(→Hammer: added note as this will not connect in a very late combo, i.e. od MTW TB setups.) |
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(6 intermediate revisions by the same user not shown) | |||
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|level=2 |attribute= |startup=8 |active=3 |recovery=10 |frameAdv=1 |invul= |blockstun=13 | |level=2 |attribute= |startup=8 |active=3 |recovery=10 |frameAdv=1 |invul= |blockstun=13 | ||
|description= | |description= | ||
Like a worse 5A without the jump cancel | Like a worse 5A without the jump cancel but a lower profile, 2A sees some use as a ghetto anti air and a mashable button, since it can self cancel up to three times but 5A cannot self cancel at all. | ||
}} | }} | ||
}} | }} | ||
====== <font style="visibility:hidden" size="0">2B</font> ====== | ====== <font style="visibility:hidden" size="0">2B</font> ====== | ||
{{MoveData | {{MoveData | ||
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|level=2 |attribute= |startup=7 |active=3 |recovery=9 |frameAdv= |invul= |blockstun=13 | |level=2 |attribute= |startup=7 |active=3 |recovery=9 |frameAdv= |invul= |blockstun=13 | ||
|description= | |description= | ||
*Useful air to air poke | *Useful air to air poke, much larger range than other air 5As | ||
*Combo filler needed when using 5A's jump cancel to make a combo. | *Combo filler needed when using 5A's jump cancel to make a combo. | ||
}} | }} | ||
}} | }} | ||
====== <font style="visibility:hidden" size="0">j.B</font> ====== | ====== <font style="visibility:hidden" size="0">j.B</font> ====== | ||
{{MoveData | {{MoveData | ||
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*Can cross-up enemy | *Can cross-up enemy | ||
*Useful tool for gimmicks | *Useful tool for gimmicks | ||
*Floorbounces on counterhit. | *Floorbounces on counterhit against airborne opponents. Opponent is floorbounced higher if they were higher up to begin with, allowing you to use the same followups from various starting heights. | ||
*General purpose jump in attack with a huge active time. | *General purpose jump in attack with a huge active time. | ||
The air normal that other characters wish they had. Generous active time and hitbox that leads to decent damage in mose cases and pads out other combos. Sees use instead of Gadget finger in a number of cases as a meaty oki tool to keep your opponent closer than Gadget Finger allows. | |||
}} | }} | ||
}} | }} | ||
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*Often used in Fatal Counter combos, or after 6C for combos. | *Often used in Fatal Counter combos, or after 6C for combos. | ||
*Does not combo after Tager's other air moves without a counterhit, with the exception of j.C on fatal counter combos. | *Does not combo after Tager's other air moves without a counterhit, with the exception of j.C on fatal counter combos. | ||
*Gains Head and Projectile guard point during overdrive, allowing it to win most air to air situations. | *Gains Head and Projectile guard point during overdrive, allowing it to win most air to air situations. | ||
Tager's j.D is a situational move that can be used to control airspace, but Tager is usually grounded throughout the match, so it's seldom used in this fashion. However, getting a low hitting counterhit on a grounded opponent gives you a huge amount of advantage, making it possible to followup with Wedge Catapault or 6C to create a very damaging combo. | |||
However, j.D is an amazing move for combos because it has a fantastic P2 and so much untechable time that Tager will usually be able to land and continue with a ground combo, even in slightly high hitstun reduction. During fatal counter combos, it combines with j.C to form an extremely damaging loop. | |||
}} | }} | ||
}} | }} | ||
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|level=0, 4 |attribute=T |startup=7 |active=3 |recovery=23 |frameAdv= |invul= |hitbox=tager/groundThrow | |level=0, 4 |attribute=T |startup=7 |active=3 |recovery=23 |frameAdv= |invul= |hitbox=tager/groundThrow | ||
|description= | |description= | ||
*Leads to higher damage, heat gain and is much safer on whiff than 360A, but has no startup invulnerability or magnetic attraction | *Leads to higher damage, heat gain and is much safer on whiff than 360A, but has no startup invulnerability or magnetic attraction. Your best choice as punish tool if you haven't got much advantage to work with. | ||
*Special cancellable. | *Special cancellable. | ||
Leads to a good bit of damage with the right combo, but remember that you'll be using atomic collider further down the combo, swapping sides, so bare that in mind when picking which throw to use. | |||
}} | }} | ||
}} | }} | ||
====== <font style="visibility:hidden" size="0">Back Throw</font> ====== | ====== <font style="visibility:hidden" size="0">Back Throw</font> ====== | ||
{{MoveData | {{MoveData | ||
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|description= | |description= | ||
*Similar to forward throw and with the same comparisons to 360A, however is not special cancellable. Your opponent isn't bounced away very far however, allowing you to follow up with 5B or, more ideally, a low sliding 6A > 6C. | *Similar to forward throw and with the same comparisons to 360A, however is not special cancellable. Your opponent isn't bounced away very far however, allowing you to follow up with 5B or, more ideally, a low sliding 6A > 6C. | ||
Leads to almost identical damage to forward throw, so which one to pick is a matter of which one gives you the best position advantage. Remember that you will use atomic collider in the followup combo, swapping sides again. | |||
}} | }} | ||
}} | }} | ||
====== <font style="visibility:hidden" size="0">Air Throw</font> ====== | ====== <font style="visibility:hidden" size="0">Air Throw</font> ====== | ||
{{MoveData | {{MoveData | ||
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|description= | |description= | ||
*Two stage attack, if the initial arm sweep hits, his opponent is hit straight down with a hard knockdown and Tager immediately follows up with a bellyflop on the stricken opponent. | *Two stage attack, if the initial arm sweep hits, his opponent is hit straight down with a hard knockdown and Tager immediately follows up with a bellyflop on the stricken opponent. | ||
*Huge hitbox underneath Tager. | |||
*Disables bursts on hit. | *Disables bursts on hit. | ||
*Air combo finisher with big damage. Can be Rapid cancelled on either hit, although this is only worth doing early in the combo. | *Air combo finisher with big damage. Can be Rapid cancelled on either hit to continue the combo, although this is only worth doing early in the combo. | ||
*During the initial arm sweep, Tager is launched slightly upwards and forwards and removing all previous momentum, enabling it to easily hit enemies slightly above him due to air hits, but also makes hitting it on standing opponents very tricky. | *During the initial arm sweep, Tager is launched slightly upwards and forwards and removing all previous momentum, enabling it to easily hit enemies slightly above him due to air hits, but also makes hitting it on standing opponents very tricky. | ||
*Can only be used once per jump. | *Can only be used once per jump. |
Revision as of 14:45, 18 October 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.
In terms of gameplay, 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.
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's opponent is taking damage, the rate changes to 1 point per 2 frames (when they 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,
- All normal drive moves all gain projectile guardpoints (As well as attribute specific guardpoints depending on the move)
- Spark Bolt Gauge fills up quicker.
- All moves that apply magnetism apply the maximum amount on hit or block.
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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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 •