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*15% Minimum damage | *15% Minimum damage | ||
*General purpose | *General purpose Distortion to add good damage to your combo. | ||
*Can be used as a reversal due to its guard point (Which guards | *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. | |||
*Combos nicely after 6B air hit, 6C, 2C (If magnetised) and somewhat awkwardly in other scenarios. | *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. | ||
*Only possible to follow up with Terra Break or Rapid cancel, Opponent otherwise can tech before Tager even recovers. | *Only possible to follow up with Terra Break or Rapid cancel, Opponent otherwise can tech before Tager even recovers. | ||
Tager's ever faithful big damage Distortion Drive. However due to the awkwardness of getting this move to actually combo without sacrificing hits like atomic collider, it's often better to | Tager's ever faithful big damage Distortion Drive. However due to the awkwardness of getting this move to actually combo without sacrificing hits like atomic collider, it's often better to use Rapid Cancels in most combos since they tend to give more damage. It is still useful as a wakeup reveral, but be aware that opponents hitting the guard point can Rapid Cancel in response to seeing the superflash and block, making it somewhat unreliable. | ||
In Overdrive however, this move and its followup suddenly become disgustingly damaging. If you wish to use it in this way, use MTW as early as you can in the combo to maximise damage. | |||
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*Overdrive version causes wallbounce that allows for folloup with various moves, the higher up they are when you hit them, the more time you will get. | *Overdrive version causes wallbounce that allows for folloup with various moves, the higher up they are when you hit them, the more time you will get. | ||
*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. | *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. | ||
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! | |||
If you manage to use it during overdrive however, it will deal more damage and wallbounces for even more followup hits (Including using exceed accel!). If this happens, try to get Terra Break to hit as early as you can (While not missing completely) since this will give you more time to use harder hitting followup moves. | |||
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Revision as of 10:05, 26 October 2017
Iron Tager |
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Health: 13,000 Combo Rate: 60%
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Overview
Iron Tager is a Sector Seven professor who has been mechanically enhanced to perform field-work. Originally the leader of a Sector Seven assault team sent to retrive Nirvana in the 4th Hierarchical City of Naobi, Tager suffered a mortal wound during the mission, and due to being the only survivor, was forced to withdraw. He was revived as an enormous cyborg by Kokonoe, whom he pledged loyalty to afterward. After his revival, he bears a similar resemblance to a demon, which resulted in him dubbed as the "Red Devil of Sector Seven". He is feared by many, but in truth he is very calm and calculated, only engaging in violence when necessary.
In terms of gameplay, Tager is an archetypal Grappler who uses powerful unblockable grab moves and guard point moves to deal high damage combos. While lacking strong mobility to close in on his opponents, Tager has the ability to magnetise his opponents in order to pull them towards him instead, as well as opening up various combo options which lead to better damage.
Drive: Voltic Battler
Tager can magnetize opponents for a small duration by landing these attacks on hit or block. If the opponent is already magnetized and gets hit by a magnetism attack, the duration increases (max 960F). When the opponent is magnetized, certain attacks will pull in the opponent. The magnetism duration normally reduces at a rate of 1 point per frame, but if Tager's opponent is taking damage, the rate changes to 1 point per 2 frames (when they performs a tech, the rate goes back to normal). Magnetism duration does not decrease during superflash or hitstop.
In addition to magnetism, Tager has an extra gauge: the Spark Bolt Gauge. This gauge fills up at 1 point per frame (freezes during hitstop and superflash) and has a maximum of 1200 points. When the gauge is full, Tager can use the Spark Bolt attack.
Overdrive: Voltic Field
- Magnetized opponents are constantly pulled towards Tager,
- All normal drive moves all gain projectile guardpoints (As well as attribute specific guardpoints depending on the move)
- Spark Bolt Gauge fills up quicker.
- All moves that apply magnetism apply the maximum amount on hit or block.
Pros/Strengths
- Highest health total in the game.
- Really good close range game
- High damage command grabs
- High meter gain on magnetized opponents
- High level pokes for easy confirms
- Fairly large hitbox moves
- Backdash has many invincible frames, useful for getting out of nasty situations
- Very effective at punishes
- Possesses the fastest projectile in the game
Cons/Weaknesses
- Big hit box, allowing for easy fuzzy/unblockable setups
- Lack of mobility
- Has trouble against zoners
- Spark Bolt not always accessible
- Gameplay revolves around corner and magnetized opponents
- Requires knowledge and a lot of patience to win at high levels
- Magnetized foes can sometimes work against you, pulling foes in to confirm an attack they might have whiffed otherwise
Normal Moves
5A
5A |
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5B
5B |
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5C
5C |
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2A
2A |
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2B
2B |
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2C
2C |
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6A
6A |
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6B
6B |
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6C
6C |
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3C
3C |
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j.A
j.A |
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j.B
j.B |
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j.C
j.C |
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j.2C
j.2C |
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Drive Moves
5D
5D |
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2D
2D |
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4D
4D |
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j.D
j.D |
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Universal Mechanics
Forward Throw
Forward Throw |
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Back Throw
Back Throw |
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Air Throw
Air Throw |
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Counter Assault
Counter Assault |
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Crush Trigger
Crush Trigger |
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Specials
Gigantic Tager Driver
Gigantic Tager Driver 360A |
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Wedge Catapult
Wedge Catapult 360B |
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Impact Driver
Impact Driver 360B After wedge catapault |
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Air Gigantic Tager Driver
Air Driver 360C |
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Atomic Collider
Atomic Collider 623C |
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A Sledge
A Sledgehammer 236A |
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B Sledge
B Sledgehammer 236B |
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Hammer
Additional Attack 236A after Sledge or Voltic charge guardpoint |
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Gadget Finger
Gadget Finger 22D on downed opponent |
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Voltec Charge
Voltec Charge 214D |
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Spark Bolt
Spark Bolt 41236D / 623D |
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Crimson Punisher
Crimson Punisher 63214A |
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Distortion Drives
Magna Tech Wheel
Magna Tech Wheel 236236B |
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Terra Break
Terra Break MTW -> 236236B |
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Genesic Emerald Tager Buster
Genesic Emerald Tager Buster 720C |
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Exceed Accel
Charged Lightning ABCD during Overdrive |
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Astral Heat
King of Tager 1080D |
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External References
- Japanese Name: テイガー
- Japanese Wiki
- Japanese BBS
- Arcade Profile Dan Rankings
- Character Video Thread
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- 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 •