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Line 510: |
Line 510: |
| *Poor P1, but excellent P2. | | *Poor P1, but excellent P2. |
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| 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. |
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| 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 long-untech 6a for instance). 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. | | 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. |
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| 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! |
Iron Tager
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Health: 13,000
Combo Rate: 60%
Prejump:
Backdash Time 27 / Invul: 1-20
- Movement Options
- Magnetism, no Double Jump, no Airdash, no Run, J.C
- Play-style
- Grappler
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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
5B
5B
Now with color. And jump cancel.
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5C
5C
Chops! Very good starter as well.
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2A
2B
2B
The monkey kick that's surprisingly fast and safe.
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2C
6A
6A
Good for shutting down mashers and scrubs.
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800
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HL
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19
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7
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37
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-
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-
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1000
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HL
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52
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7
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37
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-
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-
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6B
6B
No longer an overhead, but faster and safer
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6C
6C
Slow long range overhead. SMASH!!!
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3C
3C
I'mma trip you, and then I'mma make you fly!
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j.A
j.A
The best move nobody uses.
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j.B
j.C
j.C
The indiscriminate headbutt. Good for closing in on the opponent.
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j.2C
j.2C
The cries of anguish you will hear when this hits.
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1200
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HA
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18
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Until L+2
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18
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-
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-
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Drive Moves
5D
5D
The punch of science.
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Normal: 1100 OD: 1200
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All
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23
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7
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20
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-
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B
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-
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2D
2D
Be careful of using this move. Whiffing this move can result in unwanted situations.
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4D
4D
Nice blockstring ender because of its speed and frame advantage.
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Normal: 800 OD: 1200
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ALL
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13
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4
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14
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-
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-
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j.D
j.D
Hot damn that clap hurts.
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Normal: 1120 OD: 1200
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HA
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23
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4
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28+7L
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-
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-
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Universal Mechanics
Forward Throw
Forward Throw
Yes, Tager actually does have normal throws.
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0, 1500
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T (140)
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7
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3
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23
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-
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T
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-
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Back Throw
Back Throw
Recovery on his normal throws is scarily fast.
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0, 1500
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T (140)
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7
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3
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23
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-
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T
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-
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Air Throw
Air Throw
This probably won't ever happen.
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0, 1500
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T (160)
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7
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3
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23+3L
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-
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T
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-
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Counter Assault
Counter Assault
Turn the tables
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Crush Trigger
Crush Trigger
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1000
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B
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20
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1
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25
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-
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-
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1000
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B
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30~61
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1
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25
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-
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-
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Specials
Gigantic Tager Driver
Gigantic Tager Driver 360A
Make your opponent feels stupid for getting grabbed by this.
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0, 2500
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U
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6
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1-10
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29
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-
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T
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-
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Wedge Catapult
Wedge Catapult 360B
Grab 'em and dab 'em
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Impact Driver
Impact Driver 360B After wedge catapault
Basically turns the move into 360A
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Air Gigantic Tager Driver
Air Driver 360C
How does he jump up after them when this move hits?
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2700
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U
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6
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1-11
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Until L+12
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-
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T
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-
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Atomic Collider
Atomic Collider 623C
Make your opponent jump then snatch them out the air with this.
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0, 1350
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U
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17
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5-??
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19
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-
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T
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-
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A Sledge
A Sledgehammer 236A
Slap projectiles and your opponent silly with this sledge
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B Sledge
B Sledgehammer 236B
Good at closing the distance against zoners...sometimes
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1300
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HL
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35
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4
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15
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-
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-
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1500
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HL
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56
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4
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15
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-
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-
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Hammer
Additional Attack 236A after Sledge or Voltic charge guardpoint
CRUSH THEIR SKULLS!
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Gadget Finger
Gadget Finger 22D on downed opponent
Get Fingered.
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Voltec Charge
Voltec Charge 214D
Guard point the world then hammer their skulls afterward
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Spark Bolt
Spark Bolt 41236D / 623D
Now with wall bound property.
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1500
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All
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12
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Until Offscreen
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Total 47
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-
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P
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-
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Crimson Punisher
Crimson Punisher 63214A
Whoa! Air combo oki ender :O
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800, 1500
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HA
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15
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3
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13+3L
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-
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H
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-
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Distortion Drives
Magna Tech Wheel
Magna Tech Wheel 236236B
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220*19, 1800
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All, HA
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7+12
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4,2*18 (15) 3
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72
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-
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HBF
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-
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180*31, 1800
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All, HA
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7+12
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4,2*30 (15) 3
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72
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-
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HBF
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-
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Terra Break
Terra Break MTW -> 236236B
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3600
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All
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9+46
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9
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35
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-
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B
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-
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4200
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9+46
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9
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35
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-
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-
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Genesic Emerald Tager Buster
Genesic Emerald Tager Buster 720C
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4620
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U
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5+0
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2-??
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41
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-
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T
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-
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5220
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U
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5+0
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2-??
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41
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-
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T
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-
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Exceed Accel
Charged Lightning ABCD during Overdrive
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600, 0, 70*21, 1150
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All
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Fast: 10 Slow: 20
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3
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23
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-
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-
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600, 0, 75*30, 3300
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Fast: 10 Slow: 20
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3
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23
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-
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-
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Astral Heat
King of Tager 1080D
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DESTROY
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UNB
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5+16
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4
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76
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-
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T
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-
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External References
Click [★] for character's full frame data