(→4D) |
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|data= | |data= | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
|cancel= SOJR |damage=400 | |cancel= SOJR |damage=400 |guard= All | ||
|startup=7 |active=3 |recovery=11 |frameAdv=+1 |attribute=B | |||
|description= | |description= | ||
*Tager's fastest grounded normal | *Tager's fastest grounded normal | ||
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|data= | |data= | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
|cancel= SOJR |damage=540 | |cancel= SOJR |damage=540 |guard= L | ||
|startup=10 |active=3 |recovery=14 |frameAdv=0 |attribute=F | |||
|description= | |description= | ||
*Standing low | *Standing low | ||
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|data= | |data= | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
|cancel= SOR |damage=1000 | |cancel= SOR |damage=1000 |guard= HL | ||
|startup=15 |active=7 |recovery=15 |frameAdv=-3 |attribute=B | |||
|description= | |description= | ||
*Tager's best P1/P2 combination at 100/92 making it the best opener for DD combos. | *Tager's best P1/P2 combination at 100/92 making it the best opener for DD combos. | ||
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|data= | |data= | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
|cancel= SOJR |damage=350 | |cancel= SOJR |damage=350 |guard= ALL | ||
|startup=8 |active=3 |recovery=10 |frameAdv=1 |attribute=B | |||
|description= | |description= | ||
Like a worse 5A without the jump cancel but a lower profile, 2A sees some use as a ghetto anti air and a mashable button, since it can self cancel up to three times but 5A cannot self cancel at all. | Like a worse 5A without the jump cancel but a lower profile, 2A sees some use as a ghetto anti air and a mashable button, since it can self cancel up to three times but 5A cannot self cancel at all. | ||
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|data= | |data= | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
|cancel= SOR |damage=580 | |cancel= SOR |damage=580 |guard= L | ||
|startup=11 |active=3 |recovery=9 |frameAdv=+5 |attribute=F | |||
|description= | |description= | ||
*After doing 2B > 5B >2B you cannot cancel into 5B again for that string. | *After doing 2B > 5B >2B you cannot cancel into 5B again for that string. | ||
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|data= | |data= | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
|cancel= SOR |damage=1100 | |cancel= SOR |damage=1100 |guard= HL | ||
|startup=15 |active=2 |recovery=37 |frameAdv=-20 |attribute=B | |||
|description= | |description= | ||
*High risk, high reward anti-air that can lead to some hilarious damage, but will mostly see use in combos, pretty much always following 6A. | *High risk, high reward anti-air that can lead to some hilarious damage, but will mostly see use in combos, pretty much always following 6A. | ||
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|data= | |data= | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
|version=Uncharged |cancel= SOR |damage=800 | |version=Uncharged |cancel= SOR |damage=800 |guard= HL | ||
|startup=19 |active=7 |recovery=37 |frameAdv=-27 |attribute=B | |||
|description= | |description= | ||
*Hold button to delay. | *Hold button to delay. | ||
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{{AttackData-BBCF | {{AttackData-BBCF | ||
|header=no | |header=no | ||
|version=Max Charge | |version=Max Charge |damage=1000 |guard= HL |attribute=B | ||
|startup=52 |active=7 |recovery=37 |frameAdv=-27 | |||
|description= | |description= | ||
Charging 6A simply extends the armor frames and attractive time allows you to delay the attack for a bit more damage. Charging fully is generally useless, except if you read that a hit is coming and you want to guard point through it. Charging 6A gives a bit more hitstun to confirm the hit with, but doesn't open up any more combo paths other than a very strict 6[A] CH > 360B which is basically impossible to confirm. | Charging 6A simply extends the armor frames and attractive time allows you to delay the attack for a bit more damage. Charging fully is generally useless, except if you read that a hit is coming and you want to guard point through it. Charging 6A gives a bit more hitstun to confirm the hit with, but doesn't open up any more combo paths other than a very strict 6[A] CH > 360B which is basically impossible to confirm. | ||
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|data= | |data= | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
|damage=620 |guard= HL |attribute=B | |||
|startup=16 |active=2 |recovery=18 |frameAdv=-3 | |||
|description= | |description= | ||
*Stomp attack | *Stomp attack | ||
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|data= | |data= | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
|damage=1500 |guard= H |attribute=B | |||
|startup=28 |active=2 |recovery=33 |frameAdv=-18 | |||
|description= | |description= | ||
*Fatal Counter | *Fatal Counter | ||
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|data= | |data= | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
|cancel= SOR |damage=810 | |cancel= SOR |damage=810 |guard= L |attribute=F | ||
|startup=13 |active=3 |recovery=22 |frameAdv=-8 | |||
|description= | |description= | ||
*Massive untech time, allowing Tager to hit his opponent and then lift them unto the air with a whiffed atomic collider to continue the combo. | *Massive untech time, allowing Tager to hit his opponent and then lift them unto the air with a whiffed atomic collider to continue the combo. | ||
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|data= | |data= | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
|damage=400 |guard= HA |attribute=H | |||
|startup=7 |active=3 |recovery=9 |frameAdv= | |||
|description= | |description= | ||
*Useful air to air poke, much larger range than other air 5As | *Useful air to air poke, much larger range than other air 5As | ||
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|data= | |data= | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
|damage=700 |guard= HA |attribute=H | |||
|startup=10 |active=16 |recovery=20 |frameAdv= | |||
|description= | |description= | ||
*Can cross-up enemy | *Can cross-up enemy | ||
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|data= | |data= | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
|damage=1050 |guard= HA |attribute=H | |||
|startup=13 |active=5 |recovery=12 |frameAdv= | |||
|description= | |description= | ||
*Doesn't look like it has as much range as it really does due to the way Tager's body goes horizontal. | *Doesn't look like it has as much range as it really does due to the way Tager's body goes horizontal. | ||
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|data= | |data= | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
|version=Normal | |version=Normal |damage=1200 |guard= HA |attribute=H | ||
|startup=18 |active=Until L+2 |recovery=18 |frameAdv= | |||
|description= | |description= | ||
}} | }} | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
|header=no|version=Fast | |header=no |version=Fast |damage=1200 |guard= HA |attribute=H | ||
|startup=? |active=Until L+2 |recovery=18 |frameAdv= | |||
|description= | |description= | ||
*Fatal Counter | *Fatal Counter | ||
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|data= | |data= | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
|damage=1100 |guard= All |attribute=B | |||
|startup=23 |active=7 |recovery=20 |frameAdv=-6 | |||
|description= | |description= | ||
*A big poke used to get magnetism in neutral. Causes the enemy to be magnetised for 300F (960F during OD) and also attracts magnetised opponents during startup and active frames. Special cancellable on hit or block, not jump cancelable. | *A big poke used to get magnetism in neutral. Causes the enemy to be magnetised for 300F (960F during OD) and also attracts magnetised opponents during startup and active frames. Special cancellable on hit or block, not jump cancelable. | ||
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|data= | |data= | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
|damage=1200 |guard= All |attribute=F | |||
|startup=26 |active=10 |recovery=18 |frameAdv=+1 | |||
|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. | ||
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|data= | |data= | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
|damage=800 |guard= ALL |attribute=B | |||
|startup=13 |active=4 |recovery=14 |frameAdv=-1 | |||
|description= | |description= | ||
* Magnetises for 180F (960F during OD) and is attractive on magnetised opponents, but not greatly due to the rapid startup. | * Magnetises for 180F (960F during OD) and is attractive on magnetised opponents, but not greatly due to the rapid startup. | ||
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|data= | |data= | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
|damage=1120 |guard= HA |attribute=H | |||
|startup=23 |active=4 |recovery=28+7L |frameAdv= | |||
|description= | |description= | ||
*A slow move with huge untechable time. Causes opponent to be magnetized. | *A slow move with huge untechable time. Causes opponent to be magnetized. | ||
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|data= | |data= | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
|damage=0, 1500 | |damage=0, 1500 |guard=T (140) |attribute=T | ||
|startup=7 |active=3 |recovery=23 |frameAdv= |invul= | |||
|description= | |description= | ||
*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. | *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. | ||
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|data= | |data= | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
|damage=0, 1500 | |damage=0, 1500 |guard=T (140) |attribute=T | ||
|startup=7 |active=3 |recovery=23 |frameAdv= | |||
|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. | ||
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|data= | |data= | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
|damage=0, 1500 | |damage=0, 1500 |guard=T (160) |attribute=T | ||
|startup=7 |active=3 |recovery=23+3L |frameAdv= | |||
|description= | |description= | ||
*Cancellable from j.A in a way that Air Driver is not. So usable in Throw Reject Miss setups. | *Cancellable from j.A in a way that Air Driver is not. So usable in Throw Reject Miss setups. | ||
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|data= | |data= | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
|damage=0 | |damage=0 |guard= ALL |attribute=B | ||
|startup=16 |active=2 |recovery=31 |frameAdv=-14 | |||
|description= | |description= | ||
*Sometimes the only way to end the endless pressure games you often face, particularly from low air dashes. Use it to disrupt the flow of your opponent and get back to neutral, where you often have the advantage. | *Sometimes the only way to end the endless pressure games you often face, particularly from low air dashes. Use it to disrupt the flow of your opponent and get back to neutral, where you often have the advantage. | ||
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|data= | |data= | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
|version=Uncharged | |version=Uncharged |damage=1000 |guard= B |attribute=B | ||
|startup=20 |active=1 |recovery=25 |frameAdv=0 | |||
}} | }} | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
|header=no | |header=no | ||
|version=Charged | |version=Charged |damage=1000 |guard= B |attribute=B | ||
|startup=30~61 |active=1 |recovery=25 |frameAdv=0 | |||
|description= | |description= | ||
*Gives a small floorbounce followed by a hard knockdown, essentally giving it a long knockdown time. | *Gives a small floorbounce followed by a hard knockdown, essentally giving it a long knockdown time. | ||
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|data= | |data= | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
|damage=0, 2500 |guard=T |attribute=T | |||
|startup=6 |active=1-10 |recovery=29 |frameAdv= | |||
|description= | |description= | ||
*High damage command grab | *High damage command grab | ||
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|data= | |data= | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
|cancel= None |damage=0, 1200 | | |cancel= None |damage=0, 1200 |guard=T |attribute=T | ||
|startup=30 |active=4 |recovery=30 |frameAdv= | |||
|description= | |||
*Punish throw / risky reversal | *Punish throw / risky reversal | ||
*Attractive to magnetised opponents during startup. | *Attractive to magnetised opponents during startup. | ||
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|data= | |data= | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
|cancel= None |damage=0, 1400 | |cancel= None |damage=0, 1400 |guard= |attribute=T | ||
|startup= |active= |recovery= |frameAdv= | |||
|description= | |description= | ||
*Burst-proof followup to Wedge Captapault | *Burst-proof followup to Wedge Captapault | ||
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|data= | |data= | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
|damage=2700 |guard= T |attribute=T | |||
|startup=6 |active=1-11 |recovery=Until L+12 |frameAdv= | |||
|description= | |description= | ||
*Hold button to extend active frames | *Hold button to extend active frames | ||
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|data= | |data= | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
|damage=0, 1350 |guard=U |attribute=T | |||
|startup=17 |active=5-?? |recovery=19 |frameAdv= | |||
|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. | ||
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|data= | |data= | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
|damage=1200 |guard= HL |attribute=B | |||
|startup=20 |active=3 |recovery=18 |frameAdv=-4 | |||
|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. | ||
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|data= | |data= | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
|version=Uncharged | |version=Uncharged |damage=1300 |guard= HL |attribute=B | ||
|startup=35 |active=4 |recovery=20 |frameAdv=-7 | |||
}} | }} | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
|header=no | |header=no | ||
|version=Max Charge | |version=Max Charge |damage=1500 |guard= HL |attribute=B | ||
|startup=56 |active=4 |recovery=20 |frameAdv=-7 | |||
|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 Crumple stun on grounded hit. On Counterhit gives a crumple stun similar to 5D's standing counterhit, allowing all manner of followups. | ||
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|data= | |data= | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
|version=Sledge | |version=Sledge |damage=1370 |guard= H |attribute=B | ||
|startup=22 |active=6 |recovery=30 |frameAdv=-17 | |||
}} | }} | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
|header=no | |header=no | ||
|version=Voltic | |version=Voltic |damage=1370 |guard= H |attribute=B | ||
|startup=13 |active=6 |recovery=30 |frameAdv=-17 | |||
|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. | ||
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|data= | |data= | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
|cancel= R (Second hit only) |damage=100 | |cancel= R (Second hit only) |damage=100 |guard= U |attribute= | ||
|startup=7 |active=8-47 |recovery=16 |frameAdv=+10 on hit | |||
|description= | |description= | ||
*Tager picks up the opponent from the floor, magnetises them (360F, 960F during OD) and drops them back down, now further then previous versions. Used for okizeme, combos and timeouts. | *Tager picks up the opponent from the floor, magnetises them (360F, 960F during OD) and drops them back down, now further then previous versions. Used for okizeme, combos and timeouts. | ||
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|data= | |data= | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
|damage= |guard= |attribute= | |||
|startup= |active= |recovery=39-113 |frameAdv= | |||
|description= | |description= | ||
*Used during long distance standoffs to charge up your spark bolt. Can be held to extend duration. Spark bolt gain is only added after the guard point ends and is lost if you get successfully attacked. | *Used during long distance standoffs to charge up your spark bolt. Can be held to extend duration. Spark bolt gain is only added after the guard point ends and is lost if you get successfully attacked. | ||
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|data= | |data= | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
|damage=1500 |guard= All |attribute=P2* | |||
|startup=12 |active=Until Offscreen |recovery=Total 47 |frameAdv=-1 | |||
|description= | |description= | ||
*Magnetises for 420F (960F during OD). Does not attract magnetised opponents, unlike other drive moves. | *Magnetises for 420F (960F during OD). Does not attract magnetised opponents, unlike other drive moves. | ||
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|data= | |data= | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
|damage=800, 1500 |guard= HA |attribute=H | |||
|startup=15 |active=3 |recovery=13+3L |frameAdv= | |||
|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. | ||
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|data= | |data= | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
|version=Normal | |version=Normal |damage=220*19, 1800 |guard= All, HA |attribute=B | ||
|startup=7+12 |active=4,2*18 (15) 3 |recovery=72 |frameAdv=-56 | |||
|description= | |description= | ||
}} | }} | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
|header=no | |header=no | ||
|version=Overdrive | |version=Overdrive |damage=180*31, 1800 |guard= All, HA |attribute=B | ||
|startup=7+12 |active=4,2*30 (15) 3 |recovery=72 |frameAdv=-56 | |||
|description= | |description= | ||
*15% Minimum damage | *15% Minimum damage | ||
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|data= | |data= | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
|version=Normal | |version=Normal |damage=3600 |guard= All |attribute=B | ||
|startup=9+46 |active=9 |recovery=35 |frameAdv=-25 | |||
}} | }} | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
|header=no | |header=no | ||
|version=Overdrive | |version=Overdrive |damage=4200 |guard= All |attribute=B | ||
|startup=9+46 |active=9 |recovery=35 |frameAdv=-25 | |||
|description= | |description= | ||
*Followup to Magna Tech Wheel to add even more damage. | *Followup to Magna Tech Wheel to add even more damage. | ||
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|data= | |data= | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
|version=Normal | |version=Normal |damage=4620 |guard=T |attribute=T | ||
|startup=5+0 |active=2-?? |recovery=41 |frameAdv= | |||
|description= | |description= | ||
}} | }} | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
|header=no | |header=no | ||
|version=Overdrive |cancel= |damage=5220 | |version=Overdrive |cancel= |damage=5220 |guard=T |attribute=T | ||
|startup=5+0 |active=2-?? |recovery=41 |frameAdv= | |||
|description= | |description= | ||
*A true reversal command throw with absurd range (especially with magnetism). | *A true reversal command throw with absurd range (especially with magnetism). | ||
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|data= | |data= | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
|version=Normal |cancel= |damage= 600, 0, 70*21, 1150 | |version=Normal |cancel= |damage= 600, 0, 70*21, 1150|guard= All |attribute=B | ||
|startup=Fast: 10<br/>Slow: 20 |active=3 |recovery=34 |frameAdv=-10 | |||
}} | }} | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
|header=no | |header=no | ||
|version=Active Flow |cancel= |damage= 600, 0, 75*30, 3300| | |version=Active Flow |cancel= |damage= 600, 0, 75*30, 3300 |guard= |attribute=B | ||
|startup=Fast: 10<br/>Slow: 20 |active=3 |recovery=34 | |||
|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. | ||
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|data= | |data= | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
|damage=DESTROY | |damage=DESTROY |guard=UNB |attribute=T | ||
|startup=5+16 |active=4 |recovery=76 |frameAdv= | |||
|description= | |description= | ||
*Cannot be cancelled into from anything. | *Cannot be cancelled into from anything. |
Revision as of 00:28, 1 December 2017
Iron Tager |
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Health: 13,000 Combo Rate: 60%
|
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 |
---|---|
|
|
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 |
---|
Back Throw
Back Throw |
---|
Air Throw
Air Throw |
---|
Counter Assault
Counter Assault |
---|
Crush Trigger
Crush Trigger |
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Specials
Gigantic Tager Driver
Gigantic Tager Driver 360A |
---|
Wedge Catapult
Wedge Catapult 360B |
---|
Impact Driver
Impact Driver 360B After wedge catapault |
---|
Air Gigantic Tager Driver
Air Driver 360C |
---|
Atomic Collider
Atomic Collider 623C |
---|
A Sledge
A Sledgehammer 236A |
---|
B Sledge
B Sledgehammer 236B |
---|
Hammer
Additional Attack 236A after Sledge or Voltic charge guardpoint |
---|
Gadget Finger
Gadget Finger 22D on downed opponent |
---|
Voltec Charge
Voltec Charge 214D |
---|
Spark Bolt
Spark Bolt 41236D / 623D |
---|
Crimson Punisher
Crimson Punisher 63214A |
---|
Distortion Drives
Magna Tech Wheel
Magna Tech Wheel 236236B |
---|
Terra Break
Terra Break MTW -> 236236B |
---|
Genesic Emerald Tager Buster
Genesic Emerald Tager Buster 720C |
---|
Exceed Accel
Charged Lightning ABCD during Overdrive |
---|
Astral Heat
King of Tager 1080D |
---|
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
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Controls •
Frame Data & System Data •
Patch Notes •
• Movement/Canceling •
Offense •
Defense •
Damage/Combo •
Attack Attributes •
Gauges •
Misc •