TR-0009 Tager/Move List

Iron Tager is a relatively easy to learn grappler who is designed to get huge damage outputs using short yet effective combos, as well as magnetism and throw-related mixups and tech traps. His game is strengthened greatly against magnetized opponents, but right next to your opponent is where a Tager player should be in order to begin bringing the pain. As the game’s grappler, Tager is loaded to the gills with HP; he has the highest health in the game (13000). He excels greatly in mindgames, but his primary weakness is simply being Tager. He has the largest hitbox in the game, which makes him susceptible to some very damaging combos that can only be done on him, and he also the worst mobility in the game, which makes fighting against zoning characters and trap characters like Lambda, Carl, and Relius a dreadful, uphill battle. It is no surprise that he has somewhat even yet mainly bad matchups against every character, and is therefore the worst character in the game statistically. However, it has been proven time and again that Tager is certainly someone you cannot sleep on.

The biggest step to learning Tager is how to get close enough to the opponent to knock them down or magnetize them. Against projectiles, you can use Sledge Hammer (スレッジハンマー) to plow through them, Voltic Charge (ボルテックチャージ) to avoid them, or Spark Bolt (スパークボルト) to override the projectile and nail the opponent with a counter hit combo. Make good use of Tager’s backdash, as it can avoid most attacks and allow you to counter with a Gigantic Tager Driver (ギガンティックテイガードライバー) or Genesic Emerald Tager Buster (ジェネシックエメラルドテイガーバスター). Tager’s jump is also an invaluable tool, as it allows you to avoid the opponent’s attacks while getting closer and gives you access to powerful moves, such as j.2C. Also, when paired with j.C, it allows you to move closer to the opponent.

Another big chunk of Tager’s game lies in knowing when to throw and when not to. If you cannot nail the opponent with a combo, catch moves during recovery frames or, if you can predict them, during startup. Also, adding tick throws to your mindgames will greatly increase your effectiveness with Tager. If you have time to start a combo, however, that will almost always be the better option.

Learning to utilize magnetism is a vital tool. Whenever you strike the opponent, hit or blocked, with any of Tager’s D attacks, they will be magnetized for a short period of time. During this time frame, certain attacks are modified to “suck in” the opponent. This removes some of the need of getting in by bringing the opponent to you.

Tager’s Overdrive is Voltic Field (ボルテックフィールド), which slowly yet gradually pulls the opponent toward you if he/she is magnetized, and also makes the Electric Gauge regenerate faster.