BBCSE/Iron Tager

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Iron Tager


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.

Pros/Strengths:

  • Really good close range game
  • High damaging command grabs
  • High meter gain on magnetized opponents
  • High level pokes for easy confirms
  • Most invulnerable back dash in the game
  • Very effective at punishing bad judgement and unsafe strategies
  • Possesses the fastest projectile in the game

Cons/Weaknesses:

  • Big hit box allowing for fuzzy/unblockable setups
  • Lack of mobility causes us to be weak to zoning.
  • Takes time before we gain access to spark bolt.
  • High damage combos rely on corner or magnetism.
  • Requires great knowledge and patience to win at high levels.

Move List

See also: Tager Full Frame Data

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.

Normal Moves

5A

The jab of science.
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
460
190
80
86
7
3
7
+4
Click!

Tager's jab. slower than most characters but makes up for it with it's range. It's our standard starter up close. Doesn't chain by itself anymore but it has great frame advantage. Safest option after gadget finger.




5B

Now with color. And jump cancel.
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
480
215
80
89
10
3
14
0
Click!

Tager's medium poke. a bit slow but it is a standing low with nice range and a big hitbox for catching jump outs. Jump cancelable and even on block.



5C

Chops!
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
1000
414
100
92
15
4
18
-2
Click!

Tager's strong poke. Big range and big damage although it is a tad bit on the slow side. Use this for spacing or catching back dashes. Sadly you need to be a bit close to follow up without spark but don't be afraid to use this.



2A

Kinda of an anti air.
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
400
165
80
86
8
3
9
+2
Click!

Tager's crouching jab. This move is used as a situational anti-air for really deep jump ins. Can only be followed up on counter hit.



2B

Monkey Kick, good recovery for tick throw attempts.
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
600
269
85
89
11
3
9
+5
Click!

Tager's crouching medium. A low that hits really close but has a lot of frame advantage, also has better proration than 5B leading to more damaging possibilities.



2C

Fatal "I don't care anymore" Anti air.
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
1200
496
90
92
15
2
39
-22
Click!
  • 11~14F head invul
  • floats on hit
  • fatal possible

High risk hi reward anti air, really big hit box and on counter hit leads to really good damage midscreen, on counter hit it becomes untechable until they hit the ground. Sadly it is a bit slow with the same speed as 5C and since its head invul ends before its first active frame it tends to trade a lot in Tager's favor. Use it only if you are sure it will hit as getting hit when you do this leaves you crouching and that usually leads to a lot of pain.



6A

Not too useful anymore.
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
800(1000)
331(414)
80
89(94)
19(52)
7
37
-27
Click!

Tager's forward A attack. When this attack makes contact with a enemy it usually pulls them in letting you set up for your mix up. But when they are magnetized it allows you to pull them in from anywhere on the screen by holding the button down. It has super armor to everything but lows so you can use this on unsuspecting pray and release it before they hit you with a low. Usual combo filler otherwise.



6B

Forces crouch.
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
960
397
70
92
24
2
28
-11
Click!

Tager's overhead, Can chain indefinitely as long as you make contact with your opponent, due to its 70 proration you can't get a lot off of it but it still is a pretty good mix up.


6C

Make sure you get the license plate number.
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
1500
621
90
80
28
2
33
-16
Click!

Big slow overhead that breaks 1 primer. Has a lot of range but it moves Tager forward putting him at risk, usually combo filler. Because of it's 55% same move proration you can only usually use this once in a combo unless you go straight to Magna-tech wheel.



3C

Combo Staple.
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
760
314
90
88
14
3
22
-6
Click!

Tager's sweep, causes emergency tech on hit but when they are magnetized you can use collider to abuse the new untech time this move has. Has a lot of untech time, usually to special cancel to gadget in most cases. Has 10% same move proration so after 2 of these go straight to gadget.



Counter Assault

Stomp in the nuts.
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
0
0
50
92
16
2
37
-20
Click!

Tager's counter assault, It is a overhead but don't tell people that, dangerous on whiff/block.



j.A

The best move nobody uses.
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
500
207
90
86
7
3
9
--
Click!

Fast air to air with good p1 and untech time, use this if you know you can stuff something or as combo filler.



j.B

Relaunches FTW.
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
700
289
90
89
12
9
12
--
Click!

Tager's air to ground and occasional air to air. Due to its hitbox this move is Tager's jump in of choice and it is very good, also otg some characters midscreen. This move also gattlings into j.A so you can make going in with j.B a bit more safe.



j.C

A real man's anti air.
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
1050
434
90
92
13
5
12
--
Click!

Headbutt! Tager's air to air and his way of air dashing. Using this move in the air pushes Tager forward making his jump cover more distances, you can vary the timing on this so you can go all sorts of distances. On counter hit it links to j.2C quite easily.



j.2C

The people's elbow.
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
1200
496
90
92
21
while falling + 2L
18
--
Click!

Tager's down heavy, it stops you in the air for a brief moment and changes his hitbox. Beware this move is not safe on block but it does break a primer. Use this to beat hasty anti air's or for easy primer breaking. If you use this move before touching the ground it becomes instant and is -1 on block. -1 means it is safe.



Drive Moves

5D

The punch of science.
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
1100
455
85
92
23
7
20
-4
Click!

Tager's normal D attack, slow but makes up for this by having a big hitbox and active frames. On hit it puts on 300F worth of magnetism and pulls magnetized opponents into it. On normal hit it calls your opponent to stagger, meaning they have to tech out to avoid getting hurt much more. On CH it wall bounces giving us a meterless mid screen combo.




2D

Desc.
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
1200
496
100
92
26
10
24
-1
Click!

Tager's crouching D. A head charge that has a large amount of active frames and really good starting proration. On CH you can follow up no matter the distance. Use this move to cover ground on an opponent who doesn't want to move around a lot on someone who is magnetized to cover distance. Adds 300F of magnetism.


4D

Desc.
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
800
331
60
80
13
5
20
0
Click!

Tager's back D. A body blow from Tager, safe on block so if you want something air tight in your pressure this move is the attack to use. On hit/block it makes your opponent magnetized, on CH it makes them wall bounce like 5D, it can stuff a lot of close range normals because of its hitbox which pushes Tager's hurtbox back. Has really bad P1 so don't expect a lot of damage from this.




j.D

Desc
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
1120
463
100
92
21
3
18
--
Click!

Tager's jumping clap, it is a decently space air to air and air to ground, due to its p1 this attack is deadly in the right hands and even more dangerous with meter. Fish for a counter hit with this. This attack is a bit slow so space this move well.


Throws

Forward Throw

Desc
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
0, 1900
0, 786
90
100, 55
6
3
15
--
Click!



Back Throw

Desc.
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
0, 1200
0, 662
90
100, 55
7
3
15
--
Click!




Air Throw

Desc.
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
0, 1900
786
100
100, 55
6
2
10
--
Click!



Special Moves

A Gigantic Tager Driver (360A)

Desc.
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
0x3, 2700
1117
100, 82, 100, 48
G.Throw
11~31
1
40
--
Click!



B Gigantic Tager Driver (360B)

Desc.
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
0x3, 3700
1531
100, 82, 100, 60
G.Throw
6
2
29
--
Click!




Atomic Collider (623C)

Desc
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
0, 1600
993
100, 60
100, 20
16
4
19
--
Click!



A Sledge (236A)

Desc
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
980
405
70
92
20
3
18
-2
Click!



B Sledge (236B)

Desc
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
1100(1500)
455(621)
70
92
35(70)
6
15
+1
Click!



Hammer (236A after Sledge)

Desc
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
1200
496
100
85
21
16
20
-17
Click!



Gadget Finger (22D on downed opponent)

Desc
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
0, 100
538
100, 60
D Throw
7
1
16
+3
Click!



Voltec Charge (214D)

Desc
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
--
--
--
--
--
--
39-113F
--
Click!



Spark Bolt (41236D)

Desc
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
1100
455
65
80
13
--
48T
+1
Click!



Distortion Drives

Magna Tech Wheel (236236B)

Desc.
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
40x19, 2891
0
88(once)x19, 70
88(once), 70
7+12
4, 2*18(15)3
72
-55
Click!




Terra Break (236236B during Magna Tech Wheel)

Desc.
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
3500
0
100
45
9+25
3
43
-27
Click!



Genesic Emerald Tager Buster (720C)

Desc.
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
0x3, 5620
0
100, 82, 100, 92
G.Throw
5+0
5
41
--
Click!



Astral Heat

King of Tager (1080D)

Desc.
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
death
--
--
UNB
5+16
4
76
--
Click!


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

BlazBlue: Continuum Shift Extende
Click [*] for character's frame data
System Explanations

HUDControlsFrame DataSystem Data


Movement /CancelingOffenseThrowsDefenseGuard PrimerDamage/ ComboHeat Gauge UsageMisc