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|version=Wedge Catapult |subtitle=360B |cancel= None |damage=0, 1200 |starter= |guard= U | |version=Wedge Catapult |subtitle=360B |cancel= None |damage=0, 1200 |starter= |guard= U | ||
|level= |attribute= |startup=30 |active=4 |recovery=30 |frameAdv= |invul=6-30 All |blockstun= | |level= |attribute= |startup=30 |active=4 |recovery=30 |frameAdv= |invul=6-30 All |blockstun= | ||
|description= | |||
*Punish throw / risky reversal | *Punish throw / risky reversal | ||
*Cannnot reduce an enemy to less than 1hp | |||
*Cannot be special cancelled into, except from 6A. | *Cannot be special cancelled into, except from 6A. | ||
*Tager is in a counterhit state during recovery. | |||
*Combo throw, does not incur purple !! marks if used during blockstun or a combo and benefits from the 10% damage bonus on counterhits. Does not have 100% minimum damage. | *Combo throw, does not incur purple !! marks if used during blockstun or a combo and benefits from the 10% damage bonus on counterhits. Does not have 100% minimum damage. | ||
*Untech time lasts until the opponent hits the floor | *Untech time lasts until the opponent hits the floor | ||
*Poor P1, but excellent P2. | *Poor P1, but excellent P2. | ||
Wedge Catapult is Tager's new command throw in CF, replacing the B version Tager Driver. It sees most usage as a tool for punishing due to the generous invulnerability window between frames 6-30. However it has a slow, 30 frame startup, and 30 frames of recovery, meaning that abusing it or whiffing it will lead to eating a painful punish | Wedge Catapult is Tager's new command throw in CF, replacing the B version Tager Driver. It sees most usage as a tool for punishing and even an anti-jump in due to the generous invulnerability window between frames 6-30. However it has a slow, 30 frame startup, and 30 frames of recovery, meaning that abusing it or whiffing it will lead to eating a painful punish. | ||
Wedge, like Atomic Collider, doesn't purple throw mid-combo, meaning that you can use it as a combo tool in some situations ( | Wedge, like Atomic Collider, doesn't purple throw mid-combo, meaning that you can use it as a combo tool in some situations (After a 5D standing Counterhit for example). As a starter, it allows for followup combos with 6c or a delayed 5c, though the overall damage from a combo with Wedge as the starter is somewhat low. The Catapult itself prevents the opponent from teching whilst they're spinning in midair, meaning that until they hit the ground there's no way to get away from the follow-up combo, or the follow-up, Impact Driver. Which route you go will depend largely on positioning, as the move causes side-swap. | ||
Whilst it's not a great move to use on wakeup, you can use Wedge immediately after Gadget Finger to punish players who don't respect your grabs and remain grounded. No one is safe from Russian science! | Whilst it's not a great move to use on wakeup, you can use Wedge immediately after Gadget Finger to punish players who don't respect your grabs and remain grounded. No one is safe from Russian science! | ||
The impact driver followup is seldom used due to combos from Wedge Catapault causing more damage. However it is unburstable and will always connect at any point in a combo, so if you manage to get wedge catapault late in a combo, or when your opponent is very low on life, you can use impact driver as a solid | }} | ||
}} | |||
====== <font style="visibility:hidden" size="0">Impact Driver</font> ====== | |||
{{MoveData | |||
|name=Impact Driver | |||
|input=360B After wedge catapault | |||
|image=BBCF_Tager_ImpactDriver.png | |||
|caption=Basically turns the move into 360A | |||
|data= | |||
{{AttackData-BBCF | |||
|header=yes | |||
|version=Impact Driver |subtitle=Catapult > 360B |cancel= None |damage=0, 1400 |starter= |guard= | |||
|level=4 |attribute= T |startup= |active= |recovery= |frameAdv= |invul= |blockstun= | |||
|description= | |||
*Burst-proof followup to Wedge Captapault | |||
*Deals 100% damage if Wedge catapault was the first hit of the combo. | |||
*Generous followup window | |||
*Opponent is returned to the same side they were on when Wedge catapault grabbed them | |||
*Can be cancelled into Gadget Finger during the final recovery frames. | |||
The impact driver followup is seldom used due to combos from Wedge Catapault causing more damage. However it is unburstable and will always connect at any point in a combo, so if you manage to get wedge catapault late in a combo, or when your opponent is very low on life, you can use impact driver as a solid round ender. Can only be followed up with gadget finger. | |||
}} | }} | ||
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|description= | |description= | ||
*Has no invulnerability like it's grounded equivalent, but since magnetism is much more strongly attractive on airborne opponents, it doesn't tend to need it. | *Has no invulnerability like it's grounded equivalent, but since magnetism is much more strongly attractive on airborne opponents, it doesn't tend to need it. | ||
*Tager is stationary in the air throughout the move, and loses all air momentum. | |||
*Cannot be special cancelled into. | *Cannot be special cancelled into. | ||
*On magnetised opponents, can drag them across the entire screen, potentially punishing some air moves | *On magnetised opponents, can drag them across the entire screen, potentially punishing some air moves | ||
*Cannot hit grounded opponents, but will still pull them along the floor. | *Cannot hit grounded opponents, but will still pull them along the floor. | ||
An interesting tool that can be used to surprise opponents at long distance, giving similar damage to a meterless raw AC combo and making them afraid to jump. Do be careful since, just like Atomic Collider, opponents using superjumps and airdashes can cause them to overshoot and get a free hit on you. If your opponent is magnetised you can use it after a throw reject (either way) to suck them back in for a rather american reset. | |||
}} | }} | ||
}} | }} | ||
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*General purpose short ranged special, guard point against all projectiles. Range is similar to 5C. | *General purpose short ranged special, guard point against all projectiles. Range is similar to 5C. | ||
*Can only be followed up on an air hit if the opponent was high up. | *Can only be followed up on an air hit if the opponent was high up. | ||
*Can hit downed opponents for various combos. | |||
*Can be followed up with 5A early in the combo on crouching opponents (Use 6B to force crouching state). | *Can be followed up with 5A early in the combo on crouching opponents (Use 6B to force crouching state). | ||
}} | }} | ||
}} | }} | ||
====== <font style="visibility:hidden" size="0">B Sledge </font> ====== | ====== <font style="visibility:hidden" size="0">B Sledge </font> ====== | ||
{{MoveData | {{MoveData | ||
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|description= | |description= | ||
*Tager picks up the opponent from the floor and drops them back down, now further then previous versions. Used for okizeme, combos and timeouts. | *Tager picks up the opponent from the floor and drops them back down, now further then previous versions. Used for okizeme, combos and timeouts. | ||
*Oddly, The opponent is dropped in a standing histun state, leading to some odd properties: | |||
**When the opponent touches the floor, they do not get any ukemi options, instead they recover just like if they'd been poked while standing. | |||
**The recovery from the move only begins once they touch the floor. | |||
**The recovery is affected as normal by combo length, fatal counter and in the case of Jubei, crouching hitstun. | |||
*Only usable after knockdown attacks and some moves that force the knocked down property (Floorbounces do not count). | *Only usable after knockdown attacks and some moves that force the knocked down property (Floorbounces do not count). | ||
**These moves are, 6B (Air hit only), 5D and 2D (Air hit only, only after floorslide begins), Crush Trigger, 360A, j.360C, j.2C (non CH only), Air throw. | **These moves are, 6B (Air hit only), 5D and 2D (Air hit only, only after floorslide begins), Crush Trigger, 360A, j.360C, j.2C (non CH only), Air throw. |
Revision as of 07:55, 13 September 2017
Iron Tager |
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Health: 13,000 Combo Rate: 60%
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Overview
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.
Drive: Voltic Battler
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 increases (max 960F). When the opponent is magnetized, certain attacks will pull in the opponent. The magnetism duration normally reduces at a rate of 1 point per frame, but if Tager is taking damage, the rate changes to 1 point per 2 frames (when Tager performs a tech, the rate goes back to normal). Magnetism duration does not decrease during superflash or hitstop.
In addition to magnetism, Tager has an extra gauge: the Spark Bolt Gauge. This gauge fills up at 1 point per frame (freezes during hitstop and superflash) and has a maximum of 1200 points. When the gauge is full, Tager can use the Spark Bolt attack.
Overdrive: Voltic Field
Magnetized opponents are constantly pulled towards Tager, His drive moves all gain projectile guardpoints (As well as attribute specific guardpoints depending on the move) and the Spark Bolt Gauge fills up quicker.
Pros/Strengths
- Highest health total in the game.
- Really good close range game
- High damage command grabs
- High meter gain on magnetized opponents
- High level pokes for easy confirms
- Fairly large hitbox moves
- Backdash has many invincible frames, useful for getting out of nasty situations
- Very effective at punishes
- Possesses the fastest projectile in the game
Cons/Weaknesses
- Big hit box, allowing for easy fuzzy/unblockable setups
- Lack of mobility
- Has trouble against zoners
- Spark Bolt not always accessible
- Gameplay revolves around corner and magnetized opponents
- 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
Normal Moves
5A
5A |
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5B
5B |
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5C
5C |
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2A
2A |
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2B
2B |
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2C
2C |
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6A
6A |
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6B
6B |
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6C
6C |
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3C
3C |
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j.A
j.A |
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j.B
j.B |
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j.C
j.C |
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j.2C
j.2C |
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Drive Moves
5D
5D |
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2D
2D |
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4D
4D |
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j.D
j.D |
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Universal Mechanics
Forward Throw
Forward Throw |
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Back Throw
Back Throw |
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Air Throw
Air Throw |
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Counter Assault
Counter Assault |
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Crush Trigger
Crush Trigger |
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Specials
Gigantic Tager Driver
Gigantic Tager Driver 360A |
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Wedge Catapult
Wedge Catapult 360B |
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Impact Driver
Impact Driver 360B After wedge catapault |
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Air Gigantic Tager Driver
Air Driver 360C |
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Atomic Collider
Atomic Collider 623C |
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A Sledge
A Sledgehammer 236A |
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B Sledge
B Sledgehammer 236B |
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Hammer
Additional Attack 236A after Sledge or Voltic charge guardpoint |
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Gadget Finger
Gadget Finger 22D on downed opponent |
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Voltec Charge
Voltec Charge 214D |
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Spark Bolt
Spark Bolt 41236D / 623D |
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Crimson Punisher
Crimson Punisher 63214A |
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Distortion Drives
Magna Tech Wheel
Magna Tech Wheel 236236B |
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Terra Break
Terra Break MTW -> 236236B |
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Genesic Emerald Tager Buster
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
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- Arakune [★]
- Azrael [★]
- Bang Shishigami [★]
- Bullet [★]
- Carl Clover [★]
- Celica A. Mercury [★]
- Es [★]
- Hakumen [★]
- Hazama [★]
- Hibiki Kohaku [★]
- Iron Tager [★]
- Izanami [★]
- Izayoi [★]
- Jin Kisaragi [★]
- Jubei [★]
- Kagura Mutsuki [★]
- Kokonoe [★]
- Lambda-11 [★]
- Litchi Faye Ling [★]
- Mai Natsume [★]
- Makoto Nanaya [★]
- Mu-12[★]
- Naoto Kurogane [★]
- Nine the Phantom [★]
- Noel Vermillion [★]
- Nu-13 [★]
- Platinum the Trinity [★]
- Rachel Alucard [★]
- Ragna the Bloodedge [★]
- Relius Clover [★]
- Susano'o [★]
- Taokaka [★]
- Tsubaki Yayoi[★]
- Valkenhayn R. Hellsing [★]
- Yuuki Terumi [★]
Click [★] for character's full frame data
• HUD •
Controls •
Frame Data & System Data •
Patch Notes •
• Movement/Canceling •
Offense •
Defense •
Damage/Combo •
Attack Attributes •
Gauges •
Misc •