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
Damage | Heat Gain | P1 | P2 | Startup | Active | Recovery | Frame Adv | Hitbox |
---|---|---|---|---|---|---|---|---|
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
Damage | Heat Gain | P1 | P2 | Startup | Active | Recovery | Frame Adv | Hitbox |
---|---|---|---|---|---|---|---|---|
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
Damage | Heat Gain | P1 | P2 | Startup | Active | Recovery | Frame Adv | Hitbox |
---|---|---|---|---|---|---|---|---|
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
Damage | Heat Gain | P1 | P2 | Startup | Active | Recovery | Frame Adv | Hitbox |
---|---|---|---|---|---|---|---|---|
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
Damage | Heat Gain | P1 | P2 | Startup | Active | Recovery | Frame Adv | Hitbox |
---|---|---|---|---|---|---|---|---|
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
Damage | Heat Gain | P1 | P2 | Startup | Active | Recovery | Frame Adv | Hitbox |
---|---|---|---|---|---|---|---|---|
|
|
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
Damage | Heat Gain | P1 | P2 | Startup | Active | Recovery | Frame Adv | Hitbox |
---|---|---|---|---|---|---|---|---|
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
Damage | Heat Gain | P1 | P2 | Startup | Active | Recovery | Frame Adv | Hitbox |
---|---|---|---|---|---|---|---|---|
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
Damage | Heat Gain | P1 | P2 | Startup | Active | Recovery | Frame Adv | Hitbox |
---|---|---|---|---|---|---|---|---|
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
Damage | Heat Gain | P1 | P2 | Startup | Active | Recovery | Frame Adv | Hitbox |
---|---|---|---|---|---|---|---|---|
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
Damage | Heat Gain | P1 | P2 | Startup | Active | Recovery | Frame Adv | Hitbox |
---|---|---|---|---|---|---|---|---|
Tager's counter assault, It is a overhead but don't tell people that, dangerous on whiff/block.
j.A
Damage | Heat Gain | P1 | P2 | Startup | Active | Recovery | Frame Adv | Hitbox |
---|---|---|---|---|---|---|---|---|
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
Damage | Heat Gain | P1 | P2 | Startup | Active | Recovery | Frame Adv | Hitbox |
---|---|---|---|---|---|---|---|---|
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
Damage | Heat Gain | P1 | P2 | Startup | Active | Recovery | Frame Adv | Hitbox |
---|---|---|---|---|---|---|---|---|
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
Damage | Heat Gain | P1 | P2 | Startup | Active | Recovery | Frame Adv | Hitbox |
---|---|---|---|---|---|---|---|---|
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
Damage | Heat Gain | P1 | P2 | Startup | Active | Recovery | Frame Adv | Hitbox |
---|---|---|---|---|---|---|---|---|
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
Damage | Heat Gain | P1 | P2 | Startup | Active | Recovery | Frame Adv | Hitbox |
---|---|---|---|---|---|---|---|---|
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
Damage | Heat Gain | P1 | P2 | Startup | Active | Recovery | Frame Adv | Hitbox |
---|---|---|---|---|---|---|---|---|
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
Damage | Heat Gain | P1 | P2 | Startup | Active | Recovery | Frame Adv | Hitbox |
---|---|---|---|---|---|---|---|---|
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
Damage | Heat Gain | P1 | P2 | Startup | Active | Recovery | Frame Adv | Hitbox |
---|---|---|---|---|---|---|---|---|
Back Throw
Damage | Heat Gain | P1 | P2 | Startup | Active | Recovery | Frame Adv | Hitbox |
---|---|---|---|---|---|---|---|---|
Air Throw
Damage | Heat Gain | P1 | P2 | Startup | Active | Recovery | Frame Adv | Hitbox |
---|---|---|---|---|---|---|---|---|
Special Moves
A Gigantic Tager Driver (360A)
Damage | Heat Gain | P1 | P2 | Startup | Active | Recovery | Frame Adv | Hitbox |
---|---|---|---|---|---|---|---|---|
B Gigantic Tager Driver (360B)
Damage | Heat Gain | P1 | P2 | Startup | Active | Recovery | Frame Adv | Hitbox |
---|---|---|---|---|---|---|---|---|
Atomic Collider (623C)
Damage | Heat Gain | P1 | P2 | Startup | Active | Recovery | Frame Adv | Hitbox |
---|---|---|---|---|---|---|---|---|
A Sledge (236A)
Damage | Heat Gain | P1 | P2 | Startup | Active | Recovery | Frame Adv | Hitbox |
---|---|---|---|---|---|---|---|---|
B Sledge (236B)
Damage | Heat Gain | P1 | P2 | Startup | Active | Recovery | Frame Adv | Hitbox |
---|---|---|---|---|---|---|---|---|
Hammer (236A after Sledge)
Damage | Heat Gain | P1 | P2 | Startup | Active | Recovery | Frame Adv | Hitbox |
---|---|---|---|---|---|---|---|---|
Gadget Finger (22D on downed opponent)
Damage | Heat Gain | P1 | P2 | Startup | Active | Recovery | Frame Adv | Hitbox |
---|---|---|---|---|---|---|---|---|
Voltec Charge (214D)
Damage | Heat Gain | P1 | P2 | Startup | Active | Recovery | Frame Adv | Hitbox |
---|---|---|---|---|---|---|---|---|
Spark Bolt (41236D)
Damage | Heat Gain | P1 | P2 | Startup | Active | Recovery | Frame Adv | Hitbox |
---|---|---|---|---|---|---|---|---|
Distortion Drives
Magna Tech Wheel (236236B)
Damage | Heat Gain | P1 | P2 | Startup | Active | Recovery | Frame Adv | Hitbox |
---|---|---|---|---|---|---|---|---|
Terra Break (236236B during Magna Tech Wheel)
Damage | Heat Gain | P1 | P2 | Startup | Active | Recovery | Frame Adv | Hitbox |
---|---|---|---|---|---|---|---|---|
Genesic Emerald Tager Buster (720C)
Damage | Heat Gain | P1 | P2 | Startup | Active | Recovery | Frame Adv | Hitbox |
---|---|---|---|---|---|---|---|---|
Astral Heat
King of Tager (1080D)
Damage | Heat Gain | P1 | P2 | Startup | Active | Recovery | Frame Adv | Hitbox |
---|---|---|---|---|---|---|---|---|
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