Overview
Health: 13,000
Guard Primers: 10
Play-style: Close range grappler
Movement Options: No double jump or air dash, backdash only
Drive: Magentism
Tager can magnetize opponents by making the opponent block (or get hit by specific attacks). When Tager magnetizes the opponent when already magnetized, the duration gets added on (max 960F). When the opponent is magnetized, certain attacks will pull in the opponent. After a period of time, the magnetism will disappear.
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.
In addition to Magnetism, Tager has an extra gauge: the Spark Bolt Gauge. This gauge fills up 1 point per frame (stops during hitstop and superflash) and is 1200 units big. When full, Tager can use the Spark Bolt attack.
Move List
Note for the Guard section in the tables:
- H: can block while standing
- L: can block while crouching
- A: can block while in the air without using barrier
- UNB: unblockable
- All: can be blocked however
- All attacks can be blocked with aerial barrier unless stated otherwise.
WARNING: all frame data is from CS2. Will be updated when Extend frame data is released.
Normal Moves
5A
Damage | Heat Gain | P1 | P2 | Startup | Active | Recovery | Frame Adv | Hitbox |
---|---|---|---|---|---|---|---|---|
Tager's fastest poke, good at stuffing slower pokes, bad run ins, setting up tick throws, and tech traps. It's slower than most 5A's but has better range to compensate.
5B
Damage | Heat Gain | P1 | P2 | Startup | Active | Recovery | Frame Adv | Hitbox |
---|---|---|---|---|---|---|---|---|
Decently fast poke that hits low. Use it to set up tick throws and OTG combos.
5C
Damage | Heat Gain | P1 | P2 | Startup | Active | Recovery | Frame Adv | Hitbox |
---|---|---|---|---|---|---|---|---|
Good poke for mid range, Does good damage and is safe on block. Buffed with better proration and can lead into some pretty nasty combos. Can combo into 6A now on grounded normal hit.
2A
Damage | Heat Gain | P1 | P2 | Startup | Active | Recovery | Frame Adv | Hitbox |
---|---|---|---|---|---|---|---|---|
This poke's primary use is as an anti air or combo filler for crouch loops.
2B
Damage | Heat Gain | P1 | P2 | Startup | Active | Recovery | Frame Adv | Hitbox |
---|---|---|---|---|---|---|---|---|
Great low poke being +5 on block, having many uses as a tick throw set up and for doing higher damaging OTG combos.
2C
Damage | Heat Gain | P1 | P2 | Startup | Active | Recovery | Frame Adv | Hitbox |
---|---|---|---|---|---|---|---|---|
- 11~14F head invul
- floats on hit
- fatal possible
- breaks 1 guard primer
The usual anti air, use it only when you know its gonna hit. Breaks 1 primer and on CH lasted until your opponent hits the ground. Has fatal counter property on counter hit.
6A
Damage | Heat Gain | P1 | P2 | Startup | Active | Recovery | Frame Adv | Hitbox |
---|---|---|---|---|---|---|---|---|
- 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~
This move pulls in magnetized foes and as of CS2 have been given super armor! Meaning it can beat DP's and other reversals, you can also hold it down and it will draw people closer on release.
6B
Damage | Heat Gain | P1 | P2 | Startup | Active | Recovery | Frame Adv | Hitbox |
---|---|---|---|---|---|---|---|---|
- 27F hitstun on ground
- forces crouch on CH
- fatal possible
Overhead that has fatal counter and forces crouch.
6C
Damage | Heat Gain | P1 | P2 | Startup | Active | Recovery | Frame Adv | Hitbox |
---|---|---|---|---|---|---|---|---|
- Ground bounces on hit
- breaks 1 guard primer
- 55% repeat proration
Long range primer breaking overhead, main use is for combos. Beware this move has 55% repeat move proration making it really bad to use with our 40% combo rate.
3C
Damage | Heat Gain | P1 | P2 | Startup | Active | Recovery | Frame Adv | Hitbox |
---|---|---|---|---|---|---|---|---|
- Downs on hit
- cannot emergency tech
- breaks 1 guard primer
Decent low hitting poke that breaks primer and leads to knock down, use this for OTG combos or or for guard crushing.
Counter Assault
Damage | Heat Gain | P1 | P2 | Startup | Active | Recovery | Frame Adv | Hitbox |
---|---|---|---|---|---|---|---|---|
- 1~20F fully invul
- downs on hit
- cannot emergency tech
- 180F Heat Gauge Cooldown
j.A
Damage | Heat Gain | P1 | P2 | Startup | Active | Recovery | Frame Adv | Hitbox |
---|---|---|---|---|---|---|---|---|
Fast aerial poke use it to force tech or bring down aerial foes when you have them in block stun.
j.B
Damage | Heat Gain | P1 | P2 | Startup | Active | Recovery | Frame Adv | Hitbox |
---|---|---|---|---|---|---|---|---|
Tager's air to ground poke that stays active for quite a while, Good combo starter and can OTG some characters mid screen for higher damage combos.
j.C
Damage | Heat Gain | P1 | P2 | Startup | Active | Recovery | Frame Adv | Hitbox |
---|---|---|---|---|---|---|---|---|
Tager lunges forward in the air, good air to air and pushes Tager forward a bit while airborne.
j.2C
Damage | Heat Gain | P1 | P2 | Startup | Active | Recovery | Frame Adv | Hitbox |
---|---|---|---|---|---|---|---|---|
- 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)
Tager's elbow drop, Stops you mid air before falling down, if you do it close to the ground it becomes instant.
Drive Moves
5D
Damage | Heat Gain | P1 | P2 | Startup | Active | Recovery | Frame Adv | Hitbox |
---|---|---|---|---|---|---|---|---|
- 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~
A long ranged straight punch. Adds 6 seconds of magnetism. Wall bounces on CH, stuns on normal grounded hit and blows away and floor slides on air hit (They can tech before they hit the floor). Due to the reduced active time on the attraction, this isn't the massive attractor it once was. But at the same time, you'll find yourself less likely to pull someone in too close before it goes active and getting the move stuffed.
2D
Damage | Heat Gain | P1 | P2 | Startup | Active | Recovery | Frame Adv | Hitbox |
---|---|---|---|---|---|---|---|---|
- 34F hitstun on ground blows back on aerial hit
- 32F guard recovery
- adds 360F of magnetism
- can pull in magnetized opponent 13F~
A sort of Rhino's charge which covers a lot of ground and has long active frames. Just like B sledgehammer, you'll get punished for using this as a command dash in neutral situations. So reserve it for pressure when you have frame advantage, or after Atomic Collider. Unless you catch a CH with this on its last active frames, you cannot follow it up without RC. However, its proration is very good and its initial damage is very high, so it's well worth using an RC in this way. Adds 6 seconds of magnetism
4D
Damage | Heat Gain | P1 | P2 | Startup | Active | Recovery | Frame Adv | Hitbox |
---|---|---|---|---|---|---|---|---|
24F hitstun on ground
- blows back on aerial hit
- wall bounces on CH
- 24F blockstun
- smaller hitbox on last 2 active frames (17~18F)
- adds 240F of magnetism
- can pull in magnetized opponent 7F~
Surprisingly quick attack where Tager just seems to launch his arm backwards. Good active time, leads to wallbounce on CH (easier to combo from than 5D CH), tall hitbox and gives neutral advantage on block (Which is very good for Tager). Very bad if you whiff. Much stronger attraction than in CS1 but otherwise unchanged. Adds 4 seconds of magnetism
j.D
Damage | Heat Gain | P1 | P2 | Startup | Active | Recovery | Frame Adv | Hitbox |
---|---|---|---|---|---|---|---|---|
- adds 360F of magnetism
- can pull in magnetized opponent 13F~
Slow but powerful horizontal poke with a big hitbox. Its attraction makes it a very useful air to air attack and leads to big damage if you can score a counterhit low enough to the ground to follow it up with AC. Adds 6 seconds of magnetism.
Throws
Forward Throw
Damage | Heat Gain | P1 | P2 | Startup | Active | Recovery | Frame Adv | Hitbox |
---|---|---|---|---|---|---|---|---|
- 2nd attack blows back on hit
- 100% minimum damage
Back Throw
Damage | Heat Gain | P1 | P2 | Startup | Active | Recovery | Frame Adv | Hitbox |
---|---|---|---|---|---|---|---|---|
- 2nd hit ground bounces
- 100% minimum damage
Air Throw
Damage | Heat Gain | P1 | P2 | Startup | Active | Recovery | Frame Adv | Hitbox |
---|---|---|---|---|---|---|---|---|
- 2nd hit ground bounces
- cannot emergency tech
- 100% minimum damage
- 0F hitstop
- vertical range is 60 ~ 280
Special Moves
A Gigantic Tager Driver (360A)
Damage | Heat Gain | P1 | P2 | Startup | Active | Recovery | Frame Adv | Hitbox |
---|---|---|---|---|---|---|---|---|
- 3~11F fully invul
- can not emergency tech
- 100% minimum damage
- can hold down button; attack comes out 2F after button release
- can pull in grounded magnetized opponent 2F~ or when downed
Command grabs that cannot be throw escaped under normal circumstances. 360A boasts invulnerability (frame 3-11, goes active on the 11th) making it a decent reversal in many situations but at the price of it being slower and less damaging. 360B on the hand comes out faster (6 frames) but does a whopping 3700 damage and it can be followed up with more stuff than A buster. In both cases you will attract magnetised opponents towards you and you can extend this attraction by holding down the button. 360A Can be extended significantly longer than 360B but 360A will only attempt to grab your opponent after you've let go of A whereas 360B will grab them whenever it can, even if you are still holding the button.
B Gigantic Tager Driver (360B)
Damage | Heat Gain | P1 | P2 | Startup | Active | Recovery | Frame Adv | Hitbox |
---|---|---|---|---|---|---|---|---|
- can not emergency tech
- 100% minimum damage
- can hold down button; attack comes out 1F after button release
- can pull in grounded opponent 2F~ or when downed
Command grabs that cannot be throw escaped under normal circumstances. 360A boasts invulnerability (frame 3-11, goes active on the 11th) making it a decent reversal in many situations but at the price of it being slower and less damaging. 360B on the hand comes out faster (6 frames) but does a whopping 3700 damage and it can be followed up with more stuff than A buster. In both cases you will attract magnetised opponents towards you and you can extend this attraction by holding down the button. 360A Can be extended significantly longer than 360B but 360A will only attempt to grab your opponent after you've let go of A whereas 360B will grab them whenever it can, even if you are still holding the button.
Atomic Collider (623C)
Damage | Heat Gain | P1 | P2 | Startup | Active | Recovery | Frame Adv | Hitbox |
---|---|---|---|---|---|---|---|---|
- can only hit airborne opponents
- 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
An unblockable Anti air grab which slams your opponent down to the floor on the other side of yo and is untechable for a long time (And thus can be followed up in various ways). Generally used more for the big damage it inflicts in combos rather than as an anti air (It ignores Tager's 40% combo rate and thus is always worth adding into your combos whenever you can). This move pulls in magnetized and airborne opponents, and quite strongly too. just like 360A you can hold the button down to lengthen the attractive time on the move, but also like 360A you must let go of the button to actually perform the grab. Note that while it has Head invulnerability, it starts late you so won't take advantage of it too often
A Sledge (236A)
Damage | Heat Gain | P1 | P2 | Startup | Active | Recovery | Frame Adv | Hitbox |
---|---|---|---|---|---|---|---|---|
- 1~22F projectile guard point (doesn't work vs. Bursts)
- 29F hitstun on ground
- 19F blockstun
- 55% repeat proration (B version doesn't count)
- can perform followup 22~31F
An advancing strike with an anti-projectile guard point until it enters recovery. The A version is quick but doesn't move very far, and often only sees use inside fatal combos and not much else. The B version has a long startup but covers a long horizontal distance and can easily be followed up on hit, often overused by scrubs as a command dash and frequently gets them punished for it. To reiterate:
This move is not a command dash do not use it as such!
B Sledge (236B)
Damage | Heat Gain | P1 | P2 | Startup | Active | Recovery | Frame Adv | Hitbox |
---|---|---|---|---|---|---|---|---|
- 1~41F projectile guard point (doesn't work vs Bursts)
- 38F hitstun on ground
- 23F blockstun
- 55% repeat proration (A version doesn't count)
- can followup 41~48F
An advancing strike with an anti-projectile guard point until it enters recovery. The A version is quick but doesn't move very far, and often only sees use inside fatal combos and not much else. The B version has a long startup but covers a long horizontal distance and can easily be followed up on hit, often overused by scrubs as a command dash and frequently gets them punished for it. To reiterate:
This move is not a command dash do not use it as such!
Hammer (236A after Sledge)
Damage | Heat Gain | P1 | P2 | Startup | Active | Recovery | Frame Adv | Hitbox |
---|---|---|---|---|---|---|---|---|
- 1~19F projectile guard point
- ground bounces on hit
- cannot emergency tech on CH
- breaks 1 guard primer
The follow up to sledge hammer. Breaks 1 primer and has 100p1, nail a counter hit of 1 of these and you are going to be dishing out some serious Tager hurt. Has Projectile auto guard now and slides you forward, good for reckless zoners.
Gadget Finger (22D on downed opponent)
Damage | Heat Gain | P1 | P2 | Startup | Active | Recovery | Frame Adv | Hitbox |
---|---|---|---|---|---|---|---|---|
- 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
OTG Pick up that does 100 fixed damage, magnetises your opponent and drops them in front of you in a standing position. It leaves you at +3 frame advantage leaving your enemy in a rather unpleasant situation with no guaranteed escape from what you might do. Since you are at +3 you can actually poke without worry of being out poked or stuff a jump out. It can be rapid cancelled allowing for additional mix up. (See the more detailed analysis below). Note that as well as picking up downed opponents, it can also be used to pick up opponents that are just about to hit the ground as well. This move attracts downed opponents during its active frames and can be held to extend these frames.
Voltec Charge (214D)
Damage | Heat Gain | P1 | P2 | Startup | Active | Recovery | Frame Adv | Hitbox |
---|---|---|---|---|---|---|---|---|
- 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
(Note the changed input as of CS2) A standing pose with a high/projectile autoguard that can be held for just over a second (Throws and lows still work against you). When the move ends your Spark bolt guarge increases a significant amount (Based on how long you were in this stance). Because it is a special move, you can special cancel into it as a means of baiting bursts, DPs etc, but be wary that it has a a vulnerable recovery which your opponents will take advantage of if you let them. In the first ten frames of this move it is possible to cancel it into Genesic Emerald Tager Buster (See below) which offers a way of performing it without needing to buffer it in some way.
Spark Bolt (41236D)
Damage | Heat Gain | P1 | P2 | Startup | Active | Recovery | Frame Adv | Hitbox |
---|---|---|---|---|---|---|---|---|
- 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
When Tager's energy gauge is full (The one above the heat gauge) he gains access to the fastest projectile in the game! It breaks a primer and magnetizes on hit and block. See below for further details regarding this move.
Distortion Drives
Magna Tech Wheel (236236B)
Damage | Heat Gain | P1 | P2 | Startup | Active | Recovery | Frame Adv | Hitbox |
---|---|---|---|---|---|---|---|---|
- 1~51F after superflash full body guard point
- hits 1-19 pull in opponent and have 0F hitstop
- 20th hit ground, breaks 1 guard primer, and has 28F hitstop
- 20% minimum damage
- 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
A useful super move that has 50+ frames of auto-guard and throw invulnerability. When used against a magnetized opponent, Tager will gravitate towards them as opposed to pulling them towards you, and you have some directional control of tager during the spinning part of the move. Useful in combos and as a counter to jump-ins. On block, it should be RCed and followed-up with pressure or mind games. Breaks two guard primers. Not afftected by combo rate. Following this move up depends heavily on how high up you opponent was when the last hit strikes, (The higher the better).
Terra Break (236236B during Magna Tech Wheel)
Damage | Heat Gain | P1 | P2 | Startup | Active | Recovery | Frame Adv | Hitbox |
---|---|---|---|---|---|---|---|---|
- 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
Follow up to Magna-Tech Wheel, does really good damage by itself but if you got 50 meter you might as well use it for rapids. Use only for the kill or to gain a health lead in a time out situation. Note that to make sure it hits, you want to input the command so that you press B just momentarily after your opponent starts falling from the previous hit. You can activate it much earlier than this, which typically will make it miss. Often possible to follow up with a quick move but Terrabreak prorates so badly that you won't get any damage from it.
Genesic Emerald Tager Buster (720C)
Damage | Heat Gain | P1 | P2 | Startup | Active | Recovery | Frame Adv | Hitbox |
---|---|---|---|---|---|---|---|---|
- 1~1F after superflash fully invul
- cannot emergency tech
- 100% minimum damage
- can pull in grounded magnetized opponent 2F~ or when downed
- 180F Heat Gauge Cooldown
A highly damaging super grab, and the super you will probably be using most often. Invincible on startup, and starts attracting magnetised opponents two frames after activation (before the super flash) and can be held like 360A, although it will not be invincible during this time. Unlike 360A, this attack will grab even if you're still holding down the button, which makes it very easy to use.
Astral Heat
King of Tager (1080D)
Damage | Heat Gain | P1 | P2 | Startup | Active | Recovery | Frame Adv | Hitbox |
---|---|---|---|---|---|---|---|---|
- 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
Strategy
Offense
Defense
Combos
Notations
- - = normal gatling or perform the move after preceding move's recovery
- > = cancel into followups of the special move
- jc = jump cancel
- hjc = high jump cancel
- dc = dash cancel
- CU = cross-under (mainly for after A Ice car in the corner)
- (N) = only use the Nth attack of the move (for example, if 5B(1) is written, you only use the first hit of 5B)
- (text) = whatever's listed in the parentheses is optional
- Blue text = opponent must be crouching for combo to work
- Red text = requires 50 heat in order to use the combo
- Purple text = requires both crouching opponent and 50 heat
- Green text = combo is character specific; check the notes to see who it works on
- Turquoise text = requires crouching and is character specific
- Yellow text = Fatal Counter combo
- Orange text = requires Fatal Counter and 50 heat
Midscreen
Corner
Revolver Action Table
A | B | C | D | Cancels | |
---|---|---|---|---|---|
5A | 5A, 2A, 6A | 5B, 2B, 6B | 5C, 2C, 6C, 3C | 5D, 2D, 4D | Throw, Jump, Special |
5B | 6A | 2B, 6B | 5C, 2C, 6C, 3C | 5D, 2D, 4D | Throw, Special |
5C | 6A | 6B | 6C, 3C | 5D, 2D, 4D | Special |
5D | - | - | - | - | Special |
2A | 2A | 5B, 2B | 5C, 2C, 3C | 5D, 2D, 4D | Throw, Jump, Special |
2B | - | 5B | 2C, 3C | 2D | Special |
2C | - | - | 3C | - | Special |
2D | - | - | - | - | - |
6A | - | 6B | 2C, 6C, 3C | 5D, 2D, 4D | Special |
6B | - | 6B | 2C, 6C | 5D, 4D | Special |
6C | - | - | - | 5D, 2D, 4D | Jump, Special |
6D | - | - | - | - | - |
3C | - | - | - | - | - |
4D | - | - | - | - | - |
A | B | C | D | Cancels | |
---|---|---|---|---|---|
j.A | j.A | j.B | j.C | j.D | Throw |
j.B | j.A | - | j.C | j.D | - |
j.C | - | j.B | - | - | - |
j.2C | - | - | - | - | - |
j.D | - | - | - | - | - |
- Red = On Hit only
- Green = Available on whiff
- Blue = Only once per spring
- Special = Specials and Supers
- Super = Supers only