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{{clr|C|5C}} is too slow to get anything done for Tager. | |||
At 16f startup, this normal never combos against standing opponents from any normals prior (without a counterhit), and is inconsistent even then. The range is very underwhelming as well, with most characters being able to dash and use their {{clr|B|5B}} in the time it takes for this to come out. They'll typically cover the same if not more range as well. | |||
If used in pressure, {{clr|C|5C}} will always leave a gap to reversal through. The pushback is also severe, which will usually entail the end of Tager's pressure if he hasn't applied magnetism or the opponent has bothered to barrier him. | |||
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Revision as of 00:07, 29 November 2022
Please feel free to make edits, but include edit summaries and sources where applicable.
Iron Tager is one of BlazBlue's most creative ideas; a grappler who pulls you in towards him so he can lose the round faster.
Tager in BBCT is an amalgamate of ArcSys' classic issues when balancing grapplers. He's way too slow, he can't dash, his normals suck, he's absolutely massive and easy to hit (which makes his already bad normals look even worse), and he has a combo and oki game so bad it makes 3S Twelve look like an HnK character. He does have decent damage potential with his grabs, but his strike game is nonexistent, and that prevents Tager from succeeding at basically anything.
What's worse is that the system mechanics of BBCT absolutely hate Tager. Bursting to get people off of him is a non-option due to it practically assuring he will die immediately afterwards thanks to his massive, easily comboable frame, even if it doesn't then he'll have to navigate neutral again in Negative Penalty without any barrier. Other mechanics like Guard Libra punish Tager for attempting to play patiently, which is a necessity for any grappler. This means he'll be playing victim to all of the kusoge elements this game has, infamously giving him hopeless matchups against numerous characters. Perhaps most notably is Nu-13, a traditional grappler VS zoner matchup made all the worse by the sheer power gap between the two, and the system mechanics preventing Tager from having the faintest hope of closing the distance.
Taking a single round against someone while playing Tager is the equivalent to winning ten matches. Well, unless they're playing Hakumen.
Iron Tager Iron Tager loses the round.
- Can Still Win: As long as you have better footsies, better pressure, better reads, better neutral, better defense, better patience, better confirms, better punishes, better "combos", and generally outplay your opponent in every conceivable way consistently throughout the entire match, you can take a single round as Tager.
- The Worst Oki: Near complete inability to maintain his offense, an issue that can almost assuredly make any grappler terrible. Every combo he has will put the opponent in an awkward spacing at best, or much more commonly, fullscreen away from Tager with no way for him to even meaty them.
- Slow as Molasses: Cannot dash or airdash, nor double jump.
- Counterintuitive Drive: Absolutely needs magnetism for his tools to have any use. Magnetism is not only gated behind only three normals, but 2/3 of those normals are terrible. Also frequently results in Tager pulling opposing normals directly into his face.
- Terrible Normals: Almost all normals lack any utility at all. What's worse is that they also don't have any kind of hitstun compensation for their slow speed, which makes leads to the next issue.
- Zero Combos: Borderline impossible for Tager to get a combo off of any hit. Requires magnetism or Spark Bolt for any of his meaningful routes, and yet said routes are still underwhelming.
- Pushback Woes: BBCT as a whole has high pushback, and Barrier to boot. Tager has to constantly fight with proximity to connect with his short-range grabs or end BnBs, and his pressure tends to end just as quickly as it began.
- No Anti-Airs: Tager does not have a single reliable anti-air. His 2C has no invulnerability and his 623C is far too slow to come out, leaving his 2A as his only option. This is just a jab, and it's not enough to deal with the aerial abuse Tager will receive.
- Gigantic: Tager is not only huge, but wide. Roundstart is incredibly disadvantaged due to a frightening amount of normals hitting him faster than he can move, and notoriously can get grabbed by another Tager.
- Life of a Grappler: Has some of the worst matchups in BBCT. Every top tier makes Tager's pitiful life all the more hellish, and he'll be shoved into every grinder imaginable.
Normal Moves
5A
Tager's best move, the first move on the list and we've already peaked.
Plus on block with great range, it's an excellent tool for challenging opposing pressure or desperately trying to maintain your own. 5A's combo options are pitiful, to the point where saying it's a low risk/zero reward button is not an understatement in any way. But at the very least, you can't complain when this is a reliable hope against offense that isn't a top tier.
5B
A very mediocre low kick.
Seemingly important in Tager's pressure game as a low mixup from his throw, but not much else. 5B acts as a point of no return for Tager's blockstrings and combos if it hits a grounded, standing opponent. It's too slow combo into 5C or 6A or even true blockstring into them, forcing Tager to spend his Spark Bolt if he gets the hit for a combo. It doesn't gatling into the vastly superior 2B either, leaving this button much to be desired.
For its startup and how huge Tager is, you'd hope this would go further every time you press it.
5C
5C is too slow to get anything done for Tager.
At 16f startup, this normal never combos against standing opponents from any normals prior (without a counterhit), and is inconsistent even then. The range is very underwhelming as well, with most characters being able to dash and use their 5B in the time it takes for this to come out. They'll typically cover the same if not more range as well.
If used in pressure, 5C will always leave a gap to reversal through. The pushback is also severe, which will usually entail the end of Tager's pressure if he hasn't applied magnetism or the opponent has bothered to barrier him.
2A
it's okay
2B
sucks
2C
- Launches on hit
6A
sucks (vacuums)
- Guard point (Up to 8000 damage. Can't block bursts)
- Vacuum effect on hit or guard
- vacuum effect while attacking when magnetized
6B
sucks
- Recovery 27F on hit
- can rapid fire cancel on hit
6C
sucks
- Floor bounce on hit
3C
sucks
- Knocks down on hit
j.A
it's okay
j.B
it's okay
j.C
it's okay
- 13~ moves forward
j.2C
it's complicated
- Slam down, untechable
- [ ] holds the data of hitting opponent during landing 4F ~ after landing 1F
Drive Moves
5D
sucks
- Slide effect, wall bounce on counter hit
- guard recovery 31F
- magnetized on hit or guard
- vacuum effect while attacking when magnetized
2D
sucks
- Guard recovery 32F
- magnetized on hit or guard
- vacuum effect while attacking when magnetized
j.D
sucks
- Magnetized on hit or block
- vacuum effect while attacking when magnetized
Universal Mechanics
Forward Throw
5B+C
A throw. An okay option for Tager thanks to its surprising each, speed, and ease of input. The reward on hit is quite high, even higher than his command grabs, but Tager will need magnetism in order to make the most of it.
- Floor bounce on 2nd hit
Back Throw
4B+C
A back throw. Same as his forward throw, really.
- Floor bounce on 2nd hit
Air Throw
j.B+C
Given how often characters love to harass Tager in the air, this is a good choice to try and quickly get them off of him. It's not very useful as a whole thanks to Tager's slow prejump.
- Slam down on 2nd hit
Counter Assault
6A+B while blocking
Spend meter to get to play the game again.
Unlike most Counter Assaults, Tager's is blessed with a knockdown, which makes it way more worthwhile than others. Given Tager will be spending an extensive amount of time blocking, he'll commonly need this to escape pressure. Having a good one is quite the boon.
6A+B while blocking:
- Knocks down on hit