(→j.B) |
(→2D) |
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*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. | ||
<br/> | <br/> | ||
===Strengths/Weaknesses=== | |||
=== | {| | ||
|-style="text-align:left;" | |||
! Strengths !! Weaknesses | |||
|- style="vertical-align:top;text-alighn:left" | |||
| style="width: 50%;"| | |||
* Highest health total in the game. | * Highest health total in the game. | ||
* Really good close range game | * Really good close range game | ||
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* Very effective at punishes | * Very effective at punishes | ||
* Possesses the fastest projectile in the game | * Possesses the fastest projectile in the game | ||
= | | style="width: 50%;"| | ||
* Big | * Big hurtbox, allowing for easy fuzzy/unblockable setups | ||
* Lack of mobility | * Lack of mobility | ||
* Has trouble against zoners | * Has trouble against zoners | ||
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* Requires knowledge and a lot of patience to win at high levels | * 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 | * Magnetized foes can sometimes work against you, pulling foes in to confirm an attack they might have whiffed otherwise | ||
|- | |||
|} | |||
<br clear=all/> | <br clear=all/> | ||
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|description= | |description= | ||
*Standing low | *Standing low | ||
* | *Surprisingly long untech time allows 5B > 5C on downed opponents quite late into the combo | ||
*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. | |||
}} | }} | ||
}} | }} | ||
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*Has head invulnerability, but is very short and just before the active time, often leading to trades, definitely not useful to stop low air attacks on wakeup. | *Has head invulnerability, but is very short and just before the active time, often leading to trades, definitely not useful to stop low air attacks on wakeup. | ||
*Good vertical reach, but poor horizontal reach. | *Good vertical reach, but poor horizontal reach. | ||
*Won't hit most fully-downed opponents, but can hit them during floorslides and just as they hit the ground. For example 6B > 2C on an air hit won't work unless they were quite high up. | |||
*Good untechable time, can be used to perform various tricks with magnetism. | |||
}} | }} | ||
}} | }} | ||
====== <font style="visibility:hidden" size="0">6A</font> ====== | ====== <font style="visibility:hidden" size="0">6A</font> ====== | ||
{{MoveData | {{MoveData | ||
|name=6A | |name=6A | ||
|image=BBCS_Tager_6A.png | |image=BBCF_Tager_6A.png | ||
|caption= | |image2=BBCS_Tager_6A.png | ||
|caption=Pose when delaying the move... | |||
|caption2=...And release | |||
|data= | |data= | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
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|name=6B | |name=6B | ||
|image=BBCS_Tager_6B.png | |image=BBCS_Tager_6B.png | ||
| | |image2=BBCS_Tager_6B_2.png | ||
|caption2=No longer an overhead, but faster and safer | |||
|data= | |data= | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
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*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 | Can be used as a poke at large distances, but it extends Tager's hurtbox forward thus it can 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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*Has a tendency to clash in air footsies. | *Has a tendency to clash in air footsies. | ||
*Long untech time on a counterhit, usually possible to land and pick up the combo. | *Long untech time on a counterhit, usually possible to land and pick up the combo. | ||
*Hitbox also covers most of Tager's arms, making it a reasonable jump-in move. | |||
}} | }} | ||
}} | }} | ||
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|data= | |data= | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
|cancel= SR |damage=1200 |starter= |guard= HA | |version=Normal|cancel= SR |damage=1200 |starter= |guard= HA | ||
|level=4 |attribute= |startup=18 |active=Until L+2 |recovery=18 |frameAdv= |invul= |blockstun=18 | |level=4 |attribute= |startup=18 |active=Until L+2 |recovery=18 |frameAdv= |invul= |blockstun=18 | ||
|description= | |||
}} | |||
{{AttackData-BBCF | |||
|header=no|version=Fast|cancel= SR |damage=1200 |starter= |guard= HA | |||
|level=4 |attribute= |startup=? |active=Until L+2 |recovery=18 |frameAdv= |invul= |blockstun=18 | |||
|description= | |description= | ||
*Fatal Counter | *Fatal Counter | ||
*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. | ||
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{{AttackData-BBCF | {{AttackData-BBCF | ||
|cancel= R |damage=1200 |starter= |guard= All | |cancel= R |damage=1200 |starter= |guard= All | ||
|level=5 |attribute= |startup=26 |active=10 |recovery=18 |frameAdv= | |level=5 |attribute= |startup=26 |active=10 |recovery=18 |frameAdv=+1 |invul=OD: 12-35 Guard FP |blockstun= | ||
|hitbox=tager/2D | |hitbox=tager/2D | ||
|description= | |description= | ||
* Magnetises for 300F (960F during OD) and is also attractive on magnetised opponents, effectively extends the range of this already long ranged move. | * Magnetises for 300F (960F during OD) and is also attractive on magnetised opponents, effectively extends the range of this already long ranged move. | ||
* Fatal Counter, followup with 3C > 623C (whiff) or 5C > 6A to start the combo. | * Fatal Counter, followup with 3C > 623C (whiff) or 5C > 6A to start the combo. | ||
* | * If Tager connects with this move on hit or block, recovery starts immediately, giving a consistent frame advantage regardless of how late it hits. | ||
* No cancels possible outside of Rapid cancels. | * No cancels possible outside of Rapid cancels. | ||
* Gains Foot and Projectile guard point during overdrive. | * Gains Foot and Projectile guard point during overdrive. | ||
* Hitbox much smaller than it looks, encompassing basically just Tager's hand, extending to the floor. | * Hitbox much smaller than it looks, encompassing basically just Tager's hand, extending to the floor. | ||
The command dash that absolutely should not be spammed. 2D sees use in closing short gaps and ending some corner combos, but its use is limited to ocasionally punishing some moves at range, and also ducking under some moves that cannot hit lows to score a very highly damaging fatal counter. When using it in neutral, expect to land it on block since it is very telegraphed, however it does leave you at a slight advantage and very close to your opponent, a very nice place for Tager to be. | |||
In overdrive, this move becomes much more interesting as it is the only meterless move Tager has with a foot guardpoint, allowing him to advance on characters who have long ranged Foot attribute moves that normally stuff Sledgehammer (Such as Kagura and Es). | |||
}} | }} | ||
}} | }} | ||
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*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. In some cases 4D can be used mid combo if you can get it to hit while they're at Tager's head height, but it is very tricky. | 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. In some cases 4D can 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 effective tick throw setup, but don't get too predictable else they'll jump in response to blocking or being hit with it. | ||
}} | }} | ||
}} | }} | ||
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*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. | *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, allowing it to win most air to air situations. | ||
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. | |||
However, j.D is an amazing move for combos because it has a fantastic P2 and so much untechable time that Tager will usually be able to land and continue with a ground combo, even in slightly high hitstun reduction. During fatal counter combos, it combines with j.C to form an extremely damaging loop. | |||
}} | }} | ||
}} | }} | ||
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|name=Forward Throw | |name=Forward Throw | ||
|image=BBCS_Tager_FThrow.png | |image=BBCS_Tager_FThrow.png | ||
|caption= | |caption=Powerbomb | ||
|data= | |data= | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
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|level=0, 4 |attribute=T |startup=7 |active=3 |recovery=23 |frameAdv= |invul= |hitbox=tager/groundThrow | |level=0, 4 |attribute=T |startup=7 |active=3 |recovery=23 |frameAdv= |invul= |hitbox=tager/groundThrow | ||
|description= | |description= | ||
*Leads to higher damage, heat gain and is much safer on whiff than 360A, but has no startup invulnerability or magnetic attraction | *Leads to higher damage, heat gain and is much safer on whiff than 360A, but has no startup invulnerability or magnetic attraction. Your best choice as punish tool if you haven't got much advantage to work with. | ||
*Special cancellable. | *Special cancellable. | ||
Leads to a good bit of damage with the right combo, but remember that you'll be using atomic collider further down the combo, swapping sides, so bare that in mind when picking which throw to use. | |||
}} | }} | ||
}} | }} | ||
====== <font style="visibility:hidden" size="0">Back Throw</font> ====== | ====== <font style="visibility:hidden" size="0">Back Throw</font> ====== | ||
{{MoveData | {{MoveData | ||
|name=Back Throw | |name=Back Throw | ||
|image=BBCS_Tager_BThrow.png | |image=BBCS_Tager_BThrow.png | ||
|caption= | |caption=Suplex | ||
|data= | |data= | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
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|description= | |description= | ||
*Similar to forward throw and with the same comparisons to 360A, however is not special cancellable. Your opponent isn't bounced away very far however, allowing you to follow up with 5B or, more ideally, a low sliding 6A > 6C. | *Similar to forward throw and with the same comparisons to 360A, however is not special cancellable. Your opponent isn't bounced away very far however, allowing you to follow up with 5B or, more ideally, a low sliding 6A > 6C. | ||
Leads to almost identical damage to forward throw, so which one to pick is a matter of which one gives you the best position advantage. Remember that you will use atomic collider in the followup combo, swapping sides again. | |||
}} | }} | ||
}} | }} | ||
====== <font style="visibility:hidden" size="0">Air Throw</font> ====== | ====== <font style="visibility:hidden" size="0">Air Throw</font> ====== | ||
{{MoveData | {{MoveData | ||
|name=Air Throw | |name=Air Throw | ||
|image=BBCS_Tager_AThrow.png | |image=BBCS_Tager_AThrow.png | ||
|caption= | |caption=Body slam | ||
|data= | |data= | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
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|level=0, 3 |attribute=T |startup=7 |active=3 |recovery=23+3L |frameAdv= |invul= |hitbox=tager/airThrow | |level=0, 3 |attribute=T |startup=7 |active=3 |recovery=23+3L |frameAdv= |invul= |hitbox=tager/airThrow | ||
|description= | |description= | ||
*Cancellable from j.A in a way that Air Driver is not. | *Cancellable from j.A in a way that Air Driver is not. So usable in Throw Reject Miss setups. | ||
*Swaps sides. | *Swaps sides. | ||
*Hard knockdown after a small bounce. Follow up by landing a lowest-possible j.2C, 5B... | *Hard knockdown after a small bounce. Follow up by landing a lowest-possible j.2C, 5B... or j.C, 5C. | ||
*Has a longer reach than all other air throws. | *Has a longer reach than all other air throws. | ||
Not exactly a useful move for Tager since he doesn't have many opportunities to get close mid air, or set up airthrow traps since Air Driver does these things much better. But it does at least recover much more quickly than Air Driver if you miss and does lead to slightly more damage. | |||
}} | }} | ||
}} | }} | ||
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*Bad whiff recovery, Tager is in a Counterhit state in this time. | *Bad whiff recovery, Tager is in a Counterhit state in this time. | ||
*Despite its appearance, the hitbox for the move extends all of the way down to Tager's feet, preventing it from being low-profiled. | *Despite its appearance, the hitbox for the move extends all of the way down to Tager's feet, preventing it from being low-profiled. | ||
*Tager is immune to external push forces during this move (Such as Wind or another Tager's magnetism) | |||
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 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 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. | ||
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|data= | |data= | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
|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= | |description= | ||
*Punish throw / risky reversal | *Punish throw / risky reversal | ||
*Attractive to magnetised opponents during startup. | *Attractive to magnetised opponents during startup. | ||
*Long startup but generous invulnerability between frames 6-24. | |||
*Cannnot reduce an enemy to less than 1hp | *Cannnot reduce an enemy to less than 1hp | ||
*Cannot be special cancelled into, except from 6A. | *Cannot be special cancelled into, except from 6A. | ||
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*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. | ||
*Tager is immune to external push forces during this move (Such as Wind or another Tager's magnetism) | |||
Wedge Catapult is Tager's new command throw in CF, replacing the B version Tager Driver. It sees most usage as a tool for | Wedge Catapult is Tager's new command throw in CF, replacing the B version Tager Driver. It sees most usage as a tool for calling out moves 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 (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. | 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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|data= | |data= | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
|cancel= None |damage=0, 1400 |starter= |guard= | |||
|level=4 |attribute= T |startup= |active= |recovery= |frameAdv= |invul= |blockstun= | |level=4 |attribute= T |startup= |active= |recovery= |frameAdv= |invul= |blockstun= | ||
|description= | |description= | ||
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*Can be cancelled into Gadget Finger during the final recovery frames. | *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 (Pretty much only possible from a Gadget finger RC), or when your opponent is very low on life, you can use impact driver as a solid combo ender. Can only be followed up with gadget finger. | The impact driver followup is seldom used due to other 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 (Pretty much only possible from a Gadget finger RC), or when your opponent is very low on life, you can use impact driver as a solid combo ender. Can only be followed up with gadget finger. | ||
}} | }} | ||
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|level=4 |attribute= T |startup=6 |active=1-11 |recovery=Until L+12 |frameAdv= |invul= |blockstun= | |level=4 |attribute= T |startup=6 |active=1-11 |recovery=Until L+12 |frameAdv= |invul= |blockstun= | ||
|description= | |description= | ||
*Has no invulnerability like it's grounded equivalent, but | *Hold button to extend active frames | ||
*Has no invulnerability like it's grounded equivalent, but it has a very long reach (outreaching most jumping jabs) so it doesn't tend to need it. | |||
*If the move is held at all, Tager is stationary in the air throughout the move and loses all air momentum. Otherwise he remains in the same jump arc. | *If the move is held at all, Tager is stationary in the air throughout the move and loses all air momentum. Otherwise he remains in the same jump arc. | ||
*Cannot be special cancelled into. | *Cannot be special cancelled into. | ||
* | *Attracts magnetised opponents during startup and active time, potentially dragging 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. | ||
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|description= | |description= | ||
*Unblockable anti air grab, hold to extend startup and magnetic attraction, release to grab. | *Unblockable anti air grab, hold to extend startup and magnetic attraction, release to grab. | ||
*While being a throw, it does not incur purple !! marks if used in a combo and will benefit from the 10% bonus damage from counter hits. Does not have 100% minimum damage | *Cannot hit grounded opponents, regardless of hitboxes. | ||
*While being a throw, it does not incur purple !! marks if used in a combo and will benefit from the 10% bonus damage from counter hits. Does not have 100% minimum damage. | |||
*Ignores Tager's 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. | ||
*Followups possible with 5A, but only early in the combo, otherwise go for Gadget Finger. | *Followups possible with 5A, but only early in the combo, otherwise go for Gadget Finger. | ||
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*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. | 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! | ||
}} | }} | ||
}} | }} | ||
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*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. | |||
}} | }} | ||
}} | }} | ||
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|description= | |description= | ||
*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. | *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 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, 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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*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. | *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). | *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, impact driver, 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: | *Uniquely, The opponent is dropped in the air in a standing histun state, leading to some odd properties: | ||
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|input=41236D / 623D | |input=41236D / 623D | ||
|image=BBCP_Tager_SparkBolt.png | |image=BBCP_Tager_SparkBolt.png | ||
|caption= | |caption= The great equaliser. | ||
|data= | |data= | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
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*Absurdly fast startup and projectile speed. | *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. | *The projectile is large enough to hit floorsliding opponents (Such as from 5D's air hit), but will miss fully downed opponents. | ||
*Tager's own chest has a hitbox at the start of the active frames, effectively removing the deadzone from where the sparkbolt spawns. If Tager hits with this chest hitbox, the projectile itself will not appear. The chest hitbox otherwise behaves identically to hitting with the bolt 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. 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. | 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. | ||
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|description= | |description= | ||
*Two stage attack, if the initial arm sweep hits, his opponent is hit straight down with a hard knockdown and Tager immediately follows up with a bellyflop on the stricken opponent. | *Two stage attack, if the initial arm sweep hits, his opponent is hit straight down with a hard knockdown and Tager immediately follows up with a bellyflop on the stricken opponent. | ||
*Huge hitbox underneath Tager. | |||
*Disables bursts on hit. | *Disables bursts on hit. | ||
* | *Can only be used once per jump. | ||
*During the initial arm sweep, Tager is launched slightly upwards and forwards and removing all previous 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 removing all previous momentum, enabling it to easily hit enemies slightly above him due to air hits, but also makes hitting it on standing opponents very tricky. | ||
*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). | |||
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|input=236236B | |input=236236B | ||
|image=BBCS_Tager_MTW.png | |image=BBCS_Tager_MTW.png | ||
|image2=BBCS_Tager_MTW_2.png | |||
|data= | |data= | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
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|description= | |description= | ||
*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 since you will eat the worst possible combo your opponent has available otherwise. | |||
*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. Bare in mind that a rapid cancel won't remove the massive hitstop on the final 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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*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, wallbounds and forces hard knockdown. | *Blows opponent away on hit, wallbounds and forces hard knockdown. | ||
*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 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 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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*Overdrive version magnetises opponent for the maximum duration of 960F in addition to dealing much more damage. | *Overdrive version magnetises opponent for the maximum duration of 960F in addition to dealing much more damage. | ||
Tager's signature Distortion drive | Tager's signature Distortion drive, but sadly with less damage from previous iterations, but can still be brought up considerably with overdrive and active flow damage boosts. Ideally used more as a reversal than a punish unless you really need your combo to be burst proof or your punish window isn't large enough for 5C to connect. This isn't a move to be thrown out lightly since anyone familiar with fighting against Tager will be keen to bait this move out with their own jump cancellable normals and other throw safe moves. Try to use it at more unpredictable times, and take advantage of the fact that it can pull in enemies from a surprising distance before it goes active, often pulling enemies in from what seems to be a safe distance. For example you can use it to catch Ragna using his 5B at full range if he is magnetised. | ||
Sadly, unlike other Distortion drives, this move requires you to commit 50 Heat up front to even attempt it (There's no way to combo into it), and even if it hits, you have no way to follow it up with any other move and they are free to tech roll away. For this reason you generally want to use this as a round ender rather than a way to do big damage mid round. | Sadly, unlike other Distortion drives, this move requires you to commit 50 Heat up front to even attempt it (There's no way to combo into it), and even if it hits, you have no way to follow it up with any other move and they are free to tech roll away. For this reason you generally want to use this as a round ender rather than a way to do big damage mid round. | ||
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* 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 be used with overdrive raids to escape pressure and take advantage back. | * Can go into this easily off of OD MTW > TB 6BB Exceed if you still have overdrive left. | ||
* Combos off pretty much anything. | |||
Can be used with overdrive raids to escape pressure and take advantage back better than most characters can. Tager can use the buffer to buffer any move and can mix this move up with his throws and atomic collider. | |||
}} | }} |
Revision as of 11:38, 16 November 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.
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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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 •