TagerIron Tager



Cancel Damage Heat Gain P1 P2 Guard Level Attribute Startup Active Recovery Frame Advantage Counter Hit Untechable Notes

Normals

Name Input Hitbox Cancel Damage Heat Gain P1 P2 Guard Level Attribute Startup Active Recovery Frame Adv. Counter Hit Untechable
5ACSJR210868084all1HB737+2914
5BSR4801988086L2F10314-32214
5CSR91037610092HL4HB15418-33026
2ASJR2801158086all2BF839+21614
2BSR6002488589L3F1139+51617
2CSR10204229092HL4HBF15239-224232
  • 11~14F head invul
  • floats on hit
  • fatal possible
  • breaks 1 guard primer
6ASR7002898089HL3HB19737-274217
  • Pulls in on hit
  • can hold down button; attack comes out 12F after button release
  • 18F~end of active frames has super armor against High, Mid, and Projectile attacks(opponent's attacks do half damage)
  • 15F hitstop when opponent attacks Tager in super armor
  • can absorb 750 (base 1500) before super armor breaks
  • 52F startup at full charge
  • can pull in magnetized opponent 6F~
6BSR9603977092H4HBF24228-114019
  • 27F hitstun on ground
  • forces crouch on CH
  • fatal possible
6CS(J)R11004559080*H4HBF28233-165333
  • Ground bounces on hit
  • breaks 1 guard primer
  • 55% repeat proration
3CR7603149088L4F14322-62420
  • Downs on hit
  • cannot emergency tech
  • breaks 1 guard primer
j.AR25010310082HA0H739-1412
j.BR7002899089HA3H12912-2917
j.CR10504349092HA4H13512-2724
  • 13F~ moves forward
j.2CR11004559092HA4H15while falling, 2F on land18-1*2F after landing24
  • Grounds on hit
  • cannot emergency tech
  • breaks 1 guard primer
  • inputting move 3F before landing changes into immediate shoulder (5F startup)
  • frame advantage is off of "immediate shoulder" (inputting move 3F before landing)
Forward Throw-, R0, 19000, 78690100, 552100, 4ground throw6315-during move12, 100
  • 2nd attack blows back on hit
  • 100% minimum damage
Back Throw-, R0, 12000, 49690100, 552100, 4ground throw7315-during move12, 100
  • 2nd attack ground bounces on hit
  • 100% minimum damage
Air Throw-, R0, 19000, 786100100, 551600, 3air throw6210-during move12, 60
  • 2nd attack ground bounces on hit
  • cannot emergency tech
  • 100% minimum damage
  • 0F hitstop
  • vertical range is 60 ~ 280
Counter AssaultR005092HA4HB16237-20during move19
  • 1~20F fully invul
  • downs on hit
  • cannot emergency tech
  • 180F Heat Gauge Cooldown



Drives

Name Input Hitbox Cancel Damage Heat Gain P1 P2 Guard Level Attribute Startup Active Recovery Frame Adv. Counter Hit Untechable
Magnetism
  • Normally, magnetism reduces at a rate of 1 point per frame, but while taking damage the rate changes to 1 point per 2 frames (when Tager gets up or techs, the rate goes back to normal).
  • Magnetism does not decrease during superflash or hitstop.
  • When Tager magnetizes the opponent when already magnetized, the duration gets added on (max 960F).
5DSR10404308592all4HB23423+23319
  • Staggers for 20F on hit
  • blows back on aerial hit
  • wall bouunces on CH
  • 28F guard recovery
  • adds 360F of magnetism, can pull in magnetized opponent 16F~
2DR120049610092all4HBF261024-14738
  • 34F hitstun on ground
  • blows back on aerial hit
  • 32F guard recovery
  • adds 360F of magnetism
  • can pull in magnetized opponent 13F~
4DR8003317580all4HB135200during move24
  • 24F hitstun on ground
  • blows back on aerial hit
  • wall bounces on CH
  • 24F guard recovery
  • smaller hitbox on last 2 active frames (17~18F)
  • adds 240F of magnetism
  • can pull in magnetized opponent 7F~
j.DR108044710092HA4H21318-during move19
  • 7F landing recovery
  • adds 360F of magnetism
  • can pull in magnetized opponent 13F~



Specials

Name Input Hitbox Cancel Damage Heat Gain P1 P2 Guard Level Attribute Startup Active Recovery Frame Adv. Counter Hit Untechable
A Gigantic Tager Driver
360A
-0x3, 27000x3, 1117100100, 82, 100, 482750x3, 4ground throw11~31140-during move12, 200, 12, 100
  • 3~11F fully invul
  • downs on hit
  • 100% minimum damage
  • can hold down button; attack comes out 2F after button release
  • can pull in grounded magnetized opponent 2F~ or when downed
B Gigantic Tager Driver
360B
-0x3, 37000x3, 1531100100, 82, 100, 602100x3, 4ground throw62~1029-during move12, 200, 12, 100
  • Downs on hit
  • 100% minimum damage
  • can hold down button; attack comes out 1F after button release
  • can pull in grounded opponent 2F~ or when downed
Atomic Collider
623C
-, R0, 16000, 662100, 60100, 80*-0, 4anti-air throw17~60419-during move12, 51
  • can hold down button; attack comes out 2F after button release
  • 7~16F head invul
  • cannot emergency tech
  • ground bounces on hit
  • can pull in magnetized aerial opponent 7F~
  • not affected by Tager's combo rate
  • 45% repeat proration
A Sledgehammer
236A
R9804057080*all3HB19321-43536
  • 1~22F projectile guard point (doesn't work vs. Bursts)
  • 29F hitstun on ground
  • 19F guard recovery
  • 55% repeat proration (B version doesn't count)
  • can followup 22~31F
B Sledgehammer
236B
R11004557070*all4HB35615+35140
  • 1~41F projectile guard point (doesn't work vs Bursts)
  • 38F hitstun on ground
  • 23F guard recovery
  • 55% repeat proration (A version doesn't count)
  • can followup 41~48F
Sledgehammer (followup)
⇒ 236A
R120049610085H4HBF211620-174444
  • 1~19F projectile guard point
  • ground bounces on hit
  • cannot emergency tech on CH
  • breaks 1 guard primer
Gadget Finger
22D
-, R0, 1000, 538100100, 603500down throw71~4016+3*during move12, 36
  • Forces stand on hit
  • 100% minimum damage
  • 0F hitstop
  • can pull in magnetized opponent 2F~
  • can hold down button; attack comes out 1F after button release
  • adds 360F of magnetism
  • frame advantage is off of successful hit
Spark Bolt Gauge
  • Gauge fills up 1 point per frame (stops during hitstop and superflash)
  • Max gauge value is 1200
  • enables Spark Bolt once attained
Voltec Charge
214D
----------total 39-113F-during move-
  • 6~16F head, body, and projectile guard point (upon holding button down, guards until 1F from button release; max duration 90F)
  • adds 60 units to magnetism gauge on 22F
  • hold down button to charge
  • can end from 24F~
  • can cancel into 720C 1~11F
  • adds 4 units to magnetism gauge for every frame that button is held down (max 360)
  • adds to Spark Bolt gauge 7F after button release
Spark Bolt
41236D
R11004557580all4HBP13-total 48F-1during move50
  • Wall bounces on hit
  • breaks 1 guard primer
  • projectile (Lv 2)
  • 16F hitstop
  • Requires full Spark Bolt Gauge and empties it on startup
  • Adds 360F of magnetism



Supers and Astral

Name Input Hitbox Cancel Damage Heat Gain P1 P2 Guard Level Attribute Startup Active Recovery Frame Adv. Counter Hit Untechable
Magna Tech Wheel
236236B
R40x19, 2891(9x19, 664)8088(once)x19, 70allx19, HA4HBx19, HBF7+124, 2x18(15)372-5611560x19, 200
  • 1~51F after superflash full body guard point
  • attacks 1-19 pull in opponent on hit or guard
  • attacks 1-19 have 0F hitstop
  • 20% minimum damage
  • 20th attack ground bounces
  • 20th attack breaks 1 guard primer
  • 20th attack has 28F hitstop
  • cannot emergency tech
  • not affected by Tager's combo rate
  • can cancel into followup 70~101F after superflash
  • can pull in magnetized opponent 14F~
  • 180F Heat Gauge Cooldown
Terra Break
⇒ 236236B
-3500(805)10045all4HB9+25343-276480
  • 1~4F after superflash fully invul
  • wall bounces on hit
  • cannot emergency tech
  • breaks 2 guard primers
  • 20% minimum damage
  • not affected by Tager's combo rate
  • 18F hitstop
  • 180F Heat Gauge Cooldown
Genesic Emerald Tager Buster
720C
-0x3, 5620(0x3, 1292)100100, 82, 100, 923200x3, 4ground throw5+0541-during move12, 1000, 12, 100
  • 1~1F after superflash fully invul
  • downs on hit
  • 100% minimum damage
  • can pull in grounded magnetized opponent 2F~ or when downed
  • 180F Heat Gauge Cooldown
King of Tager
1080D
-death0--3205unblockable5+16476-82-
  • 1~4F after superflash fully invul
  • can pull in magnetized opponent (in the air as well) 6F~
  • vertical range is 0~320
  • 180F Heat Gauge Cooldown



Ground Revolver Action Table

5A5B5C5D2A2B2C2D6A6B6C3C4DThrowSpecial & SuperJump
5AYes+YesYesYesYesYesYesYesYesYesYesYesYesYesYesYes
5B--YesYes-YesYesYesYesYesYesYesYesYesYes-
5C---Yes---YesYesYesYesYesYes-Yes-
5D--------------Yes-
2A-YesYesYesYesYesYesYes---YesYesYesYesYes
2B-Yes----YesYes---Yes--Yes-
2C-----------Yes--Yes-
2D----------------
6A---Yes--YesYes-YesYesYesYes-Yes-
6B---Yes--Yes--YesYes-Yes-Yes-
6C---Yes---Yes----Yes-YesOn Hit
3C----------------
4D----------------

Air Revolver Action Table

j.Aj.Bj.Cj.2Cj.DThrow
j.AYesYesYes-YesYes
j.BYes-Yes-Yes-
j.C-Yes--Yes-
j.2C------
j.D------
  • + Available even on whiff