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[[File:BBCF_Tager_Portrait.png|350x500px|center]] | [[File:BBCF_Tager_Portrait.png|350x500px|center]] | ||
|- | |- | ||
||{{CharData-BBCF | ||{{CharData-BBCF|Tager}} | ||
| | |||
}} | |||
;Play-style | ;Play-style | ||
:Grappler | :Grappler | ||
|} | |} | ||
<div style="float:left; margin-right:25px;"> | <div style="float:left; margin-right:25px;"> | ||
{{TOC limit|2}} | {{TOC limit|2}} | ||
</div> | </div> | ||
==Overview== | ==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. | 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. | ||
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*All normal drive moves all gain projectile guardpoints (As well as attribute specific guardpoints depending on the move) | *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 | *Spark Bolt Gauge fills up four times as fast | ||
*All moves that apply magnetism apply the maximum amount on hit or block. | *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. | 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. | ||
<br/> | <br/> | ||
===Strengths/Weaknesses=== | ===Strengths/Weaknesses=== | ||
{| | {| | ||
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* Highest health total in the game. | * Highest health total in the game. | ||
* Really good close range game | * Really good close range game | ||
* | * Huge comeback potential | ||
* High meter gain on magnetized opponents | * High meter gain on magnetized opponents | ||
* High level pokes for easy confirms | * High level pokes for easy confirms | ||
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| style="width: 50%;"| | | style="width: 50%;"| | ||
* Big hurtbox, allowing for easy fuzzy/unblockable setups | * Big hurtbox, allowing for easy fuzzy/unblockable setups | ||
* Lack of mobility | * Lack of mobility (Although his basic walk is much faster than average) | ||
* Has trouble against zoners | * Has trouble against zoners | ||
* Spark Bolt not always accessible | * Spark Bolt not always accessible | ||
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|- | |- | ||
|} | |} | ||
{{CharLinks-BBCF|Tager}} | |||
<br clear=all/> | <br clear=all/> | ||
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|description= | |description= | ||
*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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|description= | |description= | ||
*Standing low | *Standing low | ||
* | *One of Tager's few Jump cancels | ||
*After doing 5B > 2B > 5B you cannot cancel into 2B again. | *After doing 5B > 2B > 5B you cannot cancel into 2B again. | ||
*Fundemental part of the low/throw mixup, but beware of normals that avoid both. | *Fundemental part of the low/throw mixup, but beware of normals that avoid both. | ||
A standard feature of Tager's mixup, 5B and 2B both serve as a useful low poke that can go into reasonable damage. While 2B boasts a much quicker recovery, reduced hurtbox and slightly more damage, 5B has a much wider selection of cancel options and a generally better hitbox, making it generally more useful if you know you're going for blockstrings or are just performing a combo. | |||
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*Can combo into itself on air and ground counterhit. | *Can combo into itself on air and ground counterhit. | ||
*Hitbox extends slightly beyond Tager's fingertips, although hits at this range tend not to give good combo opportunities. | *Hitbox extends slightly beyond Tager's fingertips, although hits at this range tend not to give good combo opportunities. | ||
A decent poke, an excellent starter if you land it up close and also a nice high damage combo filler, basically everything you want in a 5C with the exception that if often pushes the opponent away too far for comboing followups unless it's a counterhit. | A decent poke, an excellent starter if you land it up close and also a nice high damage combo filler, basically everything you want in a 5C with the exception that if often pushes the opponent away too far for comboing followups unless it's a counterhit. If you know a counterhit is guarenteed, follow it up with 6C to lead into some truly nasty damage. | ||
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|startup=8 |active=3 |recovery=10 |frameAdv=1 |attribute=B | |startup=8 |active=3 |recovery=10 |frameAdv=1 |attribute=B | ||
|description= | |description= | ||
Like a worse 5A | Like a worse 5A with fewer cancel options 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. As an anti-air it's a bit weak since it requires a rather fast reaction to jump cancel into the followup combo, but it's still useful for disrupting your opponent's pressure nonetheless. | ||
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|description= | |description= | ||
*After doing 2B > 5B >2B you cannot cancel into 5B again for that string. | *After doing 2B > 5B >2B you cannot cancel into 5B again for that string. | ||
In previous iterations, 5B and 2B were pretty interchangable, however 2B's use has now moved from being a combo tool to being a very safe low poke when up close. It has a very nice frame advantage making it ideal for setting up Wedge catapault attempts and other shenanigans. 2B's relatively short range limits its use | In previous iterations, 5B and 2B were pretty interchangable, however 2B's use has now moved from being a combo tool to being a very safe low poke when up close. It has a very nice frame advantage making it ideal for setting up Wedge catapault attempts, deliberate whiffs on techs and other shenanigans. 2B's relatively short range limits its use to just an oki tool in many cases since it's not easy or practical for Tager to close in unimpeded most of the time. | ||
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|description= | |description= | ||
*Massive untech time, allowing Tager to hit his opponent and then lift them unto the air with a whiffed atomic collider to continue the combo. | *Massive untech time, allowing Tager to hit his opponent and then lift them unto the air with a whiffed atomic collider to continue the combo. | ||
*Hitting with 3C at any point in the combo enables using Gadget finger for that combo. | *Hitting with 3C at any point in the combo enables using Gadget finger for that combo, even if they never hit the floor. | ||
*Hard knockdown on counterhit, even if you fling them into the air first (They'll eventually air tech if you fling them for too long). | *Hard knockdown on counterhit, even if you fling them into the air first (They'll eventually air tech if you fling them for too long). | ||
*Quick enough to combo from any attack that will cancel into it. | |||
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*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 | The air normal that other characters wish they had. Generous active time and hitbox that leads to decent damage in most 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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{{AttackData-BBCF | {{AttackData-BBCF | ||
|header=no |version=Fast |damage=1200 |guard=High/Air |attribute=H | |header=no |version=Fast |damage=1200 |guard=High/Air |attribute=H | ||
|startup= | |startup=3 |active=Until L+2 |recovery=18 |frameAdv= | ||
|description= | |description= | ||
*Fatal Counter | *Fatal Counter | ||
*Ends all air momentum on startup, Tager falls straight down once the move goes active. | *Ends all air momentum on startup, Tager falls straight down once the move goes active. | ||
*Has a fast startup version when used very close to the ground. | *Has a fast startup version when used very close to the ground. | ||
Often used in combos after 6C to bring the opponent back down to earth. Ensure you hit them as with Tager as low as you can to give yourself time to recover and use 5B. | |||
Often used in combos after 6C to bring the opponent back down to earth. Ensure you hit them as with Tager as low as you can to give yourself time to recover and use 5B. In neutral it functions as a punish if you find yourself airborne. Otherwise it's a very risky air-to-ground move, since it's very punishable itself on block. | |||
The quick start up version seems to be a bug that was deliberately left in the game where the game cancels much of the startup into the landing animation (which has some active frames). This quick version is useful for getting surprise fatal counters on jump ins, and is also quite safe. However its use is very limited due to the rather precise height you need to be to activate it. | |||
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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, allowing it to win most air to air situations. | *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. | ||
*Can be cancelled into from any air normal, but won't actually combo without a counterhit (or fatal with j.C) | |||
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. | 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. | ||
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|startup=16 |active=2 |recovery=31 |frameAdv=-14 | |startup=16 |active=2 |recovery=31 |frameAdv=-14 | ||
|description= | |description= | ||
*Sometimes the only way to end the endless pressure games you often face, particularly from low air dashes. Use it to disrupt the flow of your opponent and get back to neutral, where you often have the advantage. | *Quick stomp attack that knocks opponents vertically downwards, but allows emergency tech rolls. | ||
*Slightly slower than other counter assaults, and has kinda bad range too | |||
Sometimes the only way to end the endless pressure games you often face, particularly from low air dashes. Use it to disrupt the flow of your opponent and get back to neutral, where you often have the advantage. Unlike other Counter assaults, Tager's does not knock his opponent away, likely giving you close range okizeme instead. | |||
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*Gives a small floorbounce followed by a hard knockdown, essentally giving it a long knockdown time. | *Gives a small floorbounce followed by a hard knockdown, essentally giving it a long knockdown time. | ||
*Useful in some combos, can be followed up with 5B or 6B. | *Useful in some combos, can be followed up with 5B or 6B. | ||
*Not the most useful move for Tager since has much better ways of dealing with people who guard too much that cost no Meter | *Not the most useful move for Tager since has much better ways of dealing with people who guard too much that cost no Meter. | ||
*That said, it is possible to throw enemies that are in the guard crush state, so this can be used sparingly as a way to attempt a throw without being punishable on block. | |||
*Basic CT combo route is 5c 6a 6bb CT, can follow with 5b 5c spark bolt for good damage | *Basic CT combo route is 5c 6a 6bb CT, can follow with 5b 5c spark bolt for good damage | ||
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|startup=6 |active=1-10 |recovery=29 |frameAdv= | |startup=6 |active=1-10 |recovery=29 |frameAdv= | ||
|description= | |description= | ||
*High damage command grab | *High damage command grab, hits Standing or Crouching only. | ||
*Hold A to extend active frames. | *Hold A to extend active frames. | ||
*Attractive to maganetised opponents during startup and active time (Including extended active time) | *Attractive to maganetised opponents during startup and active time (Including extended active time) | ||
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Compared to previous versions of Tager, the Gigantic Tager Driver has been streamlined from two versions into just one. Consequently, this variation is about as fast as his old B version Driver with holding extending his active time, but has similar invulnerability and does the same damage as his classic A Driver. The 6 frame startup and short invulnerability means it can be used as a weak reversal, especially after tech rolling past the opponent, but this is risky and you can get easily blown up if the opponent goes airborne or tries for a meaty and catches you before the invulnerability window. As with all of Tager's meterless grabs, you'll want to follow this up with Gadget Finger. | Compared to previous versions of Tager, the Gigantic Tager Driver has been streamlined from two versions into just one. Consequently, this variation is about as fast as his old B version Driver with holding extending his active time, but has similar invulnerability and does the same damage as his classic A Driver. The 6 frame startup and short invulnerability means it can be used as a weak reversal, especially after tech rolling past the opponent, but this is risky and you can get easily blown up if the opponent goes airborne or tries for a meaty and catches you before the invulnerability window. As with all of Tager's meterless grabs, you'll want to follow this up with Gadget Finger. | ||
While it might seem | While it might seem as a Grappler that your gameplan should revolve around landing this move, it actually only leads to weak damage compared to Tager's other options. Typically you'll need to use this move to keep your opponent from doing bad blockstrings on the ground and also to win out point-blank jab contests when at near-neutral frame advantage, forcing your opponent to play less aggressively. Players playing against you will fear this move and you can use this to make them make other mistakes instead. | ||
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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. | 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. | ||
Can | Can be disrespectfully used during combos as a purple throw to do an absurd amount of extra damage, but there's no way to do reliable Throw Reject Miss setups since you cannot cancel into this move from j.A | ||
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*Base damage can never be inflicted due to the first hit casuing the second hit (where the damage actually happens) to always be scaled with the character combo rate. | *Base damage can never be inflicted due to the first hit casuing the second hit (where the damage actually happens) to always be scaled with the character combo rate. | ||
*Combo staple due to its huge damage. Also frequently used on a miss to flick opponents into the air after 3C. | *Combo staple due to its huge damage. Also frequently used on a miss to flick opponents into the air after 3C. | ||
*Switches sides on hit. | *Switches sides on hit. | ||
Atomic collider is a move that will add good damage to any combo, however it is often not possible to follow up with anything other than Gadget Finger, meaning you'll generally want to add this in at the end of your combos. Very early on you can use 5A > jA > jB > jC > Crimson Punish, with an RC you can use 6C and on fatal counter 5A > 5C > 5D will work early in the combo. Due to the side switch, be willing to use a different combo that does not use this move if you want to keep your opponent in the corner (And you likely do). Similarly, if you find your own back is against the wall, getting any combo to lead into atomic collider will turn the tables on them! | Atomic collider is a move that will add good damage to any combo, however it is often not possible to follow up with anything other than Gadget Finger, meaning you'll generally want to add this in at the end of your combos. Very early on you can use 5A > jA > jB > jC > Crimson Punish, with an RC you can use 6C and on fatal counter 5A > 5C > 5D/6A will work early in the combo. Due to the side switch, be willing to use a different combo that does not use this move if you want to keep your opponent in the corner (And you likely do). Similarly, if you find your own back is against the wall, getting any combo to lead into atomic collider will turn the tables on them! | ||
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|description= | |description= | ||
*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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*Causes a launching tumble on air hit or downed hit. Allows easy followups. | *Causes a launching tumble on air hit or downed hit. Allows easy followups. | ||
*It autoguards projectiles during start-up and active frames and Head and Body attacks during start-up. | *It autoguards projectiles during start-up and active frames and Head and Body attacks during start-up. | ||
*Often used to close gaps and punch through reckless projectile spam, but it's far from ideal since it's your only real way to do this. | *Often used to close gaps and punch through reckless projectile spam, but it's far from ideal since it's your only real way to do this. | ||
*Used in corner combos after a 5D air hit. | *Used in corner combos after a 5D air hit. | ||
Not necessarily the best way to close gaps as predictable Sledge use will usually be punished. Vary between using this, super jump Tager Plane and simply taking a nice stroll towards the opponent to keep them guessing. In combos it works as a great move due to its huge damage, decent scaling and can be followed with 6A > 6C fairly easily if you scoop them off the floor with it (Such as after a 3C counterhit or a 5D air hit into the corner). | |||
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|startup=13 |active=6 |recovery=30 |frameAdv=-17 | |startup=13 |active=6 |recovery=30 |frameAdv=-17 | ||
|description= | |description= | ||
*Same Guard point properties as B Sledgehammer. | |||
*Commonly named "Hammer" by players. | |||
*Combo ender in most cases, will always connect after either sledgehammer unless the combo has prorated severely. | *Combo ender in most cases, will always connect after either sledgehammer unless the combo has prorated severely. | ||
*Can be RC'd into 5B very easily allowing the combo to continue. 6C Can also be used, but the timing is much tighter. | *Can be RC'd into 5B very easily allowing the combo to continue. 6C Can also be used, but the timing is much tighter. | ||
*Overhead, leading to a gimmicky mixup after a blocked sledgehammer, highly punishable if blocked and only possible to followup on | *Overhead, leading to a gimmicky mixup after a blocked sledgehammer, highly punishable if blocked and only possible to followup on a counterhit. | ||
*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. | *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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|startup=7 |active=8-47 |recovery=16 |frameAdv=+10 on hit | |startup=7 |active=8-47 |recovery=16 |frameAdv=+10 on hit | ||
|description= | |description= | ||
*Tager picks up the opponent from the floor, magnetises them (360F, | *Tager picks up the opponent from the floor, magnetises them (360F normally, 1000F during OD) and drops them back down, now further then previous versions. Used for okizeme, combos and timeouts. | ||
*Attractive to mangnetised opponents during startup and active frames. | *Attractive to mangnetised opponents during startup and active frames. | ||
*Hold D to extend active frames. | *Hold D to extend active frames. | ||
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}} | }} | ||
====== <font style="visibility:hidden" size="0"> | ====== <font style="visibility:hidden" size="0">Voltic Charge </font> ====== | ||
{{MoveData | {{MoveData | ||
|name=Voltec Charge | |name=Voltec Charge | ||
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|startup= |active= |recovery=39-113 |frameAdv= | |startup= |active= |recovery=39-113 |frameAdv= | ||
|description= | |description= | ||
*Stance, | *Stance move used to either charge up your spark bolt faster, or as a guard point trap. | ||
*Hold button to remain in stance for longer. After stance ends normally, extra charge is added to your spark bolt meter based on how long you were charging for. | |||
*Blocks Head, Body and Projectile atribute moves while held. | *Blocks Head, Body and Projectile atribute moves while held. | ||
*If your opponent activates the guardpoint, you can input Additional attack while still holding D to punish it. In this instance Voltic charge loses its bonus spark bolt gain. | *If your opponent activates the guardpoint, you can input Additional attack while still holding D to punish it. In this instance Voltic charge loses its bonus spark bolt gain. | ||
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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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|description= | |description= | ||
*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 | *Blows opponent away on hit and wallbounds. | ||
*Overdrive version causes wallbounce and | *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. | ||
*If the | *If the preceding Magna-Tech Wheel was the Overdrive version, then Terra break will also be the Overdrive version, even if Overdrive has already ended. | ||
Only really useful as an ender to long combos (which you generally won't need to use it for) or in overdrive. It's not advised if you landed MTW as the first hit of the combo, you will actually get more damage by using a rapid cancel to create a followup combo than by using Terra Break.Similarly, even though it has some invulnerability, do not attempt to use it if MTW gets blocked, use a rapid cancel instead! | Only really useful as an ender to long combos (which you generally won't need to use it for) or in overdrive. It's not advised if you landed MTW as the first hit of the combo, you will actually get more damage by using a rapid cancel to create a followup combo than by using Terra Break.Similarly, even though it has some invulnerability, do not attempt to use it if MTW gets blocked, use a rapid cancel instead! | ||
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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. | |||
* Ends the faster spark bolt gauge gain from overdrive the instant the move hits, so can't be used to pad out this gain. | * Ends the faster spark bolt gauge gain from overdrive the instant the move hits, so can't be used to pad out this gain. | ||
* Often not used if the overdrive superflash shows a 720 opportunity, since that will deal more damage, go active quicker and give magnetism, albeit costs meter. | * Often not used if the overdrive superflash shows a 720 opportunity, since that will deal more damage, go active quicker and give magnetism, albeit costs meter. | ||
* Can go into this easily off of OD MTW > TB 6BB Exceed if you still have overdrive left. | * Can go into this easily off of OD MTW > TB 6BB Exceed if you still have overdrive left. | ||
Can be used with overdrive raids to escape pressure and take advantage back better than most characters can. Tager can use the overdrive super flash to buffer any move and can mix this move up with his throws and atomic collider to cover all possibilities. | Can be used with overdrive raids to escape pressure and take advantage back better than most characters can. Tager can use the overdrive super flash to buffer any move and can mix this move up with his throws and atomic collider to cover all possibilities. | ||
During combos the damage this deals is fairly weak, so it's only really worth using if you're in active flow or need an unburstable finish since it leaves your opponents far away from you. | During combos the damage this deals is fairly weak, so it's only really worth using if you're in active flow or need an unburstable finish since it leaves your opponents far away from you. It does combo off pretty much anything however. | ||
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{{AttackData-BBCF | {{AttackData-BBCF | ||
|damage=16000 |guard=Unblockable |attribute=T | |damage=16000 (DESTROY) |guard=Unblockable |attribute=T | ||
|startup=5+16 |active=4 |recovery=76 |frameAdv= | |startup=5+16 |active=4 |recovery=76 |frameAdv= | ||
|description= | |description= | ||
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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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<br clear=all/> | <br clear=all/> | ||
{{CharLinks | {{CharLinks-BBCF|Tager}} | ||
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{{Navbar-BBCF}} | {{Navbar-BBCF}} | ||
[[Category:BlazBlue]] | [[Category:BlazBlue: Central Fiction]] | ||
[[Category: | [[Category:Iron Tager]] |
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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- 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 •