About: Iron Tager/Move List   Sponge Permalink

An Entity of Type : owl:Thing, within Data Space : 134.155.108.49:8890 associated with source dataset(s)

In BlazBlue: Continuum Shift II, Tager remains virtually the same, with some interesting buffs and changes to make him easier to pick up and play. His 6A now has Guard Point properties, and his magnetism properties have been changed so that the many trajectories in which Tager draws in his opponents have been corrected.

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  • Iron Tager/Move List
rdfs:comment
  • In BlazBlue: Continuum Shift II, Tager remains virtually the same, with some interesting buffs and changes to make him easier to pick up and play. His 6A now has Guard Point properties, and his magnetism properties have been changed so that the many trajectories in which Tager draws in his opponents have been corrected.
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English Name
  • Air Driver
  • Atomic Collider
  • CP: Hammer
  • CP: Sledge
  • CT-CS: Additional Attack
  • CT-CS: Sledge Hammer
  • Crimson Punisher
  • Gadget Finger
  • Genesic Emerald Tager Buster
  • Gigantic Tager Driver
  • King of Tager
  • Magna-Tech Wheel
  • Spark Bolt
  • Tera-Break
  • Voltech Field
  • Voltic Battler
  • Voltic Charge
Description
  • In CP Ver. 2.0, this also gives his drive-based attacks auto-guard/guard points for the duration.
  • One of Tager's faster moves, so use mainly to slow rushdowns or stuff fast moves.
  • When used against a magnetized opponent, Tager will gravitate towards them, in violation of the laws of physics.
  • Unlike Tager's command grabs, these normal throws don't always guarantee damage when landed. Just like everyone else's normal throws, the opponent is able to tech out of Tager's normal throw. While it may seem a little redundant and pointless to have these kinds of throws when command grabs exist, there are some benefits to using these over the other kind. The recovery on Tager's normal throws are considerably shorter, which makes punishing whiffed normal throws less likely to happen than punishing whiffed command grabs. Because of its scarily fast recovery, this move is something that you can throw out whenever without having to worry too much of risk.
  • A heavily damaging command grab. A version has more range and a magnetism effect, but has slower startup and deals less damage.
  • Use j.C just before landing. If you perform this move at a low enough height, just-frame j.2C can be done, which is followup-able.As mentioned in a few other move descriptions, Tager's gameplay relies heavily on him being grounded for the majority of the match. Thus, you most likely won't ever need to resort to using an air throw.
  • Use j.2C to followup when in midscreen, or A Sledge when the opponent ends up in the corner.
  • B version is faster and deals more damage, but has no invulnerability and cannot be held.
  • Opens up several combo opportunities on counter-hit.
  • Has recovery when released. If interrupted during recovery, Tager gains no additional meter.
  • Tager's Counter Assault is probably one of the worst in the game; it has a small range, few active frames, and the fact that it hits high adds nothing. As a Tager player, superior defense should be a necessity in order to survive the matchups. With that said, a good defense usually won't warrant the need of a Counter Assault, so it's best to stay away and keep the meter for other purposes.
  • Opens up some good combos. It is used in Tager's combos as a mid-combo tool as well. Breaks one guard primer on block.
  • Not very useful as a stand-alone poke, but functions well as a 720° tick.
  • A highly damaging super grab. Invincible on startup, and can be held to "suck in" magnetized magnetized opponents, although it will not be invincible during this time.
  • A fast, horizontal aerial attack.
  • A horizontal aerial.
  • A huge stomp.
  • A long-ranged overhead. Vital for OTG combos.
  • A low kick.
  • A low punch.
  • A low-hitting move.
  • A low-hitting poke.
  • A relatively fast poke.
  • A situational anti-air.
  • A slow overhead.
  • A version can be held; throw activates release.
  • A version is invincible from frames 3-11.
  • A very useful aerial.
  • A very useful move.
  • Another basic poke.
  • Both versions can be followed up with.
  • Breaks one guard primer.
  • Costs an additional 50% heat.
  • Counter Assault. Downs opponent on hit.
  • Does indeed hit high.
  • Falls sideways to the ground.
  • Forward punch.
  • Ground bounces on hit.
  • Has extremely high magnetic pull
  • Has more upper-body invulnerability.
  • Headbutt.
  • Hits airborne and grounded opponents.
  • However, this move is extremely useful in combos.
  • When used immediately prior to landing, it becomes active immediately.
  • In Extend, B version can be held. The charged version does more damage and drags farther than the normal one.
  • In some matchups, this functions as Tager's main anti-air.
  • Knocks the opponent down.
  • Magnetizes opponent on hit or block.
  • Mid/high autoguard.
  • Moves Tager forward a little bit.
  • New move in BlazBlue: Chronophantasma.
  • Opponents will de-magnetize after several seconds.
  • Rams into enemy. A slow move that moves Tager forward a fairly large distance.
  • Useful in combos and blockstrings, and allows for wall-bounce combos on counter-hit.
  • Last hit sometimes crosses up magnetized opponents who have been pulled to the other side.
  • Staggers opponent on hit
  • Because it is a D attack, it will magnetize the opponent on hit or block.
  • Tager kicks with both legs.
  • Tager throws his arms above his head.
  • Tager thrusts his upper body forward.
  • Thrusts both fists downward.
  • Thrusts both fists forward.
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