TR-0009 Tager/Move List

Overview
Tager is an easy to learn character with short and damaging combos which give huge damage outputs. His game is strengthened greatly against magnetized opponents and is great in close-ranged combat. Tager is loaded to the gills with hp; he has the highest health in the game (13000). Maybe the most important of all his is his difficult-to-escape mindgames.

Tager has difficulty dealing with zoning tactics especially against zoners like Nu and Arakune. All of his grabs can be teched by opponents in hit- or block-stun. He's highly immobile and requires access to Spark Bolt for several tactics. Generally, Tager has terrible matchups against all characters.

The biggest step to learning Iron Tager is how to get close enough to the opponent to knock them down or magnetize them. Against projectiles, you can use Sledge Hammer to plow through them, Voltic Charge to avoid them, or Spark Bolt 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 Tager Driver or 720. 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 can't 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.

In order to get the most out of your command throws, you need to be able to consistently pull them off. A popular trick is to jump, input the required motion (usually 720), and press the necessary button to execute the throw upon landing. However, this technique is not very efficient and is very dated; most advanced players will see right through it. How do you combat this? Well, with 720s, about all you can do is buffer the motions, usually in either ticks or on wakeup. However, it is possible to perform a standing 360 motion. To do this, you must very quickly input a 270 degree motion (not a full circle, as the name would have you believe) and press the appropriate button for your throw. If done quickly enough, the move will execute before the jump can come out. This allows you to punish moves you wouldn't be able to otherwise.

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.

In Continuum Shift, Tager's core gameplan remains unchanged, although he does walk slightly faster, making approaches a bit easier. The addition of two moves, 4D and 22D, makes his close-range guessing game considerably more dangerous. Tager has moved up in tier slightly, although he still remains close to the bottom.

623C Combo
4 hit > 623C > walk forward 6C / 236B 8 hit > 623C > 41236D 10 hit or more > 623C
 * Three conditions for the follow up after 623C combo:

1) 623C > 41236D

2) 623C > walk forward 6C > D ^ doesn't work on Rachel and Carl

3) 623C > 2D ^ stable combo on all characters

4) 623C > 236B > 236A > (rc) > (6C > D) or (6C > 623C) or (6C > 236A > 236A) or (6C > 41236D > 2C > 623C) ^ stable combo on all characters

5) 623C > 6C > 623C hold ^ corner and opponent is magnetized

6) 623C > walk forward 6C > JD ^ opponent is magnetized

7) 623C > walk forward 6C > 623C ^ Taokaka only

A Combo
2A > 2B > 2C > 623C > ~

A > 2A > 2B > 3C

A > B > 41236D > C > 6A > 2C > 623C

6A > 2C > 623C > 236B > 41236C > 2C > 623C [5560]

2A CH > delay C > 623C > ~

6A > 2C > 623C > 236B > 236A > rc > 6C > 41236D > 2C > 623C [6200]

6A > 2C > 623C > 236B > rc > 2C > 623C > 41236D > 2C > 623C [6480]

B Combo
JB > A > 2A > 2B >3C

JB > JC > C > 236A > 236A

JB CH > 6A > 2C > 623C > ~

C Combo
C > 236A > 236A > rc > 236B > 2C > 623C > 41236D > 2C > 623C [4800]

C > 236A > 236A > rc > 236B > C > 2D [3600]

C > 236A > 236A > rc > 6A > 623C > 6C > D [4100]

C > 236A > 236A > rc > Jump 2C > 2B > 2C > 623C > 41236D > 2C > 623C [4900]

C > 236A > 236A > rc > 2D > 2B > 2C > 623C > 41236D > 2C > 623C [5000]

C > 236A > 236A > 2D > 2B > 2C > 623C > 41236D > 2C > 623C

C > 236A > 236A > rc > 236B > C > 6A > 2C > 623C > 41236D > 2C > 623C [5300]

JC > C > 236A > 236A > rc > 236B > C > 6A > 2C > 623C > 41236D > 2C > 623C [6300]

JC > C > 236A > 236A > rc > 236B > 2C > 623C > 41236D > 2C > 623C [5800]

JC > C > 236A > 236A > rc > 236B > C > 6B > 2C > 623C > 41236D > 2C > 623C [6750]

JC > 236A > 236A > rc > 236B > C > 6A > 2C > 623C > 41236D > 2C > 623C [6500]

JC air hit > land > 623C C CH > 6C > 623C > ~

C CH > 6C > Jump 2C > 2B > 2C > 623C

2C CH > C > 6A > 623C > ~

2C CH > 6A > 2C > 623C > ~

2C CH > C > 6A > 623C > 236B > 236A > rc > 6C > 41236D > 2C > 623C

Jump 2C CH > 2B> 2C > 623C > 6C > D

Jump 2C air hit or CH > 2B > 2C > 623C > 6C > D [4670]

Jump 2C > 2B > 2C > 623C > 236B > 236A > rc > 6C > 41236D > 2C > 623C [6500]

D Combo
D CH > 236B > C > 6A > 623C hold > ~ ^ center combo

D CH > 623C hold > ~ ^ corner combo

2D > rc > 6A > 2C > 623C > 41236D > 2C > 623C

2D > rc > 6A > 2C > 623C > 236B > 236A > rc > 6C > 41236D > 2C > 623C [7000]

41236D Combo
41236D > C > 623C > 2C > 623C hold

41236D > C > 6A > 2C > 623C > ~

41236D > 236236B > 236236B

236A/B Combo
236B > 2B > 2C > 623C > ~

236A/B > C > 6A > 623C > ~

236B CH > 6A > 2C > 623C > ~

236B CH > 236B > 2B > 2C > 623C > ~

236A Loop Combo

 * crouch hit only

A > 2B > 236A

A > B > C > 6A > 236A

2A > C > 6A > 236A

A > 2B > 236A > A > 2B > 236A > A > 2B

C > 6A > 236A > A > B > C > 6A > 236A > A > B [3500]

2A > C > 6A > 236A > 2A > C > 6A > 236A > 2A > 2C > 623C

A > B > C > 236A > A > B > 41236D > 2C > 623C

623C Anti Air Combo
623C > ~

623C > JC > Jump 2C > 2B > 2C > 623C > 41236D > 2C > 623C [5570] ^ corner combo

623C > 2D > rc > 6A > 2C > 623C > 41236D > 2C > 623C [6130] ^ corner combo

623C > rc > hjc > JC > JB > 2C > 623C > ~

360°+A Combo
360°+A > 2B > 41236D > ~ ^ Tager only

360°+A > C > D or (41236D > ~) ^ Rachel only, can use 623C in the corner

360°+A > 3C (> rc > 41236D > ~) ^ Doesn't work on Carl or Arakune, 3038 damage after 3C

360°+B Combo
360°+B > 236A > 236A [4312] ^ Stable combo on all characters, rapid cancel afterward for further combo

360°+B > C > 41236D > ~ ^ Rachel only

360°+B > 2B > 41236D > ~ ^ Works on Ragna, Noel, Litchi, Bang, Tager, Rachel, and Taokaka, doesn't work on Jin, Arakune, and Carl

360°+B > 236A > rc > 6C > 41236D > 2C > 623C [5291]

Normal Throw Combo
Neutral or Back Throw > 623C > 6C > D [3169]

Neutral or Back Throw > 236B > C > D

Neutral or Back Throw > 236B > 2B > 2C > 623C [3414]

Neutral or Back Throw > 236B > C > 623C > 41236D > C > 623C

Neutral or Back Throw > 236B > C > 236A > 2B > 2C > 623C [3988] ^ Timing varies depends on characters, doesn't work on Bang and Carl. Delay C after 236B on Jin and Rachel. Doesn't work on Arakune from back throw.

Neutral or Back Throw > 236B > C > 6B > 623C > 41236D > ~

Neutral or Back Throw > 236B > C > 6A > 2C > 623C > 41236D > ~ [4155] ^ Character specific combo, back throw is easier to combo

Work on Litchi, Taokaka, Jin, Noel, Ragna, Tager in both throw direction. Others has to be done from back throw. It's really difficult to connect on Bang, Arakune and v-13. Doesn't work on Carl. Delay 6A a bit, and these two combos need some practice.
 * 623C > 41236D

Air Throw Combo
Air Throw > 2B > 2C > 623C > walk forward 6C > D ^ Doesn't work on Carl

Air Throw > 2B > 2C > 623C > 41236D > C > 623C

Air Throw > Jump 2C > 2B > 2C > 623C ^ Arakune only

Air Throw > landing JB > 2C > 623C > 6C ^ Only works on Arakune, Carl and Taokaka

Air Throw > landing JB > C > 623C > 6C ^ Only works on Ragna, Jin, Litchi and Hakumen