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*Tager's fastest grounded normal | *Tager's fastest grounded normal | ||
*More range than most jabs | |||
*One of the exceptionally few 5As in the game hits both standing and crouching opponents, making it an extremely reliable jab. | *One of the exceptionally few 5As in the game hits both standing and crouching opponents, making it an extremely reliable jab. | ||
*Cannot self cancel | *Cannot self cancel | ||
*Decent combo starter | *Decent combo starter | ||
*Good for tick throws | *Good for tick throws | ||
*One of the few normals that Tager can jump cancel, so you can use it to bait bursts. 5A | *One of the few normals that Tager can jump cancel, so you can use it to bait bursts. 5A > j.5A is possible early in a combo, allowing some air combos. | ||
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* Low risk, Low reward defensive move. Fast startup, big hitbox and safe even on instant block, but can be low profiled. | * Low risk, Low reward defensive move. Fast startup, big hitbox and safe even on instant block, but can be low profiled. | ||
* Applies a shorter magnetism than all other drive moves. | * Applies a shorter magnetism than all other drive moves. | ||
* No cancel options outside of rapid cancel, therefore followups are generally only possible on counterhit, and even then may not be possible. They do however they lead to surprisingly good damage due to a nice P1 and P2. Gives you just about enough time to follow with 3C > AC whiff on standing hit | * No cancel options outside of rapid cancel, therefore followups are generally only possible on counterhit, and even then may not be possible. They do however they lead to surprisingly good damage due to a nice P1 and P2. Gives you just about enough time to follow with 3C > AC whiff on standing counter hit | ||
*Gains Body and Projectile guard point during overdrive. | *Gains Body and Projectile guard point during overdrive. | ||
Tager's only quick drive move, often used at the end of blockstrings and combos to add a bit of magnetism and recover with them still very close. Can be used in some cases as an alternative to Gadget finger to force a tech sooner than they usually expect and get a reset | Tager's only quick drive move, often used at the end of blockstrings and combos to add a bit of magnetism and recover with them still very close. Can be used in some cases as an alternative to Gadget finger to force a tech sooner than they usually expect and get a reset and sometime 4D can even be used mid combo if you can get it to hit while they're at Tager's head height, but it is very tricky. | ||
Very makes for a very effect tick throw setup, but don't get too predictable else they'll jump in response to blocking or being hit with it, but that leads to its own mixup. | |||
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*Magnetises for 300F (1000F during OD) and is attractive on magnetised opponents, can easily stuff up air spacing. | *Magnetises for 300F (1000F during OD) and is attractive on magnetised opponents, can easily stuff up air spacing. | ||
*Often used in Fatal Counter combos, or after 6C for combos. | *Often used in Fatal Counter combos, or after 6C for combos. | ||
*Hitbox much larger than Tager's arms, can catch people at surprising distances. | |||
*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 (for a longer time and earlier than other drives), allowing it to win most air to air situations with ease. | *Gains Head and Projectile guard point during overdrive (for a longer time and earlier than other drives), allowing it to win most air to air situations with ease. | ||
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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 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 > | *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 > 3C... | ||
*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 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. | ||
*The safest special cancel Tager has, still punishable on instant block though. | *The safest special cancel Tager has, still punishable on instant block though. | ||
A special move that doesn't get used a lot at neutral due to other normals generally being better choices. While it has frame 1 projectile armour, it doesn't tend to get used much since most players don't use projectiles at such short range, There are a few exceptions however. | |||
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*Disables bursts on hit. | *Disables bursts on hit. | ||
*Can only be used once per jump. | *Can only be used once per jump. | ||
*During the initial arm sweep, Tager is launched slightly upwards and forwards and loses all previous jumping 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 loses all previous jumping momentum, enabling it to easily hit enemies slightly above him due to air hits, but also makes hitting it on standing opponents very tricky. Also not an overhead. | ||
*Can be used as a ghetto double jump to perform crossups and bait out anti-air attacks. | *Can be used as a ghetto double jump to perform crossups and bait out anti-air attacks. | ||
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. There also exists some cases where the second hit will not actually connect, either due to the smack down attack being techable (only happens in some very long combos) or some external forces causing Tager's fall to miss (such as another Tager's magnetism before the attack hit). | 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. There also exists some cases where the second hit will not actually connect, either due to the smack down attack being techable (only happens in some very long combos) or some external forces causing Tager's fall to miss (such as another Tager's magnetism before the attack hit). | ||
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*15% Minimum damage | *15% Minimum damage | ||
*General purpose Distortion to add good damage to your combo. | *General purpose Distortion to add good damage to your combo. | ||
*Hitbox basically encompasses all of Tager for all parts of the move. | |||
*Counterhit bonus damage applies to all hits of the move | *Counterhit bonus damage applies to all hits of the move | ||
*Can be used as a reversal due to its guard point (Which guards against HBFP), much safer than 720 due to being able to hit airborne opponents. But ensure you have heat left to rapid cancel should you get blocked since you will eat the worst possible combo your opponent has available otherwise. | *Can be used as a reversal due to its guard point (Which guards against HBFP), much safer than 720 due to being able to hit airborne opponents. But ensure you have heat left to rapid cancel should you get blocked since you will eat the worst possible combo your opponent has available otherwise. | ||
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*Followup to Magna Tech Wheel to add even more damage. | *Followup to Magna Tech Wheel to add even more damage. | ||
*Ideal timing is just before your opponent reaches the highest point of the bounce from the MTW. Don't mash the move otherwise it will come out far too early. | *Ideal timing is just before your opponent reaches the highest point of the bounce from the MTW. Don't mash the move otherwise it will come out far too early. The easiest way to do it is to continually roll the 236 motion and just press B at the right time. | ||
*Blows opponent away on hit and wallbounds. | *Blows opponent away on hit and wallbounds. | ||
*Overdrive version causes wallbounce and hard knockdown that allows for folloup with various moves, the higher up they are when you hit them, the more time you will get. | *Overdrive version causes wallbounce and hard knockdown that allows for folloup with various moves, the higher up they are when you hit them, the more time you will get. | ||
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|startup=Fast: 10<br/>Slow: 20 |active=3 |recovery=34 | |startup=Fast: 10<br/>Slow: 20 |active=3 |recovery=34 | ||
|description= | |description= | ||
* Expensive reversal | * Expensive reversal and oddly gives no magnetism, but still very useful since Active flow Tager is pretty terrifying. | ||
* Launches opponent far away from Tager, unfortunately. | * Launches opponent far away from Tager, unfortunately. | ||
* 10% minimum damage. | * 10% minimum damage. | ||
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*Unblockable attack, Looks like a command throw but cannot be throw rejected. | *Unblockable attack, Looks like a command throw but cannot be throw rejected. | ||
*Combos easily after Spark Bolt, or even more easily after Wedge Catapult. | *Combos easily after Spark Bolt, or even more easily after Wedge Catapult. | ||
*Awful whiff recovery, you basically die. | |||
Not as easily comboable as other Astrals due to the long startup, but still quite usable as a hail mary due to the strong attraction and huge unblockable hitbox. Difficult to use on reaction however due to the long input that needs buffering. | Not as easily comboable as other Astrals due to the long startup, but still quite usable as a hail mary due to the strong attraction and huge unblockable hitbox. Difficult to use on reaction however due to the long input that needs buffering. In most cases a 720 will work much better as it will always finish someone off in critical health. | ||
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Revision as of 10:36, 14 September 2018
Iron Tager |
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Health: Combo Rate:
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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 1000F). When the opponent is magnetized, certain attacks will pull in the opponent (Mores that attract aren't always moves that inflict magnetism and vice versa). 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.
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 1000 points. When the gauge is full, Tager can use the Spark Bolt attack.
While grounded, the pull effect is fairly controllable and normally has a fairly low maximum speed it can pull in at (About walking pace) and the effect ends very shortly after the move pulling your opponent stops doing so. 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. However in the air the velocity added can stack up to a very high value and in any direction, only resetting once they touch the ground. This can lead to some strange results, such as opponents being flung, airdashing to cancel their momentum slightly and then going back to their fling velocity once the airdash ends. It can also mess up air moves and spacing.
In all cases, players performing distortion drives are completely unaffected by magnetism.
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 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.
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.
Strengths/Weaknesses
Strengths | Weaknesses |
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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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Voltic 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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- 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 •