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Iron Tager/Move List

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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's 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 Tager Driver or 720. 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 can't 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 720s, 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 wouldn't 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.

In 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 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.

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 360s and even his 720.

Tager's Overdrive is Voltic Field, which automatically magnetizes the target upon activation.

Move listsEdit

Normals

Input
5A
BBCS (Tager 5A) Damage Heat Gain
460 190
Very quick jab.
Your average mid-height poke.
One of Tager's faster moves, so use mainly to slow rushdowns or stuff fast moves.
Be aware, however, that this move will whiff characters that are low to the ground.
Opens up several combo opportunities on counter-hit.
Input
5B
BBCS (Tager 5B) Damage Heat Gain
480 215
A low kick.
A relatively fast poke.
It can OTG opponents after 360s, and functions as a very valuable 720 buffer.
Input
5C
BBCS (Tager 5C) Damage Heat Gain
1000 414
Thrusts both fists forward.
A very useful move.
Deals good damage and opens up several combo opportunities.
Input
2A
BBCS (Tager 2A) Damage Heat Gain
400 165
A low punch.
Input
2B
BBCS (Tager 2B) Damage Heat Gain
600 269
Tager kicks with both legs.
A low-hitting move.
Useful for mixups and its chain into 2C.
Another useful 720 buffer, although it is slightly more difficult than 5B.
Input
2C
BBCS (Tager 2C) Damage Heat Gain
1200 496
throws his arms above his head.
A situational anti-air.
Use occasionally, but only if you know it will hit. Fatal Counters.
Input
6A
BBCS (Tager 6A) Damage Heat Gain
800(1000) 331(414)
Forward punch.
A farily fast move that pulls the opponent in on hit or block.
This move is also affected by magnetism, and negates mid-hitting projectiles, making it a possible way to get in, with practice.
Useful for extending combos.
Input
6B
BBCS (Tager 6B) Damage Heat Gain
960 397
A huge stomp.
A slow overhead.
Use occasionally in mixups.
Opens up several combo opportunities, and can endlessly chain into itself. Fatal Counters.
Input
6C
BBCS (Tager 6C) Damage Heat Gain
1500 621
Tager thrusts his upper body forward.
A long-ranged overhead. Vital for OTG combos.
Input
3C
BBCS (Tager 3C) Damage Heat Gain
760 314
Thrusts both fists downward.
A low-hitting poke.
Knocks the opponent down.
Input
j.A
BBCS (Tager jA) Damage Heat Gain
500 207
A fast, horizontal aerial attack.
Input
j.B
BBCS (Tager jB) Damage Heat Gain
700
Thrusts both fists downward.
A very useful aerial.
Hits airborne and grounded opponents.
Useful for its crossup and combo-starting properties.
Input
j.C
BBCS (Tager jC) Damage Heat Gain
1050 434
Headbutt.
A horizontal aerial.
Moves Tager forward a little bit.
Input
j.2C
BBCS (Tager j2C) Damage Heat Gain
1200 496
Falls sideways to the ground.
A very useful aerial.
Upon execution, Tager drops to the ground with a full-body hitbox.
When used immediately prior to landing, it becomes active immediately.
Opens up some good combos. It is used in Tager's combos as a mid-combo tool as well. Breaks one guard primer on block.

Drive

Input English Name Japanese Name Literal Translation Damage Heat Gain
Any direction/command + D Voltic Battler ボルテックバトラー, Borutekku Batorā -- --
Magnetizes opponent on hit or block.
Magnetized opponents will be pulled towards Tager whenever he does a move with magnetism properties. Strength of pull depends on the move used.
Opponents will de-magnetize after several seconds.
Magnetized opponents are recognizable by the yellow-white lines flickering across their body.
Input English Name Japanese Name Literal Translation Damage Heat Gain
5D 1100 455
BBCS (Tager 5D) Delivers a magnetized forward punch. A very large, slow poke.
Useful in combos and blockstrings, and allows for wall-bounce combos on counter-hit.
Useful on occasion as a long-ranged anti-air on a magnetized opponent.
Staggers opponent on hit (no longer blows back grounded opponents like in CT)
Input English Name Japanese Name Literal Translation Damage Heat Gain
2D 1200 496
BBCS (Tager 2D) 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.
Input English Name Japanese Name Literal Translation Damage Heat Gain
4D 800 331
BBCS (Tager 4D) Burst of magnetism from fist. Resembles a short-ranged 5D.
Does not cancel into anything, but blows opponent back and wallbounces on counterhit.
Input English Name Japanese Name Literal Translation Damage Heat Gain
j.D 1120 463
BBCS (Tager jD) Aerial Magnetized punch. An aerial with a fairly large hit-box.
Useful in air to air situations.
When used after the peak of Tager's jump, it will be cut short by his landing, pulling magnetized opponents closer and allowing for a 720.


Special Attacks

Input English Name Japanese Name Literal Translation Damage Heat Gain
360° A or B
(Delayable)
Gigantic Tager Driver ギガンティックテイガードライバー, Gigantikku Teigā Doraibā 0x3, 2700 (A), 0x3, 3700 1117 (A), 1531 (B)
BBCS (Tager Buster) A heavily damaging command grab. A version has more range and a magnetism effect, but has slower startup and deals less damage.
A version is invincible from frames 3-11.
A version can be held; throw activates release.
B version is faster and deals more damage, but has no invulnerability and cannot be held.
Both versions can be followed up with
Input English Name Japanese Name Literal Translation Damage Heat Gain
623C
(Delayable)
Atomic Collider アトミックコレダー, Atomikku Koredā 0, 1600 993
BBCS (Tager Collider) An anti-air grab that slams the opponent into the ground if successful. It works very well on anticipated jumps, but done too late and it will probably get stuffed.
However, this move is extremely useful in combos.
Magnetism pull is extremely strong, but only works on airborne opponents.
This move is used in a lot of Tager's tech traps as well.
Has more upper-body invulnerability.
Acts like a throw (unblockable), but prorates normally and cannot be teched mid-combo.
Input English Name Japanese Name Literal Translation Damage Heat Gain
236A/B Sledge Hammer スレッジハンマー, Surejji Hanmā 980 405
BBCS (Tager Sledge) Thrusts his arm in a slicing motion. Has projectile guardpoint during startup and active frames, but vulnerable to both normal attacks and projectiles during recovery.
B version floats airborne opponent on hit, can combo into 5C or 2B.
In BBCS:EX, B version can be held. The charged version does more damage and drags farther than the normal one.
Input English Name Japanese Name Literal Translation Damage Heat Gain
236A Additional Attack
(After Sledge Hammer)
追加攻撃, Tsuika Kōgeki 1200 496
BBCS (Tager Hammer) An overhead attack. Not very useful outside of combos, as it is unsafe on block, although it can catch some opponents off guard.
Breaks one guard primer.
Input English Name Japanese Name Literal Translation Damage Heat Gain
41236D Spark Bolt スパークボルト, Supāku Boruto 1100 455
BBCS (Tager SparkBolt) A fast-moving projectile that consumes a full energy gauge. This move can plow through other projectiles and cause wall-bounce on hit.
Because it is a D attack, it will magnetize the opponent on hit or block.
Useful for long-distance punishes and in combos.
Try not to be too predictable with this.
Can be stuffed on startup. Projectile will not come out if so and charge meter will be drained anyway. Breaks one Guard Primer on block.
Chronophantasma': Command is now 623D.
Input English Name Japanese Name Literal Translation Damage Heat Gain
421B Voltic Charge ボルテックチャージ, Borutekku Chāji -- --
BBCS (Tager Charge) A move that charges the energy gauge for as long as the button is held. When the button is released, an additional chunck will be added to the meter.
Mid/high autoguard.
As a result, this move makes for an effective buffer into the 720, especially against bursts and aerials.
Has recovery when released. If interrupted during recovery, Tager gains no additional meter.
Input English Name Japanese Name Literal Translation Damage Heat Gain
22D (on downed opponent) Gadget Finger ガジェットフィンガー, Gajetto Fingā 0, 100 538
BBCS (Tager Finger) Picks up and magnetizes the opponent. Deals no damage.
Can be held to pull in magnetized opponents. If opponent gets up while 22D is still being held, they will continue to be pulled in and can be grabbed by 22D even while standing.
Opponent is set down in neutral position (no chance to tech). Useful for setting up throw mixups or pressure strings.


Distortion Drive

Input English Name Japanese Name Literal Translation Damage Heat Gain
720°C
(delayable)
Genesic Emerald Tager Buster ジェネシックエメラルドテイガーバスター, Jeneshikku Emerarudo Teigā Basutā 0x3, 5620 --
BBCS (Tager GETB) A highly damaging super grab. Invincible on startup, and can be held to "suck in" magnetized magnetized opponents, although it will not be invincible during this time.
Opponent will automatically be grabbed once in range.
Input English Name Japanese Name Literal Translation Damage Heat Gain
236236B Magna-Tech Wheel マグナテックホイール, Maguna Tekku Hoīru 40x19, 2891 --
BBCS (Tager MTW) Tager becomes magnetically charged and spins around. A useful super move that has 50 frames of auto-guard.
When used against a magnetized opponent, Tager will gravitate towards them, in violation of the laws of physics.
Useful in combos and as a counter to jump-ins.
On block, it should be RCed and followed-up with pressure or mind games.
Last hit sometimes crosses up magnetized opponents who have been pulled to the other side.
Input English Name Japanese Name Literal Translation Damage Heat Gain
236236B (after Magna-Tech Wheel) Tera-Break テラブレイク, Tera Bureiku 3500 --
BBCS (Tager TerraBreak) Tager thrusts his fist magnetically charged fist forward. In most situations, this follow-up is very useful, as it adds extra non-burstable damage and opens up further combo opportunities.
Costs an additional 50% heat.


Astral Heat

Input English Name Japanese Name Literal Translation Damage Heat Gain
1080°D (delayable) King of Tager キングオブテイガー, Kingu Obu Teigā Death --
BBCS (Tager Astral) A wickedly powerful throw. Hold button to pull in magnetized opponent.
Has extremely high magnetic pull (will pull opponent in from fullscreen almost instantly)
Looks like a throw, but is actually an unblockable attack (will hit airborne opponents as well as grounded ones, and cannot be teched).
Has no invulnerability and can be poked out of it on reaction.

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