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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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|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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* 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. | * 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. | ||
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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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|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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|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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*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: |
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 •