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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 | *Can only be followed up with Additional Attack on a standing hit. If your opponent is crouching (Use 6B to force crouch) or during a fatal counter combo, you can follow up with 5A > 5B... | ||
*Can only be followed up on an air hit if the opponent was off the ground, fully downed opponents can only be hit with gadget finger or Additional Attack. | |||
*Can be followed up | |||
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*Can be RC'd into 5B very easily allowing the combo to continue. | *Can be RC'd into 5B very easily allowing the combo to continue. | ||
*Overhead, leading to a gimmicky mixup after a blocked sledgehammer, highly punishable if blocked and only possible to followup on hit counterhit. | *Overhead, leading to a gimmicky mixup after a blocked sledgehammer, highly punishable if blocked and only possible to followup on hit counterhit. | ||
*Counterhits lead to short short combos due to its short starter property. For example, | *Counterhits lead to short short combos due to its short starter property. For example, AA CH, 5B > 5C > 6A will miss on the 6A. Use AA, 5B > 5C > AC, 22D instead. | ||
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*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. | ||
*While it looks like it can only pick enemies off the floor, it is able to catch opponents in the airborne state (Which includes lying on the floor and jumping). The hitbox rises up enough enough to do combos where your opponent falls into an active gadget finger before they get a chance to tech as they reach the floor. For example 3C > 22D will connect. | |||
*Only usable if the combo you're doing has fully downed your opponent at least once (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. | |||
**3C and Atomic collider have a special property where your opponent is considered to have been downed in the combo the instant these attacks connect. | |||
*Uniquely, The opponent is dropped in the air in a standing histun state, leading to some odd properties: | *Uniquely, The opponent is dropped in the air 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 hit while standing. | **When the opponent touches the floor, they do not get any ukemi options, instead they recover just like if they'd been hit while standing. | ||
**The recovery from the move only begins once they touch the floor. | **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. | **The recovery is affected as normal by combo length, fatal counter and, in the case of Jubei, crouching hitstun. | ||
*Now actually has enough advantage to followup with 5A on certain characters, and even more on Fatal. | *Now actually has enough advantage to followup with 5A on certain characters, and even more on Fatal. | ||
*100% minimum damage. Fixed 5% heat gain. | *100% minimum damage. Fixed 5% heat gain. |
Revision as of 09:34, 20 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 •