|profile||image gallery||command list||combo list||quote list||miscellaneous|
|Health||Double Jumps/Airdashes||Dash Type|
|Overdrive Duration (in frames)|
|100 – 90%||89 – 80%||79 – 70%||69 – 60%||59 – 50%||49 – 40%||39 – 30%||29 – 20%||19 – 10%||9 – 0%|
Tager's Overdrive is Voltech Field, which slowly yet gradually pulls the opponent toward you if he/she is magnetized, and also makes the Electric Gauge regenerate faster.
In BlazBlue: Continuum Shift, Tager's core gameplan remains unchanged, although he does walk slightly faster, making approaches a bit easier. The addition of two moves, 4D and 22D, makes his close-range guessing game considerably more dangerous. Tager has moved up in tier slightly, although he still remains close to the bottom.
In BlazBlue: Continuum Shift II, Tager remains virtually the same, with some interesting buffs and changes to make him easier to pick up and play. His 6A now has Guard Point properties, and his magnetism properties have been changed so that the many trajectories in which Tager draws in his opponents have been corrected.
BlazBlue: Continuum Shift Extend brings forth the strongest version of Tager yet. Not only has his damage and magnetism pull been increased further, but he also gained many new useful combos in the process. His B Sledge Hammer can now be charged, and has Guard Point as well. Not to mention that all of his Guard Points can now be canceled into 360°s and even his Genesic Emerald Tager Buster.
Tager is a relatively easy to learn grappler who is designed to get huge damage outputs using short yet effective combos, as well as magnetism and throw-related mixups and tech traps. His game is strengthened greatly against magnetized opponents, but right next to your opponent is where a Tager player should be in order to begin bringing the pain. As the game's grappler, Tager is loaded to the gills with HP; he has the highest health in the game (13000). He excels greatly in mindgames, but his primary weakness is simply being Tager. He has the largest hitbox in the game, which makes him susceptible to some very damaging combos that can only be done on him, and he also the worst mobility in the game, which makes fighting against zoning characters and trap characters like Lambda, Carl, and Relius a dreadful, uphill battle. It is no surprise that he has somewhat even yet mainly bad matchups against every character, and is therefore the worst character in the game statistically. However, it has been proven time and again that Tager is certainly someone you cannot sleep on.
The biggest step to learning Iron Tager is how to get close enough to the opponent to knock them down or magnetize them. Against projectiles, you can use Sledge Hammer to plow through them, Voltic Charge to avoid them, or Spark Bolt to override the projectile and nail the opponent with a counter hit combo. Make good use of Tager's backdash, as it can avoid most attacks and allow you to counter with a Gigantic Tager Driver or Genesic Emerald Tager Buster. Tager's jump is also an invaluable tool, as it allows you to avoid the opponent's attacks while getting closer and gives you access to powerful moves, such as j.2C. Also, when paired with j.C, it allows you to move closer to the opponent.
Another big chunk of Tager's game lies in knowing when to throw and when not to. If you cannot nail the opponent with a combo, catch moves during recovery frames or, if you can predict them, during startup. Also, adding tick throws to your mindgames will greatly increase your effectiveness with Tager. If you have time to start a combo, however, that will almost always be the better option.
In order to get the most out of your command throws, you need to be able to consistently pull them off. A popular trick is to jump, input the required motion (usually 720°), and press the necessary button to execute the throw upon landing. However, this technique is not very efficient and is very dated; most advanced players will see right through it. How do you combat this? Well, with 720°s, about all you can do is buffer the motions, usually in either ticks or on wakeup. However, it is possible to perform a standing 360° motion. To do this, you must very quickly input a 270° degree motion (not a full circle, as the name would have you believe) and press the appropriate button for your throw. If done quickly enough, the move will execute before the jump can come out. This allows you to punish moves you would not be able to otherwise.
Learning to utilize magnetism is a vital tool. Whenever you strike the opponent, hit or blocked, with any of Tager's D attacks, they will be magnetized for a short period of time. During this time frame, certain attacks are modified to "suck in" the opponent. This removes some of the need of getting in by bringing the opponent to you.
|A low kick.|
A relatively fast poke.
It can OTG opponents after 360°s, and functions as a very valuable Genesic Emerald Tager Buster buffer.
|Thrusts both fists forward.|
A very useful move.
Deals good damage and opens up several combo opportunities.
|A low punch.|
Another basic poke.
In some matchups, this functions as Tager's main anti-air.
Opens up several combo opportunities on counter-hit.
|Tager kicks with both legs.|
A low-hitting move.
Useful for mixups and its chain into 2C.
Another useful Genesic Emerald Tager Buster buffer, although it is slightly more difficult than 5B.
|Tager throws his arms above his head.|
A situational anti-air.
Use occasionally, but only if you know it will hit. Fatal Counters.
|Tager thrusts his upper body forward.|
A long-ranged overhead. Vital for OTG combos.
|Thrusts both fists downward.|
A low-hitting poke.
Knocks the opponent down.
|(in the air)||500||207|
|A fast, horizontal aerial attack.|
|(in the air)||700|
|Thrusts both fists downward.|
A very useful aerial.
Hits airborne and grounded opponents.
Useful for its crossup and combo-starting properties.
|(in the air)||1050||434|
A horizontal aerial.
Moves Tager forward a little bit.
|0, 1200||0, 786|
|Ground bounces the opponent behind Tager. Can be followed up from anywhere.|
Use j.2C to followup when in midscreen, or A Sledge when the opponent ends up in the corner.
|Rams into enemy. A slow move that moves Tager forward a fairly large distance.|
Not very useful as a stand-alone poke, but functions well as a 720° tick.
It is also handy for OTG hits and pressuring magnetized opponents.
|Burst of magnetism from fist. Resembles a short-ranged 5D.|
Does not cancel into anything, but blows opponent back and wallbounces on counterhit.
|Input||Japanese name||English name||Damage||Heat gain|
(in the air)
|エアードライバー Eā Doraibā||Air Driver||0x3, 2800|
|New move in BlazBlue: Chronophantasma.|