |
{{clr|A|4A}} is Tager's fastest ground poke. Slower than {{clr|A|214A}} but with more horizontal range, making it better for safely controlling space. Great recovery, making it a cornerstone of his mixup game with tick throw {{clr|A|214A}}/{{clr|C|C}}/{{clr|B|B}}+{{clr|C|C}}.
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-BBTag|version=yes}}
|-
{{AttackVersion|name=4A}}
{{#lst:{{PAGENAME}}/Data|4A}}
|-
{{AttackVersion|name=4AA}}
{{#lst:{{PAGENAME}}/Data|4AA}}
|-
{{AttackVersion|name=4AAA}}
{{#lst:{{PAGENAME}}/Data|4AAA}}
|}
==== ====
* 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.
* Jump cancellable on hit and on block.
* Can be used to tick throw 214A/C/B+C
* On counterhit, combos into {{clr|A|5A}}.
----
----
* 4AA hits low
* {{clr|A|4AA}} hits low and has the same great qualities as {{clr|A|4A}}. Be careful using this when connecting {{clr|A|4A}} against aerial opponents or at longer ranges where it might whiff. Chain into {{clr|C|2C}} instead in those situations.
* Jump cancellable on hit and on block.
* 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
* {{clr|A|4AAA}} has slight {{Tt|magnetism|Pulls the opponent towards Tager by adding (not overriding) forces to their existing momentum}}, pulling opponents in for tick throw resets.
* Can be used to tick throw 214A/C/B+C
* Special cancelable and chainable into {{clr|C|2C}}.
Can be a decent setup into a command grab. Special cancelable and chainable into 2C.
}}


</div>
===<big>{{clr|A|5A}}</big>===
</div>
{{BBTag Move Card|game=BBTag
|input=5A,5AA,5AAA,5AAAA
|versioned=input
|description=
{{clr|A|5A}} is Tager's longest ranged jump cancelable normal, making it a prime point in his blockstrings to reset pressure. Safe on block, giving him a low commitment way to disengage from a blockstring.
----
Tager can hold this charge for  {{Tt|magnetism|Pulls the opponent towards Tager by adding (not overriding) forces to their existing momentum}} and high/body/projectile armor, and extra damage on full charge. Generally used to bait pushblock attempts and fish for a juicy counter hit starter when a reversal action comes out instead. Canceling into {{clr|B|214B}} or a delayed {{clr|C|214C}} after this move is a situationally useful mixup against blocking opponents. On grounded counterhit, you can actually combo directly into {{clr|B|214B}}.


===<big>5A</big>===
<div class="attack-container">
<div class="attack-gallery">
<gallery widths="210px" heights="210px" mode="nolines">
BBTag_Tager_5A.png |
BBTag_Tager_5AA.png |
BBTag_Tager_5AAA.png |
BBTag_Tager_5AAAA.png |Who put highs in an autocombo?
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-BBTag|version=yes}}
|-
{{AttackVersion|name=5A}}
{{#lst:{{PAGENAME}}/Data|5A}}
|-
{{AttackVersion|name=5AA}}
{{#lst:{{PAGENAME}}/Data|5AA}}
|-
{{AttackVersion|name=5AAA}}
{{#lst:{{PAGENAME}}/Data|5AAA}}
|-
{{AttackVersion|name=5AAAA}}
{{#lst:{{PAGENAME}}/Data|5AAAA}}
|}
==== ====
* 5A is jump cancelable on hit and on block.
----
* 5AA is chargeable for magnetism and high/mid guard point.
* Can be held for 31f
* Can be held for 31f
* Special cancelable into Tager's command grabs
* Special cancelable into Tager's command grabs
* Fully charged does additional damage and combos into 2B on grounded hit
* Gapped to naturally catch jump startup after {{clr|A|5A}}
* Frankly ridiculous amounts of armour. You can tank the first half of Nine's Flame Punisher and still do your attack undisturbed
* 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.
{{clr|A|5AAA}}'s magnetism can draw opponents back in after a pushblocked {{clr|A|5AA}}, stopping some counter-attacks. Otherwise it's unremarkable combo filler.
* Comboable into 5B on counter hit
* Combos into {{clr|B|5B}} on counter hit
* Catches jump startup after 5AA
* Gapped to naturally catch jump startup after {{clr|A|5A}}
----
----
* 5AAAA is an overhead.


As it's special cancelable, you can combo into 236C or 236AB afterwards. Another alternative is calling an Assist during this move and special canceling into 236B as the Assist lifts the opponent from the ground.
Works sometimes as a suprise overhead, but generally relegated to combo filler.


</div>
}}
</div>


===<big>5B</big>===
===<big>{{clr|B|5B}}</big>===
<span class="input-badge">'''Sledgehammer'''</span>
{{InputBadge|Sledgehammer}}
<div class="attack-container">
{{BBTag Move Card|game=BBTag
<div class="attack-gallery">
|input=5B,5BB
<gallery widths="210px" heights="210px" mode="nolines">
|versioned=input
BBTag_Tager_5B.png |Sledge...
|frameChart=
BBTag_Tager_5BB.png |Hammer!
{{#invoke:BBTAG-FrameChart|drawFrameData
</gallery>
|chara=Iron Tager
</div>
|input=5B
<div class="attack-info">
|startup=32
{| class="wikitable attack-data"
}}
{{FrameDataHeader-BBTag|version=yes}}
{{#invoke:BBTAG-FrameChart|drawFrameData
|-
|chara=Iron Tager
{{AttackVersion|name=5B}}
|input=5BB
{{#lst:{{PAGENAME}}/Data|5B}}
}}
|-
|description=
{{AttackVersion|name=5BB}}
{{clr|B|5B}} is chargeable. Sledge will cover more distance and deal more damage when fully charged. Safe on block, use this move to cover distance, approach zoners, and safely end blockstrings. Chainable into {{clr|A|2A}}, {{clr|B|2B}}, {{clr|C|2C}}, and {{clr|C|5C}} on hit but not block. Thanks to head guard point, Tager can also bait Bursts with this move for a counterhit combo.
{{#lst:{{PAGENAME}}/Data|5BB}}
|}
==== ====
* 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


Difficult to punish on block, use this move to cover screen distance and approach zoners. Chainable into 2A, 2B, 2C, and 5C on hit but not block. Thanks to high and mid guard points, Tager can also bait Bursts with this move for a counterhit combo.
* Can be held for and additional 29f.
* Has head, body, and projectile guard points while charging.
* Has projectile guard point while traveling.
----
----
* 5BB is deceptively large, long-lasting overhead hitbox
Easy to punish armored overhead. Surprisingly annoying to make safe with assist. Will autocorrect if an opponent crosses over Tager after he uses Sledge.
* Sends airborne opponents downwards
Opponents can generally block high after sledge without much worry as {{clr|B|5BB}} is his only followup on block. However, if sledge hits an assist, Tager can then cancel into {{clr|C|2C}}, giving a fairly potent mixup opportunity.
* Only combos in Gadget Finger
 
* Only combos into Gadget Finger


Don't use this if Sledgehammer gets blocked as it's easy to punish. Will autocorrect if an opponent crosses over Tager after he uses Sledge.
}}
</div>
 
</div>
===<big>{{clr|C|5C}}</big>===
===<big>5C</big>===
{{BBTag Move Card|game=BBTag
<div class="attack-container">
|input=5C
<div class="attack-gallery">
|frameChart=auto
<gallery widths="210px" heights="210px" mode="nolines">
|description=
BBTag_Tager_5C.png |
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-BBTag}}
|-
{{#lst:{{PAGENAME}}/Data|5C}}
|}
==== ====
Standard overhead.
Standard overhead.
</div>
}}
</div>
 
===<big>{{clr|A|2A}}</big>===
{{BBTag Move Card|game=BBTag
|input=2A
|frameChart=auto
|description=
Tall but committal anti-air. Has poor head invulnerability, but generally trades in Tager's favor. An important combo tool for Tager, letting him get full combos from {{clr|A|4A}} and Sledge when right next to the opponent. On a clean counterhit, leads to very rewarding combos with {{clr|B|236B}} or Sledge.
}}


===<big>2A</big>===
===<big>{{clr|B|2B}}</big>===
<div class="attack-container">
{{BBTag Move Card|game=BBTag
<div class="attack-gallery">
|input=2B
<gallery widths="210px" heights="210px" mode="nolines">
|frameChart=auto
BBTag_Tager_2A.png |
|description=
</gallery>
Rather slow to start and easily stuffed in neutral, but leaves Tager plus on block, allowing him to run a mixup or rest pressure. Useful in some juggle combos as it is chainable into Sledge, {{clr|A|2A}}, and {{clr|C|2C}}.
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-BBTag}}
|-
{{#lst:{{PAGENAME}}/Data|2A}}
|}
==== ====
* 9-12f head invulnerable


Can be used as an anti-air, but more important is the fact that as of patch 1.5 Tager was given the ability to combo into 5A after this move assuming he hasn't used 5A earlier in a gatling. Use this to your advantage especially considering that you can combo into 2A from moves like 4A and even Sledge. Due to head invulnerability, you can try to get a counterhit with this move when an opponent tries to burst one of your combos on the ground, letting you afterwards juggle them with Sledge.
* Has  {{Tt|magnetism|Pulls the opponent towards Tager by adding (not overriding) forces to their existing momentum}}
</div>
</div>
===<big>2B</big>===
<div class="attack-container">
<div class="attack-gallery">
<gallery widths="210px" heights="210px" mode="nolines">
BBTag_Tager_2B.png |'''Who thought letting this be cancellable into 5C overhead was a good idea.'''
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-BBTag}}
|-
{{#lst:{{PAGENAME}}/Data|2B}}
|}
==== ====
* Has magnetism
* Special cancelable
* 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.
===<big>{{clr|C|2C}}</big>===
</div>
{{BBTag Move Card|game=BBTag
</div>
|input=2C
===<big>2C</big>===
|frameChart=auto
<div class="attack-container">
|description=
<div class="attack-gallery">
<gallery widths="210px" heights="210px" mode="nolines">
BBTag_Tager_2C.png |TIME FOR BED
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-BBTag}}
|-
{{#lst:{{PAGENAME}}/Data|2C}}
|}
==== ====
Decently quick and mostly safe low poke. Special cancelable and chainable into Gadget Finger.
Decently quick and mostly safe low poke. Special cancelable and chainable into Gadget Finger.
</div>
}}
</div>
 
===<big>{{clr|A|j.A}}</big>===
{{BBTag Move Card|game=BBTag
|input=j.A,j.AA
|versioned=input
|frameChart=auto
|description=
{{clr|A|j.A}} is quick and has a lot of active frames, making it a solid jump-in normal. {{clr|A|j.A}} -> rising {{clr|A|j.A}} can fuzzy most of the cast.
 
{{clr|A|j.AA}} is mostly used in combos. Chainable into {{clr|B|j.B}} or {{clr|C|j.C}}
}}
===<big>{{clr|B|j.B}}</big>===
{{BBTag Move Card|game=BBTag
|input=j.B
|frameChart=
{{#invoke:BBTAG-FrameChart|drawFrameData
|chara=Iron Tager
|input=j.B
|recovery=18
|specialRecovery=7
}}
|description=
A slow, large  {{Tt|magnetized|Pulls the opponent towards Tager by adding (not overriding) forces to their existing momentum}} attack. Used in aerial combos, and can be used as an air to air. Has high frame advantage on hit and block against grounded opponents.


===<big>j.A</big>===
When done while rising with a super jump, it can be tricky for the opponent to anti-air. Air-to-air and airborne anti-air moves can trade in Tager's favor, as the pull from the magnetism can ruin a followup combo, while potentially pulling the opponent into the corner. Meanwhile, grounded anti-airs have to contend with the possibility of {{clr|C|j.C}} delaying Tager's fall, as well the tug of {{clr|B|j.B}} pulling them in range a potential assist call.
<div class="attack-container">
<div class="attack-gallery">
<gallery widths="210px" heights="210px" mode="nolines">
BBTag_Tager_jA.png |
BBTag_Tager_jAA.png |
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-BBTag|version=yes}}
|-
{{AttackVersion|name=j.A}}
{{#lst:{{PAGENAME}}/Data|j.A}}
|-
{{AttackVersion|name=j.AA}}
{{#lst:{{PAGENAME}}/Data|j.AA}}
|}
==== ====
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
</div>
</div>
===<big>j.B</big>===
<div class="attack-container">
<div class="attack-gallery">
<gallery widths="210px" heights="210px" mode="nolines">
BBTag_Tager_jB.png |
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-BBTag}}
|-
{{#lst:{{PAGENAME}}/Data|j.B}}
|}
==== ====
* Very attractive against aerial opponents
* Very attractive against aerial opponents
* Can be low profiled by some moves and some crouching opponents [ie. Linne, other Under Night Characters]
* 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.
* Poor inner hitbox will cause the move to whiff unexpectedly when the opponent gets close.
}}
 
===<big>{{clr|C|j.C}}</big>===
{{InputBadge|Crimson Punisher}}
{{BBTag Move Card|game=BBTag
|input=j.C
|frameChart=
{{#invoke:BBTAG-FrameChart|drawFrameData
|chara=Iron Tager
|input=j.c
|recovery=16
|specialRecovery=3
}}
|description=
Tager's makeshift float. A 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. The opponent cannot burst until the belly flop connects.
 
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. Conversely, this makes landing it against standing opponents very tricky.  


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.
Can perform this move an indefinite number of times, allowing Tager to air stall, cross over the opponent, and bait out anti-air attacks.
</div>
 
</div>
* Around 0 on block after making contact, making jc into ja a strong option do to ja's 7f startup.
===<big>j.C</big>===
* Recovers fast enough to use ja before landing when not at minimum height.
<span class="input-badge">'''Crimson Punisher'''</span>
* '''Cannot hit assists.'''
<div class="attack-container">
}}
<div class="attack-gallery">
<gallery widths="210px" heights="210px" mode="nolines">
BBCP_Tager_CrimsonPunish.png |CRIMSON PUNISH
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-BBTag}}
|-
{{#lst:{{PAGENAME}}/Data|j.C}}
|}
==== ====
* Two stage attack, if the initial arm sweep hits, his opponent is hit straight down with a hard knockdown and Tager immediately follows up with a bellyflop on the stricken opponent.
* During the initial arm sweep, Tager is launched slightly upwards and forwards and loses all previous jumping momentum, enabling it to easily hit enemies slightly above him due to air hits, but also makes hitting it on standing opponents very tricky.
* Can be used as a ghetto double jump to perform crossups and bait out anti-air attacks.
* Unsafe on block, but the hitbox is deceptively large and strong in air to air exchange.
* Cannot hit assists.  
</div>
</div>
<br style="clear:both;"/>
<br style="clear:both;"/>


==Universal Mechanics==
==Universal Mechanics==
===<big>Ground Throw</big>===
===<big>Ground Throw</big>===
<span class="input-badge">'''5B+C'''</span>
{{InputBadge|{{clr|B|5B}}+{{clr|C|C}}}}
<div class="attack-container">
{{BBTag Move Card|game=BBTag
<div class="attack-gallery">
|input=BC
<gallery widths="210px" heights="210px" mode="nolines">
|frameChart=
BBTag_Tager_GroundThrow.png |
{{#invoke:BBTAG-FrameChart|drawFrameData
</gallery>
|chara=Iron Tager
</div>
|input=BC
<div class="attack-info">
|startup=7
{| class="wikitable attack-data"
}}
{{FrameDataHeader-BBTag}}
|description=
|-
A below average throw because of Tager's poor walkspeed and subpar options for canceling into it. Combos into {{clr|B|236B}} giving it high, frontloaded burst-safe damage. Generally redundant due to Tager's potent set of command grabs.
{{#lst:{{PAGENAME}}/Data|BC}}
}}
|}
==== ====
* 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.
</div>
</div>
===<big>Charged Lightning</big>===
===<big>Charged Lightning</big>===
<span class="input-badge">'''5A+D'''</span>
{{InputBadge|{{clr|A|5A}}+{{clr|4|D}}}}
<div class="attack-container">
{{BBTag Move Card|game=BBTag
<div class="attack-gallery">
|input=AD
<gallery widths="210px" heights="210px" mode="nolines">
|frameChart=auto
BBTag_Tager_ChargedLightning.png |Magnetic Storm
|description=
</gallery>
An very good Reversal Action. The large hitbox makes it a potent anti-air, and because it hits all around Tager, it easily stops most crossup attempts. It is also one of the most damaging reversal options, further skewing the risk-reward of challenging a defending Tager.
</div>
 
<div class="attack-info">
The guardpoint property of the moves also allows it to defeat many typical safejumps, as opponents will remain airborne slightly longer when their attack makes contact with the guardpoint, preventing them from being able to block.
{| class="wikitable attack-data"
{{FrameDataHeader-BBTag}}
|-
{{#lst:{{PAGENAME}}/Data|AD}}
|}
==== ====
* Big vertical hitbox all around Tager's body


Has relatively few active frames, making it surprisingly poor at punishing bursts.


</div>
* Big vertical hitbox all around Tager's body.
</div>
}}
<br style="clear:both;"/>
<br style="clear:both;"/>


==Skills==
==Skills==
===<big>Atomic Collider</big>===
===<big>Atomic Collider</big>===
<span class="input-badge">'''236A/B'''</span>
{{InputBadge|{{clr|A|236A}}/{{clr|B|B}}}}
<div class="attack-container">
{{BBTag Move Card|game=BBTag
<div class="attack-gallery">
|input=236A,236B
<gallery widths="210px" heights="210px" mode="nolines">
|versioned=input
BBTag_Tager_AtomicCollider.png |Pray for your opponent to jump on wakeup.
|description=
</gallery>
;{{clr|A|236A}}
</div>
Thanks to the head invulnerability and deceptively large hitbox this move can occasionally be an effective anti-air, though for relatively damage. It recovers very quickly, which can be used to bait Tager's opponent into approaching. Generally speaking this move is best used at the end of a combo. Tager is +41 upon landing, letting him can safejump 9+f reversals.
<div class="attack-info">
 
{| class="wikitable attack-data"
 
{{FrameDataHeader-BBTag|version=yes}}
|-
{{AttackVersion|name=A}}
{{#lst:{{PAGENAME}}/Data|236A}}
|-
{{AttackVersion|name=B}}
{{#lst:{{PAGENAME}}/Data|236B}}
|}
==== ====
;236A
* No magnetism
* No magnetism
* Can only grab airborne opponents
* Can only grab airborne opponents.
* Moves opponent to the other side of Tager
* Moves opponent to the other side of Tager.
* Only combos into Gadget Finger
* Only combos into Gadget Finger.
* Has head attribute invulnerability frames 4-15
* Has head attribute invulnerability frames 4-15.
----
;{{clr|B|236B}}
 
The more committal and riskier anti-air grab. The {{Tt|magnetism|Pulls the opponent towards Tager by adding (not overriding) forces to their existing momentum}} is fairly finicky, and when used poorly, opponents can land and punish Tager before the move recovers. In certain cases, the opponents can avoid the grab long enough to hit Tager after the end of the move's head attribute invulnerability.
 
Generally speaking, this move is used as a combo extender.


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.
* Extremely attractive to airborne targets, grounded opponents will slide along the floor slowly.
----
* Can only grab airborne opponents.
;236B
* Hold button to extend active frames.
* Extremely attractive to airborne targets, grounded opponents will slide along the floor slowly
* Can be held for 42f.
* Can only grab airborne opponents
* Moves opponent to the other side of Tager.
* Hold button to extend active frames
* Ground bounces allowing for extended combos.
* Moves opponent to the other side of Tager
* Ground bounces for further comboing
* Has head attribute invulnerability frames 5-34
* Has head attribute invulnerability frames 5-34
* Can be held for 42f
}}
 
===<big>Gigantic Tager Driver</big>===
{{InputBadge|{{clr|A|214A}}}}
{{BBTag Move Card|game=BBTag
|input=214A
|frameChart=auto
|description=


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.
Technically Tager's fastest move in terms of startup. The highest damaging meterless command grab in the game. A lynchpin of Tager's mixup. Is +35 upon landing, allowing Tager to safejump 15f+ reversals, but only applicable on forward tech/corner.
</div>
</div>


===<big>Gigantic Tager Driver</big>===
<span class="input-badge">'''214A'''</span>
<div class="attack-container">
<div class="attack-gallery">
<gallery widths="210px" heights="210px" mode="nolines">
BBTag_Tager_GiganticTagerDriver.png |REAL SOVIET DAMAGE
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-BBTag}}
|-
{{#lst:{{PAGENAME}}/Data|214A}}
|}
==== ====
* No magnetism
* No magnetism
* Only grabs grounded opponents
* Only combos into Gadget Finger
* 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.
</div>
</div>
===<big>Wedge Catapult</big>===
===<big>Wedge Catapult</big>===
<span class="input-badge">'''214B'''</span>
{{InputBadge|{{clr|B|214B}}}}
<div class="attack-container">
{{BBTag Move Card|game=BBTag
<div class="attack-gallery">
|input=214B
<gallery widths="210px" heights="210px" mode="nolines">
|frameChart=auto
BBTag_Tager_WedgeCatapult.png | dab 'em into a combo
|description=
</gallery>
Has invulnerability and {{Tt|magnetism|Pulls the opponent towards Tager by adding (not overriding) forces to their existing momentum}} 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 {{clr|A|5AA}} and {{clr|B|j.B}}.
</div>
 
<div class="attack-info">
* Wall Bounces, convert into a combo by linking {{clr|A|5A}}, {{clr|B|2B}}, {{clr|A|j.A}}
{| class="wikitable attack-data"
{{FrameDataHeader-BBTag}}
|-
{{#lst:{{PAGENAME}}/Data|214B}}
|}
==== ====
* Wall Bounces, convert into a combo by linking 5A, 2B, j.A  
* Has full body invulnerability on frames 6-29
* Has full body invulnerability on frames 6-29
Has invulnerability and magnetism early in the move up to the point right before Tager grasps at this opponent. Be wary of very active moves as Tager is vulnerable for 1 frame before the grab hitbox is active. The damage scaling on this move is very good, allowing for some of Tager's most damaging combos upon a successful grab. While uncommon and largely impractical, it is also possible to combo grounded opponents directly into this grab via assists or counterhit 5AA and j.B.
}}


</div>
</div>
===<big>Air Driver</big>===
===<big>Air Driver</big>===
<span class="input-badge">'''j.214A/B'''</span>
{{InputBadge|{{clr|A|j.214A}}/{{clr|B|B}}}}
<div class="attack-container">
{{BBTag Move Card|game=BBTag
<div class="attack-gallery">
|input=j.214A,j.214B
<gallery widths="210px" heights="210px" mode="nolines">
|versioned=input
BBTag_Tager_AirDriver.png | NO JUMPING, BOI
|frameChart=
</gallery>
|description=
</div>
;{{clr|A|j.214A}}
<div class="attack-info">
Tager's fast air grab. This move is best used as a hard read due to it's lackluster hitbox.
{| class="wikitable attack-data"
{{FrameDataHeader-BBTag|version=yes}}
|-
{{AttackVersion|name=A}}
{{#lst:{{PAGENAME}}/Data|j.214A}}
|-
{{AttackVersion|name=B}}
{{#lst:{{PAGENAME}}/Data|j.214B}}
|}
==== ====
;j.214A
* No magnetism
* No magnetism
* Can only grab airborne opponents
* Can only grab airborne opponents
* Only combos into Gadget Finger
* Only combos into Gadget Finger
----
----
;j.214B
;{{clr|B|j.214B}}
 
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.
 
* Extremely attractive to airborne opponents
* Extremely attractive to airborne opponents
* Grounded opponents will slide along the floor slowly
* Grounded opponents will slide along the floor slowly
Line 450: Line 309:
* Stops all momentum when in use
* Stops all momentum when in use
* Button can be held to extend active frames
* Button can be held to extend active frames
* Can be held for 59f
* Only combos into Gadget Finger
* 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.
===<big>Gadget Finger</big>===
</div>
{{InputBadge|After certain attacks -> {{clr|A|A}}/{{clr|B|B}}/{{clr|C|C}}}}
</div>
{{BBTag Move Card|game=BBTag
|input=Gadget Finger
|frameChart=auto
|description=
Drops the opponent just inside {{clr|A|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.


===<big>Gadget Finger</big>===
* {{clr|A|4A}} catches jump startup, beats abare
<span class="input-badge">'''After certain attacks -> A/B/C'''</span>
* {{clr|A|214A}}, {{clr|A|214C}} beats blocking. {{clr|A|214A}} has a somewhat strict timing, making it difficult to use it to hit meaty.
<div class="attack-container">
* {{clr|A|5A}}, delayed {{clr|A|4A}}, and {{clr|A|2B}} beat varying speed and distances of backdashes
<div class="attack-gallery">
* Blocking beats reversal actions
<gallery widths="210px" heights="210px" mode="nolines">
BBTag_Tager_GadgetFinger.png |NOW, GET UP
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-BBTag}}
|-
{{#lst:{{PAGENAME}}/Data|Gadget Finger}}
|}
==== ====
* 100% minimum damage


As of 1.30 update, drops the opponent just inside 214A range with Tager at a small frame advantage. This is a very strong position for Tager where in order to avoid a properly timed command grab, the opponent must buffer a jump, reversal, or backdash. Keep in mind that you can actually catch jumpsquat frames with 4A timed as early as possible, but delayed slightly 4A can also catch most backdashes while still counterhitting mashed normals.
Though generally a scary mixup situation, not opting for gadget finger ender gives Tager additional options such as meaty assist and safejumps, 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.
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.


</div>
* Can only be used after {{clr|A|5AAAA}}, {{clr|B|5BB}}, {{clr|C|2C}}, {{clr|A|236A}}, 214X, or j.214X successfully hit the opponent's point character.
</div>
* Can be delayed to whiff after {{clr|B|5BB}}, 214X, or j.214X
 
* 100% minimum damage
* Leaves Tager close and +5 after application
}}
<br style="clear:both;"/>
<br style="clear:both;"/>


==Extra Skills==
==Extra Skills==
===<big>Spark Bolt</big>===
===<big>Spark Bolt</big>===
<span class="input-badge">'''236C'''</span>
{{InputBadge|{{clr|C|236C}}}}
<div class="attack-container">
{{BBTag Move Card|game=BBTag
<div class="attack-gallery">
|input=236C
<gallery widths="210px" heights="210px" mode="nolines">
|frameChart=
BBTag_Tager_SparkBolt.png |Whose idea was this
{{#invoke:FrameChart|drawFrameData
</gallery>
|chara=Iron Tager
</div>
|input=236C
<div class="attack-info">
|startup  = 12
{| class="wikitable attack-data"
|recovery = 36
{{FrameDataHeader-BBTag}}
|isProjectile = yes
|-
}}
{{#lst:{{PAGENAME}}/Data|236C}}
|description=
|}
Tager gets access to his iconic projectile at the cost of only one Skill Gauge. Just like in other BlazBlue games, this move is extremely fast and will beat other normal projectiles easily. Also an important combo extender for Tager, and always a threat that must be accounted for in neutral.
==== ====
 
* Wall Bounces
* 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.
===<big>EX Gigantic Tager Driver</big>===
 
{{InputBadge|{{clr|C|214C}}}}
</div>
{{BBTag Move Card|game=BBTag
</div>
|input=214C
|description=
Has the same startup as the A version, but as this move can be held briefly as well, extending its active frames. This move has {{Tt|magnetism|Pulls the opponent towards Tager by adding (not overriding) forces to their existing momentum}}, giving it benefits from greater effective range. These attributes combined makes tick throw setups considerably easier to execute. Is +35 upon landing, allowing Tager to safejump 15f+ reversals, but only applicable on forward tech/corner.  


===<big>EX Gigantic Tager Driver</big>===
* Only grabs grounded opponents, but can be combo'd into.
<span class="input-badge">'''214C'''</span>
<div class="attack-container">
<div class="attack-gallery">
<gallery widths="210px" heights="210px" mode="nolines">
BBTag_Tager_GiganticTagerDriver.png |
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-BBTag|}}
|-
{{#lst:{{PAGENAME}}/Data|214C}}
|}
==== ====
* Brief period of magnetism
* Only grabs grounded opponents, but can be done mid combo
* Only combos into Gadget Finger
* 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.  
===<big>EX Air Driver</big>===
{{InputBadge|{{clr|C|j.214C}}}}
{{BBTag Move Card|game=BBTag
|input=j.214C
|description=
The {{Tt|magnetism|Pulls the opponent towards Tager by adding (not overriding) forces to their existing momentum}} on this move is stronger than that of {{clr|B|j.214B}}, making the move moderately more consistent at 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 or in active switch routes.  


</div>
</div>
===<big>EX Air Driver</big>===
<span class="input-badge">'''j.214C'''</span>
<div class="attack-container">
<div class="attack-gallery">
<gallery widths="210px" heights="210px" mode="nolines">
BBTag_Tager_AirDriver.png |Hope that it will be comboable like Aerial Potemkin Buster
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-BBTag}}
|-
{{#lst:{{PAGENAME}}/Data|j.214C}}
|}
==== ====
* Extremely attractive to airborne opponents
* Extremely attractive to airborne opponents
* Grounded opponents will slide along the floor slowly
* Grounded opponents will slide along the floor slowly
Line 550: Line 380:
* Only combos into Gadget Finger
* Only combos into Gadget Finger
* Can be held for 33f
* Can be held for 33f
}}
<br style="clear:both;"/>
==Partner Skills==
===<big>{{clr|5|5P}}</big>===
{{InputBadge|Sledgehammer}}
{{BBTag Move Card|game=BBTag
|input=5P
|frameChart=
|description=


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.
Tager's most versatile assist due to it's size and blockstun. Useful in Cross Combos due to its relatively fast startup and cooldown.
</div>
</div>


==Partner Skills==
===<big>5P</big>===
<span class="input-badge">'''Sledgehammer'''</span>
<div class="attack-container">
<div class="attack-gallery">
<gallery widths="210px" heights="210px" mode="nolines">
BBTag_Tager_5B.png |
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-BBTag}}
|-
{{#lst:{{PAGENAME}}/Data|5P}}
|}
==== ====
* Tager's fastest assist
* Tager's fastest assist
* Launches and causes a soft knockdown
* Launches and causes a soft knockdown
}}
===<big>{{clr|5|6P}}</big>===
{{InputBadge|Spark Bolt}}
{{BBTag Move Card|game=BBTag
|input=6P
|frameChart=
|description=
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.


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


</div>
</div>
===<big>6P </big>===
<span class="input-badge">'''Spark Bolt'''</span>
<div class="attack-container">
<div class="attack-gallery">
<gallery widths="210px" heights="210px" mode="nolines">
BBTag_Tager_SparkBolt.png |
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-BBTag}}
|-
{{#lst:{{PAGENAME}}/Data|6P }}
|}
==== ====
* Fires straight ahead
* Fires straight ahead
* Absurdly long startup time
* Absurdly long startup time
* Wall bounces opponent to Tager's position
* 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.
}}
 
===<big>{{clr|5|4P}}</big>===
{{InputBadge|Up Spark Bolt}}
{{BBTag Move Card|game=BBTag
|input=4P
|frameChart=
|description=
Shallow angle combined with Spark Bolt's large size and very fast speed makes this an ok preemptive anti-air assist. Still has extremely long startup and is easily stuffed due to Tager's large frame
 


</div>
</div>
===<big>4P </big>===
<span class="input-badge">'''Up Spark Bolt'''</span>
<div class="attack-container">
<div class="attack-gallery">
<gallery widths="210px" heights="210px" mode="nolines">
BBTag_Tager_SparkBoltUp.png | 6P, but up
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-BBTag}}
|-
{{#lst:{{PAGENAME}}/Data|4P }}
|}
==== ====
* Fires at a 30° angle from the ground
* Fires at a 30° angle from the ground
* Much faster than his 6P
* Much faster than his {{clr|5|6P}}
* Wall bounces to Tager's position
* Wall bounces to Tager's position
 
}}
Shallow angle combined with Spark Bolt's large size and very fast speed makes this a ok anti-air assist. Easily stuffed due to Tager's large frame
 
</div>
</div>
 
<br style="clear:both;"/>
<br style="clear:both;"/>


==Distortion Skills==
==Distortion Skills==
===<big>Magna Tech Wheel</big>===
===<big>Magna Tech Wheel</big>===
<span class="input-badge">'''236B+C'''</span>
{{InputBadge|{{clr|B|236B}}+{{clr|C|C}}}}
<div class="attack-container">
{{BBTag Move Card|game=BBTag
<div class="attack-gallery">
|input=236BC
<gallery widths="210px" heights="210px" mode="nolines">
|frameChart=
BBTag_Tager_MagnaTechWheel.png |spin2win
|description=
</gallery>
The move itself had guardpoint, allowing it to beat certain safejumps. the Followup only comes out in resonance/Cross combo. Can be used with short Distortion Skill Duos, allowing for partner combo extension.
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-BBTag}}
|-
{{#lst:{{PAGENAME}}/Data|236BC}}
|}
==== ====
* Lightning spin super


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


</div>
</div>
===<big>Genesic Emerald Tager Buster</big>===
===<big>Genesic Emerald Tager Buster</big>===
<span class="input-badge">'''214B+C (Air OK)'''</span> <span class="input-badge">'''720B+C (Air OK)'''</span>
{{InputBadge|{{clr|B|214B}}+{{clr|C|C}} (Air OK)}} {{InputBadge|{{clr|B|720B}}+{{clr|C|C}} (Air OK)}}
<div class="attack-container">
{{BBTag Move Card|game=BBTag
<div class="attack-gallery">
|input=214BC,j.214BC
<gallery widths="210px" heights="210px" mode="nolines">
|versioned=input
BBTag_Tager_GenesicEmeraldTagerBuster.png |'''''"START PRAYING!"'''''</br><small>'''WHO THOUGHT GIVING HIM THIS MOVE IN THE AIR WAS A GOOD IDEA?!'''</small>
|frameChart=
BBTag_Tager_GenesicEmeraldTagerBuster2.png |'''''"SAY GOODBYE TO YOUR FRIENDS!"'''''
|description=
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-BBTag|version=yes}}
|-
{{AttackVersion|name=Ground}}
{{#lst:{{PAGENAME}}/Data|214BC}}
|-
{{AttackVersion|name=Air}}
{{#lst:{{PAGENAME}}/Data|j.214BC}}
|}
==== ====
;Ground Version
;Ground Version
If you input {{clr|B|720B}}+{{clr|C|C}} instead of {{clr|B|214B}}+{{clr|C|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 {{Tt|magnetism|Pulls the opponent towards Tager by adding (not overriding) forces to their existing momentum}} 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.
* Extremely attractive
* Extremely attractive
* Can only grab grounded opponents
* Can only grab grounded opponents
* Invincible startup
* Invincible startup
* Button can be held to extend active frames, though you are not invincible while doing this
* Button can be held to extend active frames, though you are not invincible while doing this
 
* Moves opponent to the other side of Tager
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
;Air Version
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, {{clr|B|j.214B}}+{{clr|C|C}} is a prime button to threaten air footsies. The {{Tt|magnetism|Pulls the opponent towards Tager by adding (not overriding) forces to their existing momentum}} doesn't start until after the super flash, making it worse than his other grabs when trying to catch faraway airborne opponents by surprise.
Input {{clr|B|720B}}+{{clr|C|C}} will also give you an extra 500 damage (7350/8350).
* Extremely attractive to airborne opponents
* Extremely attractive to airborne opponents
* Grounded opponents will slide along the floor slowly
* Grounded opponents will slide along the floor slowly
Line 684: Line 468:
* Invincible startup
* Invincible startup
* Button can be held to extend active frames
* 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.
 
Input 720B+C will also give you an extra 500 damage (7350/8350).
</div>
</div>


==Distortion Skill Duo==
==Distortion Skill Duo==
===<big>Terra Break</big>===
===<big>Terra Break</big>===
<span class="input-badge">'''P during Partner's Distortion Skill'''</span>
{{InputBadge|{{clr|5|P}} during Partner's Distortion Skill}}
<div class="attack-container">
{{BBTag Move Card|game=BBTag
<div class="attack-gallery">
|input=Distortion Skill Duo
<gallery widths="210px" heights="210px" mode="nolines">
|frameChart=
BBTag_Tager_TerraBreak.png |Don't do this on block
|description=
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-BBTag}}
|-
{{#lst:{{PAGENAME}}/Data|Distortion Skill Duo}}
|}
==== ====
* 100% minimum
* Sends opponent to far side of the screen
* Sends opponent to far side of the screen
</div>
}}
</div>


<br style="clear:both;"/>
<br style="clear:both;"/>
Line 716: Line 484:
==Astral Heat==
==Astral Heat==
===<big>King of Tager</big>===
===<big>King of Tager</big>===
<span class="input-badge">'''222B+C'''</span>
{{InputBadge|{{clr|B|222B}}+{{clr|C|C}} when [[BBTag/Mechanics#Astral Heat|Astral Conditions]] are met}}
<div class="attack-container">
{{BBTag Move Card|game=BBTag
<div class="attack-gallery">
|input=222BC
<gallery widths="210px" heights="210px" mode="nolines">
|frameChart=
BBTag_Tager_KingOfTager.png |'''''"Releasing Armagus!"'''''
|description=
BBTag_Tager_KingOfTager2.png |Buckle Up.
You can be hit while extending the {{Tt|magnetism|Pulls the opponent towards Tager by adding (not overriding) forces to their existing momentum}} of this move, but this shouldn't be an issue when ending the round with a hit confirm.
BBTag_Tager_KingOfTager3.png |Cause I wanna take you for a ride.
 
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-BBTag}}
|-
{{#lst:{{PAGENAME}}/Data|222BC}}
|}
==== ====
* 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
* Unlike Tager's other command grabs, this can grab either grounded or airborne opponents
* Extremely attractive
* Extremely attractive
* Buttons can be held to extend magnetism duration.
* Buttons can be held to extend magnetism duration.
* Easy confirm from 2A, 2C, Wedge Catapult. Confirms off gadget finger.  
* Easy confirm from {{clr|A|2A}}, {{clr|C|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.
</div>
</div>
<br style="clear:both;"/>
<br style="clear:both;"/>


==External References==
==External References==
*[https://blazblue.wiki/wiki/Iron_Tager/Gameplay#Palettes Color Palettes on https://blazblue.wiki]
==Navigation==
==Navigation==
{{#lst:{{PAGENAME}}/Data|Links}}
<center>{{Character Label|BBTag|Iron Tager|size=36px}}</center>
{{BBTag/CharacterLinks}}
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}
{{Navbar-BBTag}}
 
{{BBTag/Navigation}}

Latest revision as of 07:45, 23 March 2024


BBTag Construction.png
Requesting backup!

The BBTag wiki has major gaps in information. The game has gone through numerous significant changes since its release. As a result, many BBTag pages on Dustloop Wiki are out of date or lacking important information.

We need your help expanding the content for this game. If you have knowledge to share, or know people who can help, please contribute to the wiki by editing sections where you can.

Overview

Overview

Tager is the quintessential grappler. He has slow and limited movement, having no run, double jump, or airdash. However, he has several ways to bring the opponent to him. His 5B is a forward moving attack with projectile guard point An attack that automatically blocks certain attacks. Examples of this include Bang's Drive attacks, Baiken's Suzuran (63214K), and Nappa's Too Bad (214S)., and Spark Bolt is a fast, full screen projectile that leads to a full combo. Additionally, his Drive, Voltic Battler (colloquially referred to as magnetismPulls the opponent towards Tager by adding (not overriding) forces to their existing momentum), lets him pull his opponents to him, indirectly manipulating their position.

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)

 Iron Tager is a slow moving grappler with high front-loaded damage and a call-out option for every situation.

Pros
Cons
  • Durable: has 20k health; highest tier of health in the game.
  • Consistent Front-loaded Damage: His command grabs do the most damage in the in the game, allowing Tager to consistently threaten large chunks of unburstable damage. This, combined with his hard hitting normals and Spark Bolt, makes every interaction threatening.
  • Strong Defense: Can use moves with guard point This keyword does not have an entry in the Glossary and invulnerability This keyword does not have an entry in the Glossary such as Charged Lightning and Wedge Catapult to punish offense that is usually safe.
  • Zonebreaker: Can blow through projectiles with 5B or at the cost of 1 skill gauge with Spark Bolt.
  • Knowledge Check: Strong okizeme From Japanese "起き攻め". Attacking an opponent about to wake up after they were knocked down, usually with meaty attacks or mix-ups. and reset Purposefully ending a combo early in order to perform a mixup in order to deal more damage. potential thanks to magnetismPulls the opponent towards Tager by adding (not overriding) forces to their existing momentum.
  • Low Mobility: Tager cannot run, air dash or double jump
  • Highly Committal: His meterless options for approaching are all very telegraphed and can be cleanly countered by a knowledgeable opponent.
  • Tall and vulnerable: His large size makes it more difficult for him to avoid the opponent's attacks, and his height exposes him to character specific instant overheads and combo routes.
  • Niche Assists: His 4P and 6P have very slow startup, making his assist kit very situational and teammate dependent.
  • Meter Hungry: Needs to constantly spend meter on Spark Bolt to consistently convert his hits into damage, corner carry, and his trickier mixups.


Drive: Voltic Battler

Some of Tager's normals, specials, and supers automatically pull the opponent towards him with magnetismPulls the opponent towards Tager by adding (not overriding) forces to their existing momentum, giving his attacks more range as well as messing with the opponent's sense of spacing.

Tager's magnetism cannot force enemies into an airborne state if they're currently grounded, and the forces applied by magnetism add (rather than override) the opponent's current momentum. This leads to unpredictable, humorous, and unfortunate situations.

Characters performing Distortion Drives and executing throws that have successfully connected are completely unaffected by magnetism.

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
Total: 21
Total: 26
Total: 35

4A is Tager's fastest ground poke. Slower than 214A but with more horizontal range, making it better for safely controlling space. Great recovery, making it a cornerstone of his mixup game with tick throw 214A/C/B+C.

  • Jump cancellable on hit and on block.
  • On counterhit, combos into 5A.

  • 4AA hits low and has the same great qualities as 4A. 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.
  • Jump cancellable on hit and on block.

  • 4AAA has slight magnetismPulls the opponent towards Tager by adding (not overriding) forces to their existing momentum, pulling opponents in for tick throw resets.
  • 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 Tager's longest ranged jump cancelable normal, making it a prime point in his blockstrings to reset pressure. Safe on block, giving him a low commitment way to disengage from a blockstring.


Tager can hold this charge for magnetismPulls the opponent towards Tager by adding (not overriding) forces to their existing momentum and high/body/projectile armor, and extra damage on full charge. Generally used to bait pushblock attempts and fish for a juicy counter hit starter when a reversal action comes out instead. Canceling into 214B or a delayed 214C after this move is a situationally useful mixup against blocking opponents. On grounded counterhit, you can actually combo directly into 214B.

  • Can be held for 31f
  • Special cancelable into Tager's command grabs
  • Gapped to naturally catch jump startup after 5A

5AAA's magnetism can draw opponents back in after a pushblocked 5AA, stopping some counter-attacks. Otherwise it's unremarkable combo filler.

  • Combos into 5B on counter hit
  • Gapped to naturally catch jump startup after 5A

Works sometimes as a suprise overhead, but generally relegated to combo filler.

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
Total: 54
Total: 54

5B is chargeable. Sledge will cover more distance and deal more damage when fully charged. Safe on block, use this move to cover distance, approach zoners, and safely end blockstrings. Chainable into 2A, 2B, 2C, and 5C on hit but not block. Thanks to head guard point, Tager can also bait Bursts with this move for a counterhit combo.

  • Can be held for and additional 29f.
  • Has head, body, and projectile guard points while charging.
  • Has projectile guard point while traveling.

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.

  • Only combos into Gadget Finger
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
Total: 48

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
Total: 43

Tall but committal anti-air. Has poor head invulnerability, but generally trades in Tager's favor. An important combo tool for Tager, letting him get full combos from 4A and Sledge when right next to the opponent. On a clean counterhit, leads to very rewarding combos with 236B or Sledge.

Level P1 P2
4 90 75

2B

Damage Guard Startup Active Recovery On-Block Attribute Invuln
2000 All 26 6 22 +2 F
Total: 53

Rather slow to start and easily stuffed in neutral, but leaves Tager plus on block, allowing him to run a mixup or rest pressure. Useful in some juggle combos as it is chainable into Sledge, 2A, and 2C.

  • Has magnetismPulls the opponent towards Tager by adding (not overriding) forces to their existing momentum
  • Special cancelable
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
Total: 37

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
Total: 42
Total: 29

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
Total: 50

A slow, large magnetizedPulls the opponent towards Tager by adding (not overriding) forces to their existing momentum attack. Used in aerial combos, and can be used as an air to air. Has high frame advantage on hit and block against grounded opponents.

When done while rising with a super jump, it can be tricky for the opponent to anti-air. Air-to-air and airborne anti-air moves can trade in Tager's favor, as the pull from the magnetism can ruin a followup combo, while potentially pulling the opponent into the corner. Meanwhile, 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.

  • Very attractive against aerial opponents
  • Can be low profiled by some moves and some crouching opponents [ie. Linne, other Under Night Characters]
  • Poor inner hitbox will cause the move to whiff unexpectedly when the opponent gets close.
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
Total: 36

Tager's makeshift float. A 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. The opponent cannot burst until the belly flop connects.

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. Conversely, this makes landing it against standing opponents very tricky.

Can perform this move an indefinite number of times, allowing Tager to air stall, cross over the opponent, and bait out anti-air attacks.

  • Around 0 on block after making contact, 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
Total: 32

A below average throw because of Tager's poor walkspeed and subpar options for canceling into it. Combos into 236B giving it high, frontloaded burst-safe damage. Generally redundant due to Tager's potent set of command grabs.

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
Total: 66

An very good Reversal Action. The large hitbox makes it a potent anti-air, and because it hits all around Tager, it easily stops most crossup attempts. It is also one of the most damaging reversal options, further skewing the risk-reward of challenging a defending Tager.

The guardpoint property of the moves also allows it to defeat many typical safejumps, as opponents will remain airborne slightly longer when their attack makes contact with the guardpoint, preventing them from being able to block.

Has relatively few active frames, making it surprisingly poor at punishing bursts.

  • 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

Thanks to the head invulnerability and deceptively large hitbox this move can occasionally be an effective anti-air, though for relatively damage. It recovers very quickly, which can be used to bait Tager's opponent into approaching. Generally speaking this move is best used at the end of a combo. Tager is +41 upon landing, letting him can safejump 9+f reversals.


  • 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.

236B

The more committal and riskier anti-air grab. The magnetismPulls the opponent towards Tager by adding (not overriding) forces to their existing momentum is fairly finicky, and when used poorly, opponents can land and punish Tager before the move recovers. In certain cases, the opponents can avoid the grab long enough to hit Tager after the end of the move's head attribute invulnerability.

Generally speaking, this move is used as a combo extender.

  • Extremely attractive to airborne targets, grounded opponents will slide along the floor slowly.
  • Can only grab airborne opponents.
  • Hold button to extend active frames.
  • Can be held for 42f.
  • Moves opponent to the other side of Tager.
  • Ground bounces allowing for extended combos.
  • Has head attribute invulnerability frames 5-34
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
Total: 40

Technically Tager's fastest move in terms of startup. The highest damaging meterless command grab in the game. A lynchpin of Tager's mixup. Is +35 upon landing, allowing Tager to safejump 15f+ reversals, but only applicable on forward tech/corner.

  • No magnetism
  • Only combos into Gadget Finger
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
Total: 63

Has invulnerability and magnetismPulls the opponent towards Tager by adding (not overriding) forces to their existing momentum 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.

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

Tager's fast air grab. This move is best used as a hard read due to it's lackluster hitbox.

  • No magnetism
  • Can only grab airborne opponents
  • Only combos into Gadget Finger

j.214B

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.

  • 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
  • Can be held for 59f
  • Only combos into Gadget Finger
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
Total: 34

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 additional options such as meaty assist and safejumps, 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.

  • 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
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
Total: 47

Tager gets access to his iconic projectile at the cost of only one Skill Gauge. Just like in other BlazBlue games, this move is extremely fast and will beat other normal projectiles easily. Also an important combo extender for Tager, and always a threat that must be accounted for in neutral.

  • Wall Bounces
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

Has the same startup as the A version, but as this move can be held briefly as well, extending its active frames. This move has magnetismPulls the opponent towards Tager by adding (not overriding) forces to their existing momentum, giving it benefits from greater effective range. These attributes combined makes tick throw setups considerably easier to execute. Is +35 upon landing, allowing Tager to safejump 15f+ reversals, but only applicable on forward tech/corner.

  • Only grabs grounded opponents, but can be combo'd into.
  • Only combos into Gadget Finger
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

The magnetismPulls the opponent towards Tager by adding (not overriding) forces to their existing momentum on this move is stronger than that of j.214B, making the move moderately more consistent at 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 or in active switch routes.

  • 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
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 most versatile assist due to it's size and blockstun. Useful in Cross Combos due to its relatively fast startup and cooldown.

  • Tager's fastest assist
  • Launches and causes a soft knockdown
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

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.


  • Fires straight ahead
  • Absurdly long startup time
  • Wall bounces opponent to Tager's position
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

Shallow angle combined with Spark Bolt's large size and very fast speed makes this an ok preemptive anti-air assist. Still has extremely long startup and is easily stuffed due to Tager's large frame


  • Fires at a 30° angle from the ground
  • Much faster than his 6P
  • Wall bounces to Tager's position
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

The move itself had guardpoint, allowing it to beat certain safejumps. the 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

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 magnetismPulls the opponent towards Tager by adding (not overriding) forces to their existing momentum 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.

  • 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
  • Moves opponent to the other side of Tager

Air Version

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. The magnetismPulls the opponent towards Tager by adding (not overriding) forces to their existing momentum doesn't start until after the super flash, making it worse than his other grabs when trying to catch faraway airborne opponents by surprise.


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

  • 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
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

You can be hit while extending the magnetismPulls the opponent towards Tager by adding (not overriding) forces to their existing momentum of this move, but this shouldn't be an issue when ending the round with a hit confirm.

  • 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.
Level P1 P2


External References

Navigation

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


Blazblue

Persona 4 Arena

Under Night In-Birth

RWBY

Guest Entries
System Pages
Mechanics
Application & Advanced Information
Archived Information