Overview
Iron Tager is a Sector Seven professor who has been mechanically enhanced to perform field-work. Originally the leader of a Sector Seven assault team sent to retrive Nirvana in the 4th Hierarchical City of Naobi, Tager suffered a mortal wound during the mission, and due to being the only survivor, was forced to withdraw. He was revived as an enormous cyborg by Kokonoe, whom he pledged loyalty to afterward. After his revival, he bears a similar resemblance to a demon, which resulted in him dubbed as the "Red Devil of Sector Seven". He is feared by many, but in truth he is very calm and calculated, only engaging in violence when necessary.
- Movement Options
- Magnetism, no Double Jump, no Airdash, no Run
Tager can magnetize opponents for a small duration by landing these attacks on hit or block. If the opponent is already magnetized and gets hit by a magnetism attack, the duration increases (max 960F). When the opponent is magnetized, certain attacks will pull in the opponent. The magnetism duration normally reduces at a rate of 1 point per frame, but if Tager is taking damage, the rate changes to 1 point per 2 frames (when Tager performs a tech, the rate goes back to normal). Magnetism duration does not decrease during superflash or hitstop.
In addition to magnetism, Tager has an extra gauge: the Spark Bolt Gauge. This gauge fills up at 1 point per frame (freezes during hitstop and superflash) and has a maximum of 1200 points. When the gauge is full, Tager can use the Spark Bolt attack.
- Really good close range game
- High damage command grabs
- High meter gain on magnetized opponents
- High level pokes for easy confirms
- Fairly large hitbox moves
- Backdash has many invincible frames, useful for getting out of nasty situations
- Very effective at punishes
- Possesses the fastest projectile in the game
- Big hit box, allowing for easy fuzzy/unblockable setups
- Lack of mobility
- Has trouble against zoners
- Spark Bolt not always accessible
- Gameplay revolves around corner and magnetized opponents
- Requires knowledge and a lot of patience to win at high levels
- Magnetized foes can sometimes work against you, pulling foes in to confirm an attack they might have whiffed otherwise
Health | 100 - 90% | 89 - 80% | 79 - 70% | 69 - 60% | 59 - 50% | 49 - 40% | 39 - 30% | 29 - 20% | 19 - 10% | 9 - 0% |
---|---|---|---|---|---|---|---|---|---|---|
Overdrive | 180F | 210F | 240F | 300F | 360F | 420F | 480F | 510F | 540F | 600F |
![]() |
This data is all copied over from BBCP 1.1. Replace with 2.0 data as it becomes available (and delete this warning) |
Normal Moves
5A
5B
5C
2A
2B
2C
6A
Version | Damage | Cancel | Guard | Startup | Active | Recovery | Frame Adv | Attribute | Invul |
---|---|---|---|---|---|---|---|---|---|
Uncharged | 800 | SOR | HL | 19 | 7 | 37 | -27 | B | - |
Max Charge | 800 | SOR | HL | 52 | 7 | 37 | -23 | B | HBP Super Armor from frame 16-end of Active frames |
- Has Super Armor throughout the charge animation
- Groundslides* opponent on hit.
Tager's 6A is a very good all-purpose tool. It brings the opponent closer to him, allowing him to start close range pressure and grab mixup. It also is a very good combo tool that causes groundslide and combos into 6B for oki and 2C-Collider for additional damage. However, due to it's very high recovery the move can be unsafe on HIT at times so be sure to cancel it into any special move, preferably A sledge to remain safe or a sweep to combo after.
This move also has a strange property where the ground-sliding animation and untech time lasts MUCH longer when the opponent is hit by this at a low height. The untech time is long enough to allow combos of all kinds, as major examples, if you get the long-untech time version, 6A will combo into B sledge, 6C, and Crush Trigger, allowing a lot of combo possibilities. It's advised to use this only at the beginning of combos, using this at the end of them where proration is high is ill-advised.
Charging 6A simply extends the armor frames and allows you to delay the attack. Useless, expect if you read that a hit is coming and you want to guard point through it. Charging 6A does nothing else, neither more untechable time neither more damage.
6B
6C
3C
j.A
j.B
j.C
j.2C
Damage | Cancel | Guard | Startup | Active | Recovery | Frame Adv | Attribute | Invul |
---|---|---|---|---|---|---|---|---|
1200 | R | HA | 15 | Till L+2 | 18 | - | H | - |
- An all-around amazing, medium-risk high-reward move to use. Causes Fatal Counter.
- Can be punished on block but a Rapid cancel, good spacing or falling from high above can make it safer.
- Hard knockdown on any hit, Fatal Counter hit causes ground-bounce.
Tager's j.2C is probably his best air normal. It causes him to fall straight down, which can be used to bait 6A's, DP's, but most importantly, it causes a hard knockdown which is easy to combo after provided the opponent was hit high enough. It is one of Tager's fatals, the other one being 6C, but this is his best one. Fatal Counter unlocks a lot of new combo options for Tager, a few as examples :
*A sledge > 5A > 5c *5A > 5C (optional 6C afterward) *5C > 6C, usually followed up with j.D *j.C > j.D
If the opponent did something very unsafe, like a DP, don't hesitate to punish them with this. The combo options that open up from the FC, espicially 5C > 6C are very deadly and can be used for some high damage combos, around 4k meterless on most of the cast. It's still an unsafe, punishable move if used recklessly, so use this seldomly, and smart use will pay off very well.
Drive Moves
5D
Damage | Cancel | Guard | Startup | Active | Recovery | Frame Adv | Attribute | Invul |
---|---|---|---|---|---|---|---|---|
1100 | SOR | All | 23 | 7 | 20 | -4 | B | - |
- A big poke used to get magnetism in neutral. Causes the enemy to be magnetized. Special cancellable on hit or block, not jump cancelable.
- Wallbounces on air hit, blows back on ground hit. Bigger wallbounce on counter hit.
- Usually combined with Gadget Finger if a combo uses 3C, or Atomic Collider to bring the enemy back in. Has SMP.
Tager's 5D is one of his more important tools. It is an all around useful normal, which can be used in combos, a long range big poke, counter hit fishing (trying to force a counter hit), sometimes also for frame traps and as a situational anti-air. The easiest combo path using this move is to do a combo that has a knockdown move in it (for example, j.2C or 3C), then do 5C > 5D, and use Gadget Finger after the wallbounce (Finger should not be held). However, overusing 5D too much will lead to painful CH combos against Tager because of its slow speed, so use but don't abuse. Like all of his Drive moves, also has same attack proration.
2D
Damage | Cancel | Guard | Startup | Active | Recovery | Frame Adv | Attribute | Invul |
---|---|---|---|---|---|---|---|---|
1200 | R | All | 26 | 10 | 24 | -1 | B | - |
- An unsafe move that,if whiffed, will leave Tager wide open for a punish.
- Great move if the opponent did something unsafe or with high recovery, as you can close the distance with this.
- Impossible to follow-up midscreen with anything practical, even with a Rapid cancel and counter-hit.
2D is overall quite a bad move. It is ridiculously slow, has no projectile invulnerabilty whatsoever, and opponents like Jin or Ragna even have the option to 5C this move as Tager is trying to close in on them. However, if you can get the enemy to block this in any way, it's great, as then you can force the opponent into the same mixup as the 4D mixup, or just simply retreat a bit and try to bring them in closer on your terms with the magnetism. Out of all grounded D normals, 2D causes the highest magnetism time. Even if instant blocked, a command grab can be used to get out most of the times as opponents will try to punish after IB-ing this, which can be exploited by the command grab's invulnerability.
4D
Damage | Cancel | Guard | Startup | Active | Recovery | Frame Adv | Attribute | Invul |
---|---|---|---|---|---|---|---|---|
800 | R | All | 13 | 5 | 20 | -2 | B | - |
- Leaves Tager at minus advantage, but still not minus enough to be unsafe, and his command grabs are fast enough to grab an opponent trying to mash out.
- Usable in combos, and wall-bounces on counter hit.
Tager's 4D is an all around amazing tool. It can be used in Fatal Counter combos, getting okizeme (4D makes the enemy drop to the ground on air hit), and trying to fish for counter hits like 5D, as it will wall bounce on counter hit. If your opponent blocks, you can force them into a mix-up of using a command grab (super or not) which they will have to DP or jump out of, but if they do not, they will get hit by the grab. If you think they will DP or jump out, you can either do Atomic Collider or one of your faster normals, like 5A, 6A or even 2C to catch jumpers.
j.D
Damage | Cancel | Guard | Startup | Active | Recovery | Frame Adv | Attribute | Invul |
---|---|---|---|---|---|---|---|---|
1120 | SOR | HA | 21 | 3 | 18 | - | H | - |
- A slow move with huge untechable time. Causes opponent to be magnetized.
- Often used in Fatal Counter combos, or after 6C for combos. Has SMP*
Tager's j.D is a situational move that can be used to control airspace, but Tager is usually grounded throughout the match, so it's seldom used in this fashion. However, j.D is an amazing move for combos because it has so much untechable time that Tager will usually be able to land and continue with a ground combo, even in slightly high hitstun reduction. It has same move proration* however, which means that the move shouldn't be used twice in a single combo, or the combo time will drop dramatically, often causing a loss of potential damage, oki, or simply more hits.
Universal Mechanics
Forward Throw
Back Throw
Air Throw
Counter Assault
Crush Trigger
Specials
A Gigantic Tager Driver
360A
B Gigantic Tager Driver
360B
Air Gigantic Tager Driver
360C
Atomic Collider
623C
Damage | Cancel | Guard | Startup | Active | Recovery | Frame Adv | Attribute | Invul |
---|---|---|---|---|---|---|---|---|
0, 1668 | --, R | UNB | 17 | 4 | 19 | - | T | 4-15H |
- An anti-air unblockable command grab (even with barrier). The opponent must use an invulnerable move (like Ragna's Inferno Divider) to avoid the attack, but magnetism can pull them in again.
- Most often used in magnetism combos as it attracts magnetized opponents. 3C > Collider is also Tager's launcher.
- Side-switch on successful throw. Untechable and unbreakable even mid-combo. Can only be followed with with Spark Bolt or 5D.
Atomic Collider as an anti air throw is not as good as some might think it is : It is slow, easily baitable with double jumping or airdashing (expect Tager mirror match) or avoided with fast moving attacks or attacks with invulnerability (former Valkenhayn wolf dash as an example). It is good however on antipicated jumps or when the enemy is magnetized as they will be dragged into the attack regardless, but beware it has no head invincibility so don't get careless with it.
However, it is an amazing tool in combos. Like with Gadget Finger, the recovery isn't too big on this move during combos and Tager can 'exploit' it to use in combos provided the opponent is magnetized. Combined with his sweep (probably that's why it has SMP), Tager can knock the enemy slightly into the air, and if they are magnetized, drag them higher with Collider and continue a combo from there. It may be also used to slightly reduce the recovery of moves such as 5C, 6C(but this is also jump cancellable) or 5D at max range.
A Sledge
236A
B Sledge
236B
Version | Damage | Cancel | Guard | Startup | Active | Recovery | Frame Adv | Attribute | Invul |
---|---|---|---|---|---|---|---|---|---|
Uncharged | 1100 | R | All | 35 | 6 | 15 | +1 | B | 1- end of active GP (P) |
Max Charge | 1500 | R | All | 35 | 6 | 15 | +1 | B | 1- end of active GP (P) |
- List what the move is used for
- List interesting properties in bullet points like invul, floating opponents on CH, etc.
Follow the Help:Writing_Character_Pages guidelines
Hammer
236A after Sledge
Gadget Finger
22D on downed opponent
Damage | Cancel | Guard | Startup | Active | Recovery | Frame Adv | Attribute | Invul |
---|---|---|---|---|---|---|---|---|
0, 100 | R | UNB | 7 | 1 | 16 | +3 on hit | T | - |
- Can only be used after 3C or 6B. Causes a restand.
- Useful for okizeme, or in combos.
Like Ragna's 22C, Tager's 22D can also be only used after a knockdown (but can catch standing opponents if they tech and you hold down D) for easy albeit easily disrespectable okizeme, or for combos, provided a sweep (3C) or 6B was used in the combo beforehand. In Tager's case, 22D has extremely low recovery but strong magnetic pull. Utilizing this, many moves that Tager has can be cancelled into Gadget Finger in a way that the Drive button is not held at all. If done correctly, Tager will just begin the animation and stop immediately and the opponent will be pulled towards him with considerable force. The two main moves that can be used as such are 5D (very practical) and 2C (not so practical, character specific, also need to use 5A most of the time, dropping damage scaling). Also used after 5A > 5B > 3C as Tager's 5A has a Very Short starter rating, meaning it is not worth to follow up with anything else other than this chain.
Voltec Charge
214D
Spark Bolt
41236D / 623D
Grand Punish
63214A
Damage | Cancel | Guard | Startup | Active | Recovery | Frame Adv | Attribute | Invul |
---|---|---|---|---|---|---|---|---|
600, 800 | R | All | 19 | 6 | till L+18 | - | H | - |
- Used to end air combos for knockdown, or to take down opponents trying to jump at an airborne Tager, such as after a combo.
- Rapid-cancellable, followup-able by cancelling second hit. Very unsafe on block and has recovery until landing and then some.
Grand Punisher (or Crimson Punisher) is a very unsafe move to just throw out at neutral. It really doesn't have too much use, since Tager doesn't (or at least, shouldn't) spend too much time in the air and there are much better alternatives to use (including the superior and not as unsafe j.2C). However, if you really need to use this when an opponent is disrespecting you too much, or if you get a hit-confirm into j.C, which is not cancellable into j.2C, then by all means use this move, in the former situation you can turn the tables and get oki if it hits or Rapid cancel if it gets blocked, and in the latter it's a good way to force the enemy back onto the ground, as j.C is usable in many matchups and situations (for example, against Taokaka j.D) if you j.C an enemy's unsafe or short ranged air move, then you can follow up with Grand Punish for some okizeme, or even a match-closing combo if you Rapid cancel it.
Distortion Drives
Magna Tech Wheel
236236B
Version | Damage | Cancel | Guard | Startup | Active | Recovery | Frame Adv | Attribute | Invul |
---|---|---|---|---|---|---|---|---|---|
Normal | 40×19, 2891 | R | Allx19, HA | 7+12 | 4, 2×18 (15) 3 | 72 | -56 | B | 1-51GP (A) |
Overdrive | 40, 50×30, 2891 | R | Allx31, HA | 7+12 | 4, 2×11, 12×5, 12×12 (15) 3 | 72 | -56 | B | 1-80GP (A) |
- List what the move is used for
- List interesting properties in bullet points like invul, floating opponents on CH, etc.
Follow the Help:Writing_Character_Pages guidelines
Terra Break
MTW -> 236236B
Version | Damage | Cancel | Guard | Startup | Active | Recovery | Frame Adv | Attribute | Invul |
---|---|---|---|---|---|---|---|---|---|
Normal | 3600 | - | All | 9+25 | 3 | 43 | -27 | B | 1-13 Inv |
Overdrive | 4200 | - | All | 9+25 | 3 | 43 | -27 | B | 1-13 Inv |
- List what the move is used for
- List interesting properties in bullet points like invul, floating opponents on CH, etc.
Follow the Help:Writing_Character_Pages guidelines
Genesic Emerald Tager Buster
720C
Version | Damage | Cancel | Guard | Startup | Active | Recovery | Frame Adv | Attribute | Invul |
---|---|---|---|---|---|---|---|---|---|
Normal | 0×3, 5020 | - | c.T (320) | 5+0 | 5 | 41 | - | T | 1-6 Inv |
Overdrive | 0×3, 5620 | - | c.T (320) | 5+0 | 5 | 41 | - | T | 1-6 Inv |
- List what the move is used for
- List interesting properties in bullet points like invul, floating opponents on CH, etc.
Follow the Help:Writing_Character_Pages guidelines
Astral Heat
King of Tager
1080D
Damage | Cancel | Guard | Startup | Active | Recovery | Frame Adv | Attribute | Invul |
---|---|---|---|---|---|---|---|---|
DESTROY | - | UNB | 5+16 | 4 | 76 | - | T | 1-9 Inv |
Quite a silly way to finish a match as Tager, as it has no invulnerability at all, and combined with the weird input, it's incredibly hard to use in a match at all. However, if it must be used (either to end a match from a hit confirm or for style), 3C > Spark Bolt (horizontal) is an easy combo into it, provided the opponent is not near the corner. One full circle will almost be done anyway with the Spark Bolt input, allowing you to easily do the other two mid-recovery.
External References
- Japanese Name: テイガー
- Japanese Wiki
- Japanese BBS
- Arcade Profile Dan Rankings
- Character Video Thread