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*Hold button to delay. | *Hold button to delay. | ||
*Move is attractive to magnetised opponents throughout its startup and active frames, including if you delay the move. | *Move is attractive to magnetised opponents throughout its startup and active frames, including if you delay the move. | ||
*Groundslides | *Negative knockback, opponents are knocked towards you when it connects in any way. | ||
*Groundslides opponent on air hit, especially if they were low to the ground at that time. | |||
*Has Super Armor throughout the charge animation against non-low attacks. | *Has Super Armor throughout the charge animation against non-low attacks. | ||
*Large hitbox that encompasses the large spark around Tager's hand, overall reach similar to 5C. | |||
*Tager's only normal that can cancel into his command throws. | *Tager's only normal that can cancel into his command throws. | ||
Tager's 6A is a very good all-purpose tool. It brings the opponent closer to him, allowing him to start close range pressure and grab mixup. It also is a very good combo tool that | Tager's 6A is a very good all-purpose tool. It brings the opponent closer to him, allowing him to start close range pressure and grab mixup. It also is a very good combo tool that removes the need to dash or jump cancel like other characters would need to. It's advised to use this only at the beginning of combos, using this at the end of them where a lot of time has passed is ill-advised. | ||
This move also has a strange property where the ground-sliding animation and untech time lasts MUCH longer when the opponent is hit by this at a low height. The untech time is long enough to allow combos of all kinds, | This move also has a strange property where the ground-sliding animation and untech time lasts MUCH longer when the opponent is hit by this at a low height. The untech time is long enough to allow combos of all kinds. The normal version will generally only combo into 2C, 6B and 236A but if you get the long-untech time version, 6A will combo into B sledge, 6C, and Crush Trigger as well, allowing a lot of combo possibilities. | ||
}} | }} | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
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|level=3 |attribute= |startup=16 |active=2 |recovery=18 |frameAdv=-3 |invul= |blockstun=16 | |level=3 |attribute= |startup=16 |active=2 |recovery=18 |frameAdv=-3 |invul= |blockstun=16 | ||
|description= | |description= | ||
*Stomp attack | |||
*Can cancel into itself once | *Can cancel into itself once | ||
*Now forces crouching on standing hit allowing combos into, and out of, A sledge | *Now forces crouching on standing hit allowing combos into, and out of, A sledge | ||
*Hard knockdown on air hit. Combos into A Sledge and Gadget finger but not 2C in this instance. | *Hard knockdown on air hit. Combos into A Sledge and Gadget finger but not 2C in this instance. | ||
*Has | *Has Foot invulnerabity on start-up, allowing you to counter low hitting pressure. | ||
*Moves Tager forward slightly | *Moves Tager forward slightly | ||
An important but overlooked move in Tager's arsenal outside of combos. Given that nothing else in Tager's arsenal with foot invulnerability, and Tager has many guard point moves that fail against low attacks, you'll find a lot of players will try long reaching low pokes at neutral that this will beat out. | |||
}} | }} | ||
}} | }} | ||
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*Jump cancel not available on block. | *Jump cancel not available on block. | ||
*Tager's only standing overhead, but basically useless as a mixup tool due to its massive tell and slow startup. | *Tager's only standing overhead, but basically useless as a mixup tool due to its massive tell and slow startup. | ||
*Floor bounces on any kind of hit, can be jump cancelled into various combos. | *Floor bounces on any kind of hit, can be jump cancelled into various combos. | ||
*Massive hit damage and a bonus 10% proration if used in a combo, you'll want to work this into your combos as much as you can get away with. | *Massive hit damage and a bonus 10% proration if used in a combo, you'll want to work this into your combos as much as you can get away with. | ||
Can be used as a poke at large distances, but it extends Tager's hurtbox forward and can be stuffed and its hitbox doesn't extend as high as you might think, making it only really able to catch jumpouts. 5D is generally a much safer option. Inside combos however it's a very useful tool to boost damage, especially in the corner where you can loop it with 5D to pile on the damage and magnetism. | |||
}} | }} | ||
}} | }} | ||
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|data= | |data= | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
|cancel= SOR |damage=Normal: 1100 | |cancel= SOR |damage=Normal: 1100 |starter= |guard= All | ||
|level=5 |attribute= B |startup=23 |active=7 |recovery=20 |frameAdv=-6 |invul=OD: 15-26 Guard BP |blockstun=20 | |level=5 |attribute= B |startup=23 |active=7 |recovery=20 |frameAdv=-6 |invul=OD: 15-26 Guard BP |blockstun=20 | ||
|description= | |description= | ||
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|data= | |data= | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
|cancel= R |damage=Normal: 800 | |cancel= R |damage=Normal: 800 |starter= |guard= ALL | ||
|level=3 |attribute= |startup=13 |active=4 |recovery=14 |frameAdv=-1 |invul=OD: 5-12 Guard BP |blockstun=16 | |level=3 |attribute= |startup=13 |active=4 |recovery=14 |frameAdv=-1 |invul=OD: 5-12 Guard BP |blockstun=16 | ||
|description= | |description= | ||
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|data= | |data= | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
|cancel= SOR |damage=Normal: 1120 | |cancel= SOR |damage=Normal: 1120 |starter= |guard= HA | ||
|level=5 |attribute= |startup=23 |active=4 |recovery=28+7L |frameAdv= |invul=OD: 6-26 Guard HP |blockstun=20 | |level=5 |attribute= |startup=23 |active=4 |recovery=28+7L |frameAdv= |invul=OD: 6-26 Guard HP |blockstun=20 | ||
|description= | |description= | ||
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*Magnetises and is attractive on magnetised opponents, can easily stuff up air spacing. | *Magnetises 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. | ||
*Does not combo after Tager's other air moves without a counterhit, with the exception of j.C on fatal counter combos. | |||
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, j.D is an amazing move for combos because it has so much untechable time that Tager will usually be able to land and continue with a ground combo, even in slightly high hitstun reduction. | 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, j.D is an amazing move for combos because it has so much untechable time that Tager will usually be able to land and continue with a ground combo, even in slightly high hitstun reduction. | ||
*Gains Head and Projectile guard point during overdrive. | *Gains Head and Projectile guard point during overdrive. | ||
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|version=Wedge Catapult |subtitle=360B |cancel= None |damage=0, 1200 |starter= |guard= U | |version=Wedge Catapult |subtitle=360B |cancel= None |damage=0, 1200 |starter= |guard= U | ||
|level= |attribute= |startup=30 |active=4 |recovery=30 |frameAdv= |invul=6-30 All |blockstun= | |level= |attribute= |startup=30 |active=4 |recovery=30 |frameAdv= |invul=6-30 All |blockstun= | ||
|description= | |||
*Punish throw / risky reversal | *Punish throw / risky reversal | ||
*Cannnot reduce an enemy to less than 1hp | |||
*Cannot be special cancelled into, except from 6A. | *Cannot be special cancelled into, except from 6A. | ||
*Tager is in a counterhit state during recovery. | |||
*Combo throw, does not incur purple !! marks if used during blockstun or a combo and benefits from the 10% damage bonus on counterhits. Does not have 100% minimum damage. | *Combo throw, does not incur purple !! marks if used during blockstun or a combo and benefits from the 10% damage bonus on counterhits. Does not have 100% minimum damage. | ||
*Untech time lasts until the opponent hits the floor | *Untech time lasts until the opponent hits the floor | ||
*Poor P1, but excellent P2. | *Poor P1, but excellent P2. | ||
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. | ||
Wedge, like Atomic Collider, doesn't purple throw mid-combo, meaning that you can use it as a combo tool in some situations ( | 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. | ||
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! | ||
The impact driver followup is seldom used due to combos from Wedge Catapault causing more damage. However it is unburstable and will always connect at any point in a combo, so if you manage to get wedge catapault late in a combo, or when your opponent is very low on life, you can use impact driver as a solid | }} | ||
}} | |||
====== <font style="visibility:hidden" size="0">Impact Driver</font> ====== | |||
{{MoveData | |||
|name=Impact Driver | |||
|input=360B After wedge catapault | |||
|image=BBCF_Tager_ImpactDriver.png | |||
|caption=Basically turns the move into 360A | |||
|data= | |||
{{AttackData-BBCF | |||
|header=yes | |||
|version=Impact Driver |subtitle=Catapult > 360B |cancel= None |damage=0, 1400 |starter= |guard= | |||
|level=4 |attribute= T |startup= |active= |recovery= |frameAdv= |invul= |blockstun= | |||
|description= | |||
*Burst-proof followup to Wedge Captapault | |||
*Deals 100% damage if Wedge catapault was the first hit of the combo. | |||
*Generous followup window | |||
*Opponent is returned to the same side they were on when Wedge catapault grabbed them | |||
*Can be cancelled into Gadget Finger during the final recovery frames. | |||
The impact driver followup is seldom used due to combos from Wedge Catapault causing more damage. However it is unburstable and will always connect at any point in a combo, so if you manage to get wedge catapault late in a combo, or when your opponent is very low on life, you can use impact driver as a solid round ender. Can only be followed up with gadget finger. | |||
}} | }} | ||
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|description= | |description= | ||
*Has no invulnerability like it's grounded equivalent, but since magnetism is much more strongly attractive on airborne opponents, it doesn't tend to need it. | *Has no invulnerability like it's grounded equivalent, but since magnetism is much more strongly attractive on airborne opponents, it doesn't tend to need it. | ||
*Tager is stationary in the air throughout the move, and loses all air momentum. | |||
*Cannot be special cancelled into. | *Cannot be special cancelled into. | ||
*On magnetised opponents, can drag them across the entire screen, potentially punishing some air moves | *On magnetised opponents, can drag them across the entire screen, potentially punishing some air moves | ||
*Cannot hit grounded opponents, but will still pull them along the floor. | *Cannot hit grounded opponents, but will still pull them along the floor. | ||
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. | |||
}} | }} | ||
}} | }} | ||
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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 on | *Can only be followed up with Additional Attack on a standing hit. If your opponent is crouching (Use 6B to force crouch) or during a fatal counter combo, you can follow up with 5A > 5B... | ||
*Can be followed up | *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. | ||
}} | }} | ||
}} | }} | ||
====== <font style="visibility:hidden" size="0">B Sledge </font> ====== | ====== <font style="visibility:hidden" size="0">B Sledge </font> ====== | ||
{{MoveData | {{MoveData | ||
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{{AttackData-BBCF | {{AttackData-BBCF | ||
|version=Uncharged |cancel= R |damage=1300 |starter= |guard= HL | |version=Uncharged |cancel= R |damage=1300 |starter= |guard= HL | ||
|level=3 |attribute= |startup=35 |active=4 |recovery=15 |frameAdv=- | |level=3 |attribute= |startup=35 |active=4 |recovery=15 |frameAdv=-7 |invul=1-39 P Guard P<br/>11-29 Guard HBP |blockstun= | ||
}} | }} | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
|header=no | |header=no | ||
|version=Max Charge |cancel= R |damage=1500 |starter= |guard= HL | |version=Max Charge |cancel= R |damage=1500 |starter= |guard= HL | ||
|level=3 |attribute= |startup=56 |active=4 |recovery=15 |frameAdv=- | |level=3 |attribute= |startup=56 |active=4 |recovery=15 |frameAdv=-7 |invul=1-60 P Guard P<br/>11-50 Guard HBP |blockstun= | ||
|description= | |description= | ||
*Causes Crumple stun on grounded hit. On Counterhit gives a crumple stun similar to 5D's standing counterhit, allowing all manner of followups. | |||
*Causes a launching tumble on air hit or downed hit. Allows easy followups. | |||
*It autoguards projectiles during start-up and active frames and high and mid attacks during start-up | *It autoguards projectiles during start-up and active frames and high and mid attacks during start-up | ||
*Now much better in previous iterations due to its stronger guardpoint (Still completely vulnerable to low hits!) | *Now much better in previous iterations due to its stronger guardpoint (Still completely vulnerable to low hits!) | ||
*As of CF 2.0 is now unsafe on block | |||
*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. | ||
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*Can be RC'd into 5B very easily allowing the combo to continue. | *Can be RC'd into 5B very easily allowing the combo to continue. | ||
*Overhead, leading to a gimmicky mixup after a blocked sledgehammer, highly punishable if blocked and only possible to followup on hit counterhit. | *Overhead, leading to a gimmicky mixup after a blocked sledgehammer, highly punishable if blocked and only possible to followup on hit counterhit. | ||
*Counterhits lead to short short combos due to its short starter property. For example, | *Counterhits lead to short short combos due to its short starter property. For example, AA CH, 5B > 5C > 6A will miss on the 6A. Use AA, 5B > 5C > AC, 22D instead. | ||
}} | }} | ||
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|description= | |description= | ||
*Tager picks up the opponent from the floor and drops them back down, now further then previous versions. Used for okizeme, combos and timeouts. | *Tager picks up the opponent from the floor and drops them back down, now further then previous versions. Used for okizeme, combos and timeouts. | ||
*Only usable | *While it looks like it can only pick enemies off the floor, it is able to catch opponents in the airborne state (Which includes lying on the floor and jumping). The hitbox rises up enough enough to do combos where your opponent falls into an active gadget finger before they get a chance to tech as they reach the floor. For example 3C > 22D will connect. | ||
*Only usable if the combo you're doing has fully downed your opponent at least once (Floorbounces do not count). | |||
**These moves are, 6B (Air hit only), 5D and 2D (Air hit only, only after floorslide begins), Crush Trigger, 360A, j.360C, j.2C (non CH only), Air throw. | **These moves are, 6B (Air hit only), 5D and 2D (Air hit only, only after floorslide begins), Crush Trigger, 360A, j.360C, j.2C (non CH only), Air throw. | ||
**3C and Atomic collider have a special property where your opponent is considered to have been downed in the combo the instant these attacks connect. | **3C and Atomic collider have a special property where your opponent is considered to have been downed in the combo the instant these attacks connect. | ||
*Uniquely, The opponent is dropped in the air in a standing histun state, leading to some odd properties: | |||
**When the opponent touches the floor, they do not get any ukemi options, instead they recover just like if they'd been hit while standing. | |||
**The recovery from the move only begins once they touch the floor. | |||
**The recovery is affected as normal by combo length, fatal counter and, in the case of Jubei, crouching hitstun. | |||
*Now actually has enough advantage to followup with 5A on certain characters, and even more on Fatal. | *Now actually has enough advantage to followup with 5A on certain characters, and even more on Fatal. | ||
*100% minimum damage. Fixed 5% heat gain. | *100% minimum damage. Fixed 5% heat gain. | ||
Tager's Gadget Finger is as good as ever, and still used for a lot of things. The most obvious use is to use this as an okizeme tool. It's fast enough to combo after his command | Tager's Gadget Finger is as good as ever, and still used for a lot of things. The most obvious use is to use this as an okizeme tool. It's fast enough to combo after his "Driver" command throws, giving him easy pressure afterward, albeit one that can be disrespected with Overdrive, DP's and EA. However, with the right conditioning and setup, they won't dare to do so. | ||
However, a smart player quickly notices that Gadget Finger allows much more than this option. For starters, it actually has infinite untech time, which leads into two things : it allows the now infamous Timeout Tager loop (or "the circus"), or for new gimmicky combos. | However, a smart player quickly notices that Gadget Finger allows much more than this option. For starters, it actually has infinite untech time due to it putting them in grounded hitstun in the air, which leads into two things : it allows the now infamous Timeout Tager loop (or "the circus"), or for new gimmicky combos. | ||
The timeout is done by doing Gadget Finger, rapid-cancelling it and repeatedly doing whiffed Air Drivers (360C). This is much harder than it sounds, and must be done with great care to not launch the opponent too far away, or too high for another successful Driver whiff. If done correctly, with 100 meter, it can easily grant Tager a timeout win even when a lot of time is remaining in the match. | The timeout is done by doing Gadget Finger, rapid-cancelling it and repeatedly doing whiffed Air Drivers (360C). This is much harder than it sounds, and must be done with great care to not launch the opponent too far away, or too high for another successful Driver whiff. If done correctly, with 100 meter, it can easily grant Tager a timeout win even when a lot of time is remaining in the match. | ||
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|description= | |description= | ||
*A hugely threatening move just by its existence. Spark bolt exists to punish and take down people who like to hide at max distance spamming attacks. | *A hugely threatening move just by its existence. Spark bolt exists to punish and take down people who like to hide at max distance spamming attacks. | ||
*Requires a full Spark bolt guage to fire | *Requires a full Spark bolt guage to fire and consumes all of it on the first startup frame, therefore getting this move stuffed will cause you to lose the spark bolt. | ||
*Charges up in 20 seconds normally. | |||
*Charges five times as fast during Overdrive (Charges in approximately 4 seconds). | |||
*Wall bounces on hit, allowing combos from any range. | *Wall bounces on hit, allowing combos from any range. | ||
*Can be used to extend combos. | *Can be used to extend combos. | ||
*Destroys most projectiles and is | *A level 2 projectile, Destroys most projectiles without being destroyed itself. | ||
A key tool for Tager, since once you have it available you have the means to counter pretty much any whiffed poke and any big and slow long ranged move. Therefore don't throw it away recklessly! Hold onto it and use that looming threat to keep your opponent playing cautiously at range, allowing you to close in via other means. | *Absurdly fast startup and projectile speed. | ||
*The projectile is large enough to hit floorsliding opponents (Such as from 5D's air hit), but will miss fully downed opponents. | |||
A key tool for Tager, since once you have it available you have the means to counter pretty much any whiffed poke and any big and slow long ranged move. Therefore don't throw it away recklessly! Hold onto it and use that looming threat to keep your opponent playing cautiously at range, allowing you to close in via other means. In combos its big untechable time, quick startup, long range magnetism and big damage makes it an extremely useful tool for extending combos that would otherwise fail due to hitstun reduction or just pushing the opponent out of range. It's particularly useful for turning random 5D hits into full combos since it will combo from air and ground hits with a generous amount of time to react to the hit. | |||
}} | }} | ||
}} | }} | ||
====== <font style="visibility:hidden" size="0">Crimson Punisher</font> ====== | ====== <font style="visibility:hidden" size="0">Crimson Punisher</font> ====== | ||
{{MoveData | {{MoveData | ||
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*General purpose combo Distortion to add good damage to your combo. | *General purpose combo Distortion to add good damage to your combo. | ||
*Can be used as a reversal due to its guard point (Which guards high, low and even throws!), 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. | *Can be used as a reversal due to its guard point (Which guards high, low and even throws!), 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. | ||
*Combos nicely after | *Combos nicely after 6B air hit, 6C, 2C (If magnetised) and somewhat awkwardly in other scenarios. | ||
*Final hit hits overhead, can be used as a gimmicky mixup on RC if you swap to a low hit. | *Final hit hits overhead, can be used as a gimmicky mixup on RC if you swap to a low hit. | ||
}} | }} | ||
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|data= | |data= | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
|version=Normal |cancel= | |version=Normal |cancel= - |damage=3600 |starter= |guard= All | ||
|level=4 |attribute= B |startup=9+46 |active=9 |recovery=35 |frameAdv=-25 |invul=1-13 All |blockstun= | |level=4 |attribute= B |startup=9+46 |active=9 |recovery=35 |frameAdv=-25 |invul=1-13 All |blockstun= | ||
}} | }} | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
|header=no | |header=no | ||
|version=Overdrive |cancel= |damage=4200 |starter= |guard= | |version=Overdrive |cancel= - |damage=4200 |starter= |guard= All | ||
|level=4 |attribute= |startup=9+46 |active=9 |recovery=35 |frameAdv=-25 |invul=1-13 All |blockstun= | |level=4 |attribute= B |startup=9+46 |active=9 |recovery=35 |frameAdv=-25 |invul=1-13 All |blockstun= | ||
|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. | ||
*Blows opponent away on hit. | *Blows opponent away on hit. | ||
* | *Overdrive version causes wallbounce that allows for followup with either Exceed Accel or 6B. | ||
*If the preceeeding Magna-Tech Wheel was the Overdrive version, then Terra break will also be the Overdrive version, even if Overdrive has already ended. | |||
}} | }} | ||
}} | }} | ||
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|description= | |description= | ||
* Expensive reversal, and oddly gives no magnetism, but still very useful since Active flow Tager is pretty terrifying. | * Expensive reversal, and oddly gives no magnetism, but still very useful since Active flow Tager is pretty terrifying. | ||
* 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 be used with overdrive raids to escape pressure and take advantage back. Opponents may feel the need to block this if they see the overdrive superflash, and you can throw them instead. | * Can be used with overdrive raids to escape pressure and take advantage back. Opponents may feel the need to block this if they see the overdrive superflash, and you can throw them instead. | ||
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|description= | |description= | ||
*Startup is extendable by holding the button, attack will only happen after it is released. | *Startup is extendable by holding the button, attack will only happen after it is released. | ||
*Extremely attractive towards magnetised opponents, including during extended startup. | |||
*Kinda invulnerable, but not really. On fastest startup your opponent can poke you out on reaction to the superflash. | |||
*Unblockable, looks like a command throw, but can actually can catch airborne and grounded enemies and cannot be throw rejected under any circumstances. | *Unblockable, looks like a command throw, but can actually can catch airborne and grounded enemies and cannot be throw rejected under any circumstances. | ||
*Combos easily after Spark Bolt, or even more easily after Wedge Catapult. | *Combos easily after Spark Bolt, or even more easily after Wedge Catapult. |
Revision as of 14:20, 25 September 2017
Iron Tager |
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Health: 13,000 Combo Rate: 60%
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Overview
Iron Tager is a Sector Seven professor who has been mechanically enhanced to perform field-work. Originally the leader of a Sector Seven assault team sent to retrive Nirvana in the 4th Hierarchical City of Naobi, Tager suffered a mortal wound during the mission, and due to being the only survivor, was forced to withdraw. He was revived as an enormous cyborg by Kokonoe, whom he pledged loyalty to afterward. After his revival, he bears a similar resemblance to a demon, which resulted in him dubbed as the "Red Devil of Sector Seven". He is feared by many, but in truth he is very calm and calculated, only engaging in violence when necessary.
Drive: Voltic Battler
Tager can magnetize opponents for a small duration by landing these attacks on hit or block. If the opponent is already magnetized and gets hit by a magnetism attack, the duration increases (max 960F). When the opponent is magnetized, certain attacks will pull in the opponent. The magnetism duration normally reduces at a rate of 1 point per frame, but if Tager is taking damage, the rate changes to 1 point per 2 frames (when Tager performs a tech, the rate goes back to normal). Magnetism duration does not decrease during superflash or hitstop.
In addition to magnetism, Tager has an extra gauge: the Spark Bolt Gauge. This gauge fills up at 1 point per frame (freezes during hitstop and superflash) and has a maximum of 1200 points. When the gauge is full, Tager can use the Spark Bolt attack.
Overdrive: Voltic Field
Magnetized opponents are constantly pulled towards Tager, His drive moves all gain projectile guardpoints (As well as attribute specific guardpoints depending on the move) and the Spark Bolt Gauge fills up quicker.
Pros/Strengths
- Highest health total in the game.
- Really good close range game
- High damage command grabs
- High meter gain on magnetized opponents
- High level pokes for easy confirms
- Fairly large hitbox moves
- Backdash has many invincible frames, useful for getting out of nasty situations
- Very effective at punishes
- Possesses the fastest projectile in the game
Cons/Weaknesses
- Big hit box, allowing for easy fuzzy/unblockable setups
- Lack of mobility
- Has trouble against zoners
- Spark Bolt not always accessible
- Gameplay revolves around corner and magnetized opponents
- Requires knowledge and a lot of patience to win at high levels
- Magnetized foes can sometimes work against you, pulling foes in to confirm an attack they might have whiffed otherwise
Normal Moves
5A
5A |
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5B
5B |
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5C
5C |
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2A
2A |
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2B
2B |
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2C
2C |
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6A
6A |
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6B
6B |
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6C
6C |
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3C
3C |
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j.A
j.A |
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j.B
j.B |
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j.C
j.C |
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j.2C
j.2C |
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Drive Moves
5D
5D |
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2D
2D |
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4D
4D |
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j.D
j.D |
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Universal Mechanics
Forward Throw
Forward Throw |
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Back Throw
Back Throw |
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Air Throw
Air Throw |
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Counter Assault
Counter Assault |
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Crush Trigger
Crush Trigger |
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Specials
Gigantic Tager Driver
Gigantic Tager Driver 360A |
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Wedge Catapult
Wedge Catapult 360B |
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Impact Driver
Impact Driver 360B After wedge catapault |
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Air Gigantic Tager Driver
Air Driver 360C |
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Atomic Collider
Atomic Collider 623C |
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A Sledge
A Sledgehammer 236A |
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B Sledge
B Sledgehammer 236B |
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Hammer
Additional Attack 236A after Sledge or Voltic charge guardpoint |
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Gadget Finger
Gadget Finger 22D on downed opponent |
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Voltec Charge
Voltec Charge 214D |
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Spark Bolt
Spark Bolt 41236D / 623D |
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Crimson Punisher
Crimson Punisher 63214A |
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Distortion Drives
Magna Tech Wheel
Magna Tech Wheel 236236B |
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Terra Break
Terra Break MTW -> 236236B |
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Genesic Emerald Tager Buster
Genesic Emerald Tager Buster 720C |
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Exceed Accel
Charged Lightning ABCD during Overdrive |
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Astral Heat
King of Tager 1080D |
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External References
- Japanese Name: テイガー
- Japanese Wiki
- Japanese BBS
- Arcade Profile Dan Rankings
- Character Video Thread
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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 •