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* Requires knowledge and a lot of patience to win at high levels | * Requires knowledge and a lot of patience to win at high levels | ||
* Magnetized foes can sometimes work against you, pulling foes in to confirm an attack they might have whiffed otherwise | * Magnetized foes can sometimes work against you, pulling foes in to confirm an attack they might have whiffed otherwise | ||
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{{FP Box|header=Drive: Voltic Battler | |||
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Tager can magnetize opponents for a small duration by landing these attacks on hit or block. If the opponent is already magnetized and gets hit by a magnetism attack, the duration stacks (max 1000F). The magnetism duration normally reduces at a rate of 1 point per frame, but if Tager's opponent is in hitstun, the rate halves to 1 point per 2 frames (when they perform a tech, the rate goes back to normal). Magnetism duration does not decrease during superflash or hitstop.<br/> | Tager can magnetize opponents for a small duration by landing these attacks on hit or block. If the opponent is already magnetized and gets hit by a magnetism attack, the duration stacks (max 1000F). The magnetism duration normally reduces at a rate of 1 point per frame, but if Tager's opponent is in hitstun, the rate halves to 1 point per 2 frames (when they perform a tech, the rate goes back to normal). Magnetism duration does not decrease during superflash or hitstop.<br/> | ||
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In addition to magnetism, Tager has an extra gauge: the Electricity Meter. This gauge fills up at 1 point per frame (freezes during hitstop and superflash) and has a maximum of 1000 points. When the gauge is full, Tager can use the Spark Bolt attack. | In addition to magnetism, Tager has an extra gauge: the Electricity Meter. This gauge fills up at 1 point per frame (freezes during hitstop and superflash) and has a maximum of 1000 points. When the gauge is full, Tager can use the Spark Bolt attack. | ||
| | | subheader1=Overdrive: Voltic Field | ||
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Unlike most other overdrives, Tager's focuses more on taking advantage during neutral, with much stronger methods of applying and keeping magnetism. This isn't to say that it doesn't boost his combo damage, but this is limited to just what the overdrive cancel allows and greatly enhanced distortion drives, rather than boosted normals. | Unlike most other overdrives, Tager's focuses more on taking advantage during neutral, with much stronger methods of applying and keeping magnetism. This isn't to say that it doesn't boost his combo damage, but this is limited to just what the overdrive cancel allows and greatly enhanced distortion drives, rather than boosted normals. | ||
Revision as of 05:05, 11 August 2020
Overview | Combos | Strategy/Counter Strategy | Full Frame Data | Discord | Forums | Videos |
Tager is an archetypal Grappler who uses powerful unblockable grab moves and guard point moves to deal high damage combos. While lacking strong mobility to close in on his opponents, Tager has the ability to magnetise his opponents in order to pull them towards him instead, as well as opening up various combo options which lead to better damage.
Lore: | Iron Tager is a Sector Seven professor who has been mechanically enhanced to perform field-work. Originally the leader of a Sector Seven assault team sent to retrive Nirvana in the 4th Hierarchical City of Naobi, Tager suffered a mortal wound during the mission, and due to being the only survivor, was forced to withdraw. He was revived as an enormous cyborg by Kokonoe, whom he pledged loyalty to afterward. After his revival, he bears a similar resemblance to a demon, which resulted in him dubbed as the "Red Devil of Sector Seven". He is feared by many, but in truth he is very calm and calculated, only engaging in violence when necessary. |
Tager can magnetize opponents for a small duration by landing these attacks on hit or block. If the opponent is already magnetized and gets hit by a magnetism attack, the duration stacks (max 1000F). The magnetism duration normally reduces at a rate of 1 point per frame, but if Tager's opponent is in hitstun, the rate halves to 1 point per 2 frames (when they perform a tech, the rate goes back to normal). Magnetism duration does not decrease during superflash or hitstop.
When the opponent is magnetized, certain attacks will pull in the opponent (Moves that attract aren't always moves that inflict magnetism and vice versa). Each move attracts differently, for different durations and may pull in airborne and grounded opponents differently (For example, Atomic Collider will strongly attract airborne opponents, but won't affect standing or crouching opponents at all). The forces are noted in the frame data. Typically attractive moves start their attraction early on during startup and end during the active frames. Being pulled by magnetism doesn't directly affect that player's ability to perform moves since it doesn't directly cause any kind of hitstun, however it can mess up spacing and force players to land earlier or later than normal, causing some unpredictable and sometimes amusing effects.
In all cases, players performing distortion drives and executing throws that have successfully connected are completely unaffected by magnetism.
Tager's magnetism cannot force enemies into an airborne state if they're currently grounded, enemies doing any kind of ground tech also cannot be pulled vertically, even though emergency techs are considered airborne and can be pulled sideways surprisingly fast
Unlike most other overdrives, Tager's focuses more on taking advantage during neutral, with much stronger methods of applying and keeping magnetism. This isn't to say that it doesn't boost his combo damage, but this is limited to just what the overdrive cancel allows and greatly enhanced distortion drives, rather than boosted normals.
- Magnetized opponents are constantly pulled towards Tager,
- All normal drive moves all gain projectile guardpoints (As well as attribute specific guardpoints depending on the move)
- Spark Bolt Gauge fills up four times as fast
- All moves that apply magnetism apply the maximum amount on hit or block
- Genesic Emerald Tager Buster increases damage and adds 1000F of magnetism on hit
- Magna Tech wheel does a third spin before doing the final punch
- Terra Break deals more damage, wallbounces fully and knocks down hard.
Normal Moves
5A | Template:AttackDataHeader-BBCF |
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5B | Template:AttackDataHeader-BBCF |
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5C | Template:AttackDataHeader-BBCF |
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2A | Template:AttackDataHeader-BBCF |
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2B | Template:AttackDataHeader-BBCF |
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2C | Template:AttackDataHeader-BBCF |
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6A | Template:AttackDataHeader-BBCF |
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6B | Template:AttackDataHeader-BBCF |
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6C | Template:AttackDataHeader-BBCF |
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3C | Template:AttackDataHeader-BBCF |
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j.A | Template:AttackDataHeader-BBCF |
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j.B | Template:AttackDataHeader-BBCF |
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j.C | Template:AttackDataHeader-BBCF |
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j.2C | Template:AttackDataHeader-BBCF |
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Drive Moves
5D | Template:AttackDataHeader-BBCF |
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2D | Template:AttackDataHeader-BBCF |
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4D | Template:AttackDataHeader-BBCF |
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j.D | Template:AttackDataHeader-BBCF |
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Universal Mechanics
Forward Throw | Template:AttackDataHeader-BBCF |
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Back Throw | Template:AttackDataHeader-BBCF |
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Air Throw | Template:AttackDataHeader-BBCF |
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Counter Assault | Template:AttackDataHeader-BBCF |
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Crush Trigger | Template:AttackDataHeader-BBCF |
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Specials
Gigantic Tager Driver 360A |
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Wedge Catapult 360B |
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Impact Driver 360B After wedge catapault |
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Air Driver j.360C |
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Atomic Collider 623C |
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A Sledgehammer 236A |
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B Sledgehammer 236B |
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Additional Attack 236A after Sledge or Voltec charge guardpoint |
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Gadget Finger 22D on downed opponent |
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Voltec Charge 214D |
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Spark Bolt 41236D / 623D |
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Crimson Punisher 63214A |
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Distortion Drives
Magna Tech Wheel 236236B |
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Terra Break MTW -> 236236B |
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Genesic Emerald Tager Buster 720C |
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Exceed Accel
Charged Lightning ABCD during Overdrive |
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Astral Heat
King of Tager 1080D |
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External References
- Japanese Name: テイガー
- Japanese Wiki
- Japanese BBS
- Arcade Profile Dan Rankings
- Character Video Thread
Nagivation
move
and the move Full
sections. One is shown on the character page, while the other is shown on the frame data page.- Amane Nishiki [★]
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- Izanami [★]
- Izayoi [★]
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- Jubei [★]
- Kagura Mutsuki [★]
- Kokonoe [★]
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- Tsubaki Yayoi[★]
- Valkenhayn R. Hellsing [★]
- Yuuki Terumi [★]
Click [★] for character's full frame data
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