GIGANTIC TAGER DRIVER (360A/B, chargeable)
Tager holds his hand out and grabs the opponent. If successful, he flings them up into the air, jumps up to grab them, and proceeds to slam them down with great force. Holding A or B can pull in your opponents longer if they are magnetized. The A version has longer invulnerability on startup and a stronger pull, but it does less damage than the B version. The B version can be followed by A sledge into Gadget Finger on ALL characters, while the A version leaves the enemy farther away, making it either impossible or difficult to follow up combo-wise.
ATOMIC COLLIDER (623C, chargeable)
Tager lifts his hand up into the air to grab any airborne opponent. Often phrased as the "Yomi Collider," this move makes for a good option if you read your opponent jumping after a block string, post gadget finger, or any such air option. If the grab is successful, he quickly slams his opponent behind him, bouncing his victim into the air. If the opponent is magnetized and in the air, he can pull them in quickly from great lengths and grab them. Commonly found mid-combo.
SLEDGE HAMMER (236A/B)
Tager takes a stance and proceeds to charge forward swinging his arm like an electric sword. The A version has faster startup but goes a much shorter distance, while B version has some startup time and goes farther. Both versions are completely invulnerable to projectile attacks from start to finish and can combo into a follow up attack...
Additional Attack (236A, after Sledge Hammer)
Tager locks his hands together and pummels them into the ground. This attack is mainly to be used to finish a combo but it can be used occasionally as an overhead for mixup. If the opponent blocks, it breaks 1 guard primer, and on counter hit it causes a high ground bounce which can combo into Atomic Collider for big damage.
SPARK BOLT (41236D, when charge gauge is full)
Tager unleashes incredible energy from his chest, sending an electric charge flying across the map at an incredible speed. This move can only be used when the Spark Bolt meter is full (Above the heat gauge). It’s a very fast projectile that has priority over MOST projectiles in the games. Used for extending combos, or as a counter measure for someone else’s actions. Whether or not it’s a counter hit, it causes the enemy to wall bounce back to Tager to make follow ups for combos easy. Contact with it causes 6 seconds of magnetism.
Voltic Charge (421B, chargeable)
Tager puts his hands together in front of his chest and physically charges his body with electricity. Charges the Spark Bolt meter based on time held. During this time you guard point many incoming attacks (Except for low sweeps), but after the animation you are vulnerable. No charge fills about 10% of the meter, while a full charge will do about 60%
Gadget Finger (22D, chargeable)
New to Continuum Shift, Tager uses the power of magnetism to pick up the enemy off the ground and charge them with electricity. The enemy MUST be in a downed state, meaning that the opponent must be in a prone, untechable state, for this to be an option. Atomic collider, 3C, and many of his basic combos knock the enemy down, giving you the opportunity to use Gadget Finger. Once Gadget Finger is finished, it puts Tager at +3 frames of advantage for mixups and provides 6 seconds of magnetism. This attack does no damage.
DISTORTION DRIVES
Magna-Tech Wheel (236236B)
Tager charges electricity in his body and creates a vortex of lightning around him as he spins violently. Pulls in magnetized enemies and the final crushing hit is an overhead. The final hit breaks 1 guard primer on block. Can combo into Terra Break and SOMETIMES Gadget Finger depending on positioning.
Terra-break (236236B, after Magna-Tech Wheel)
Tager charges his fist and crushes the opponent in one big electric blast. Doing this the instant Magna-Tech Wheel is finished will cause you to whiff, so timing is needed. Will cause wall bounce and you can follow up with Gadget Finger after. Although very rare, if the enemy does block it, it breaks 2 Guard Primers.
Genesic Emerald Tager Buster (720C, chargeable)
Tager holds out his hand to grab the opponent, spins around, hurls them into the air, and then epically obliterates them into the ground. If the opponent is magnetized, holding this move creates a magnetic field that pulls enemies in and grabs them. Also has invulnerability from startup so it can be used as a reversal. Damage is fixed at 5620.
Astral Heat
King of Tager (1080D)
Tager goes all out, he opens his hands all the way and uses massive magnetic force to pull in anyone magnetized. This attack can hit both opponents on the ground and in the air. Has a lot of invulnerability on startup and you can combo into it. Once he grabs them, he holds them above his head and charges up for a super jump into orbit. He then reaches the peak of his jump, aims down, and falls towards the earth like a meteor yelling “KING OF TAGER!!!” After the explosion, Tager can be seen stepping out of the crater casually, ready for the next fight.