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<br/> | <br/> | ||
===Drive: Voltic Battler=== | ===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 | 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 1000F). 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 in hitstun, the rate halves to 1 point per 2 frames (when they perform a tech, the rate goes back to normal). Magnetism duration does not decrease during superflash or hitstop.<br/> | ||
<br/> | <br/> | ||
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 | 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 1000 points. When the gauge is full, Tager can use the Spark Bolt attack.<br/> | ||
<br/> | <br/> | ||
While grounded, the pull effect is fairly controllable and has a fairly low maximum speed it can pull in at (About walking pace) and the effect ends very shortly after the move pulling your opponent stops doing so. However in the air the velocity added can stack up to a very high value and in any direction, only resetting once they touch the ground. This can lead to some strange results, such as opponents being flung, airdashing to cancel their momentum slightly and then going back to their fling velocity once the airdash ends. It can also mess up air moves and spacing.<br/> | |||
<br/> | |||
In all cases, players performing distortion drives are completely unaffected by magnetism. | |||
===Overdrive: Voltic Field=== | ===Overdrive: Voltic Field=== | ||
*Magnetized opponents are constantly pulled towards Tager, | *Magnetized opponents are constantly pulled towards Tager, | ||
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{{MoveData | {{MoveData | ||
|name=5A | |name=5A | ||
|image=BBCS_Tager_5A.png | |image=BBCS_Tager_5A.png |caption=The jab of science. | ||
|caption=The jab of science. | |||
|data= | |data= | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
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{{MoveData | {{MoveData | ||
|name=5B | |name=5B | ||
|image=BBCS_Tager_5B.png | |image=BBCS_Tager_5B.png |caption=Now with color. And jump cancel. | ||
|caption=Now with color. And jump cancel. | |||
|data= | |data= | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
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{{MoveData | {{MoveData | ||
|name=5C | |name=5C | ||
|image=BBCS_Tager_5C.png | |image=BBCS_Tager_5C.png |caption=Chops! Very good starter as well. | ||
|caption=Chops! Very good starter as well. | |||
|data= | |data= | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
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{{MoveData | {{MoveData | ||
|name=2A | |name=2A | ||
|image=BBCS_Tager_2A.png | |image=BBCS_Tager_2A.png |caption=Kind of an anti air. | ||
|caption=Kind of an anti air. | |||
|data= | |data= | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
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{{MoveData | {{MoveData | ||
|name=2B | |name=2B | ||
|image=BBCS_Tager_2B.png | |image=BBCS_Tager_2B.png |caption=The monkey kick that's surprisingly fast and safe. | ||
|caption=The monkey kick that's surprisingly fast and safe. | |||
|data= | |data= | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
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{{MoveData | {{MoveData | ||
|name=2C | |name=2C | ||
|image=BBCS_Tager_2C.png | |image=BBCS_Tager_2C.png |caption=Most manly launcher | ||
|caption=Most manly launcher | |||
|data= | |data= | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
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|name=6A | |name=6A | ||
|image=BBCF_Tager_6A.png | |image=BBCF_Tager_6A.png | ||
|image2=BBCS_Tager_6A.png | |image2=BBCS_Tager_6A.png |caption=Pose when delaying the move... |caption2=...And release | ||
|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 | |image2=BBCS_Tager_6B_2.png |caption2=No longer an overhead, but faster and safer | ||
|caption2=No longer an overhead, but faster and safer | |||
|data= | |data= | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
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{{MoveData | {{MoveData | ||
|name=6C | |name=6C | ||
|image=BBCS_Tager_6C.png | |image=BBCS_Tager_6C.png |caption=Slow long range overhead. SMASH!!! | ||
|caption=Slow long range overhead. SMASH!!! | |||
|data= | |data= | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
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*Tager's only standing overhead, but basically useless as a mixup tool due to its massive tell and slow startup. | *Tager's only standing overhead, but basically useless as a mixup tool due to its massive tell and slow startup. | ||
*Floor bounces on any kind of hit, can be jump cancelled into various combos. | *Floor bounces on any kind of hit, can be jump cancelled into various combos. | ||
*Massive hit damage and a bonus 10% proration | *Massive hit damage and a bonus 10% proration the first time it's 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 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. | 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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{{MoveData | {{MoveData | ||
|name=3C | |name=3C | ||
|image=BBCS_Tager_3C.png | |image=BBCS_Tager_3C.png |caption=I'mma trip you, and then I'mma make you fly! | ||
|caption=I'mma trip you, and then I'mma make you fly! | |||
|data= | |data= | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
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{{MoveData | {{MoveData | ||
|name=j.A | |name=j.A | ||
|image=BBCS_Tager_jA.png | |image=BBCS_Tager_jA.png |caption=The best move nobody uses. | ||
|caption=The best move nobody uses. | |||
|data= | |data= | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
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{{MoveData | {{MoveData | ||
|name=j.B | |name=j.B | ||
|image=BBCS_Tager_jB.png | |image=BBCS_Tager_jB.png |caption=#TheClassic | ||
|caption=#TheClassic | |||
|data= | |data= | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
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{{MoveData | {{MoveData | ||
|name=j.C | |name=j.C | ||
|image=BBCS_Tager_jC.png | |image=BBCS_Tager_jC.png |caption=The indiscriminate headbutt. Good for closing in on the opponent. | ||
|caption=The indiscriminate headbutt. Good for closing in on the opponent. | |||
|data= | |data= | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
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{{MoveData | {{MoveData | ||
|name=j.2C | |name=j.2C | ||
|image=BBCS_Tager_j2C.png | |image=BBCS_Tager_j2C.png |caption=The cries of anguish you will hear when this hits. | ||
|caption=The cries of anguish you will hear when this hits. | |||
|data= | |data= | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
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{{MoveData | {{MoveData | ||
|name=5D | |name=5D | ||
|image=BBCS_Tager_5D.png | |image=BBCS_Tager_5D.png |caption=The punch of science. | ||
|caption=The punch of science. | |||
|data= | |data= | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
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|description= | |description= | ||
*A big poke used to get magnetism in neutral. | *A big poke used to get magnetism in neutral. | ||
*Causes the enemy to be magnetised for 300F ( | *Causes the enemy to be magnetised for 300F (1000F during OD) and also attracts magnetised opponents during startup and active frames. | ||
*His only grounded drive that is special cancellable. | *His only grounded drive that is special cancellable. | ||
*Hitbox encompasses Tager's entire arm and an area larger than his already large fist would suggest. | *Hitbox encompasses Tager's entire arm and an area larger than his already large fist would suggest. | ||
*On grounded counterhit, opponent is staggered for quite some time. If they're not at max range, it's possible to link into Wedge Catapault for a massive damage combo. | *On grounded counterhit, opponent is staggered for quite some time. If they're not at max range, it's possible to link into Wedge Catapault for a massive damage combo. | ||
*On air | *On air hit, opponent is blown away and floorslides. Followups are only possible with spark bolt, unless you're near the corner, where you can use B sledge. Hitting your opponent into the corner while they're very high up with 5D allows 6C to be used as well. | ||
*Gains Body and Projectile guard point during overdrive. | *Gains Body and Projectile guard point during overdrive. | ||
*Technically unsafe on instant block, but the pushback will always take them out of range of fast jabs. | *Technically unsafe on instant block, but the pushback will always take them out of range of fast jabs. | ||
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{{MoveData | {{MoveData | ||
|name=2D | |name=2D | ||
|image=BBCS_Tager_2D.png | |image=BBCS_Tager_2D.png |caption=Be careful of using this move. Whiffing this move can result in unwanted situations. | ||
|caption=Be careful of using this move. Whiffing this move can result in unwanted situations. | |||
|data= | |data= | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
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|startup=26 |active=10 |recovery=18 |frameAdv=+1 | |startup=26 |active=10 |recovery=18 |frameAdv=+1 | ||
|description= | |description= | ||
* Magnetises for 300F ( | * Magnetises for 300F (1000F 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. | * If Tager connects with this move on hit or block, recovery starts immediately, giving a consistent frame advantage regardless of how late it hits. | ||
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{{MoveData | {{MoveData | ||
|name=4D | |name=4D | ||
|image=BBCS_Tager_4D.png | |image=BBCS_Tager_4D.png |caption=Nice blockstring ender because of its speed and frame advantage. | ||
|caption=Nice blockstring ender because of its speed and frame advantage. | |||
|data= | |data= | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
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|startup=13 |active=4 |recovery=14 |frameAdv=-1 | |startup=13 |active=4 |recovery=14 |frameAdv=-1 | ||
|description= | |description= | ||
* Magnetises for 180F ( | * Magnetises for 180F (1000F during OD) and is attractive on magnetised opponents, but not greatly due to the rapid startup. | ||
* Low risk, Low reward defensive move. Fast startup, big hitbox and safe even on instant block, but can be low profiled. | * Low risk, Low reward defensive move. Fast startup, big hitbox and safe even on instant block, but can be low profiled. | ||
* Applies a shorter magnetism than all other drive moves. | * Applies a shorter magnetism than all other drive moves. | ||
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{{MoveData | {{MoveData | ||
|name=j.D | |name=j.D | ||
|image=BBCS_Tager_jD.png | |image=BBCS_Tager_jD.png |caption=Hot damn that clap hurts. | ||
|caption=Hot damn that clap hurts. | |||
|data= | |data= | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
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|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. | ||
*Magnetises for 300F ( | *Magnetises for 300F (1000F during OD) and is attractive on magnetised opponents, can easily stuff up air spacing. | ||
*Often used in Fatal Counter combos, or after 6C for combos. | *Often used in Fatal Counter combos, or after 6C for combos. | ||
*Does not combo after Tager's other air moves without a counterhit, with the exception of j.C on fatal counter combos. | *Does not combo after Tager's other air moves without a counterhit, with the exception of j.C on fatal counter combos. | ||
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{{MoveData | {{MoveData | ||
|name=Forward Throw | |name=Forward Throw | ||
|image=BBCS_Tager_FThrow.png | |image=BBCS_Tager_FThrow.png |caption=Powerbomb | ||
|caption=Powerbomb | |||
|data= | |data= | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
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{{MoveData | {{MoveData | ||
|name=Back Throw | |name=Back Throw | ||
|image=BBCS_Tager_BThrow.png | |image=BBCS_Tager_BThrow.png |caption=Suplex | ||
|caption=Suplex | |||
|data= | |data= | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
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{{MoveData | {{MoveData | ||
|name=Air Throw | |name=Air Throw | ||
|image=BBCS_Tager_AThrow.png | |image=BBCS_Tager_AThrow.png |caption=Body slam | ||
|caption=Body slam | |||
|data= | |data= | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
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{{MoveData | {{MoveData | ||
|name=Counter Assault | |name=Counter Assault | ||
|image=BBCS_Tager_6B.png | |image=BBCS_Tager_6B.png |caption=Turn the tables | ||
|caption=Turn the tables | |||
|data= | |data= | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
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{{MoveData | {{MoveData | ||
|name=Crush Trigger | |name=Crush Trigger | ||
|image=BBCP_Tager_CrushTrigger.png | |image=BBCP_Tager_CrushTrigger.png |caption= | ||
|caption= | |||
|data= | |data= | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
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*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. | ||
*Useful in some combos, can be followed up with 6B. | *Useful in some combos, can be followed up with 6B. | ||
*Not the most useful move for Tager since has much better ways of dealing with people who guard too much | *Not the most useful move for Tager since has much better ways of dealing with people who guard too much that cost no Meter | ||
*Basic CT combo route is 5c 6a 6bb CT, can follow with 5b 5c spark bolt for good damage | *Basic CT combo route is 5c 6a 6bb CT, can follow with 5b 5c spark bolt for good damage | ||
}} | }} | ||
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|name=Gigantic Tager Driver | |name=Gigantic Tager Driver | ||
|input=360A | |input=360A | ||
|image=BBCS_Tager_Buster.png | |image=BBCS_Tager_Buster.png |caption=Make your opponent feels stupid for getting grabbed by this. | ||
|caption=Make your opponent feels stupid for getting grabbed by this. | |||
|data= | |data= | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
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|input=360B | |input=360B | ||
|image=BBCF_Tager_WedgeCatapult1.png | |image=BBCF_Tager_WedgeCatapult1.png | ||
|image2=BBCF_Tager_WedgeCatapult2.png | |image2=BBCF_Tager_WedgeCatapult2.png |caption= Grab 'em and dab 'em | ||
|caption= Grab 'em and dab 'em | |||
|data= | |data= | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
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|startup=30 |active=4 |recovery=30 |frameAdv= | |startup=30 |active=4 |recovery=30 |frameAdv= | ||
|description= | |description= | ||
* | *Comand throw, catches grounded opponents only | ||
*Attractive to magnetised opponents during startup. | *Attractive to magnetised opponents during startup. | ||
*Long startup but generous invulnerability between frames 6- | *Long startup but generous invulnerability between frames 6-30. | ||
*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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*Tager is immune to external push forces during this move (Such as Wind or another Tager's magnetism) | *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 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 Catapult is Tager's new command throw in CF, replacing the B version Tager Driver and leading to better overall damage with the appropriate combo. 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 Catapault, 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 how much health they have left, with the combo giving more damage overall. | |||
While it has an excellent P2, making it great for use in combos, be aware that the move requires a lot of time to fully perform, meaning that the remaining combo will be cut short due to hitstun decay. | |||
Whilst it's not a great move to use on wakeup, you can use Wedge immediately after Gadget Finger to punish players who don't respect your grabs and remain grounded. | Whilst it's not a great move to use on wakeup, you can use Wedge immediately after Gadget Finger to punish players who don't respect your grabs and remain grounded. | ||
The moves this can be comboed into are as follows: | |||
Gadget Finger (needs Rapid cancel) | |||
5D Counter hit | |||
j.D Counterhit (When performed very low to the ground) | |||
B Sledgehammer counterhit. | |||
}} | }} | ||
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|name=Impact Driver | |name=Impact Driver | ||
|input=360B After wedge catapault | |input=360B After wedge catapault | ||
|image=BBCF_Tager_ImpactDriver.png | |image=BBCF_Tager_ImpactDriver.png |caption=Basically turns the move into 360A | ||
|caption=Basically turns the move into 360A | |||
|data= | |data= | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
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|name=Air Driver | |name=Air Driver | ||
|input=360C | |input=360C | ||
|image=BBCF_Tager_Air_Driver.png | |image=BBCF_Tager_Air_Driver.png |caption=How does he jump up after them when this move hits? | ||
|caption=How does he jump up after them when this move hits? | |||
|data= | |data= | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
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*Hold button to extend active frames | *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. | *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 | *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 | *Attracts magnetised opponents during startup and active time, potentially dragging them across the entire screen, potentially punishing some air moves | ||
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|name=Atomic Collider | |name=Atomic Collider | ||
|input=623C | |input=623C | ||
|image=BBCS_Tager_Collider.png | |image=BBCS_Tager_Collider.png |caption= Make your opponent jump then snatch them out the air with this. | ||
|caption= Make your opponent jump then snatch them out the air with this. | |||
|data= | |data= | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
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|name=A Sledgehammer | |name=A Sledgehammer | ||
|input=236A | |input=236A | ||
|image=BBCS_Tager_Sledge.png | |image=BBCS_Tager_Sledge.png |caption= Slap projectiles and your opponent silly with this sledge | ||
|caption= Slap projectiles and your opponent silly with this sledge | |||
|data= | |data= | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
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|name=B Sledgehammer | |name=B Sledgehammer | ||
|input=236B | |input=236B | ||
|image=BBCS_Tager_Sledge.png | |image=BBCS_Tager_Sledge.png |caption= Good at closing the distance against zoners...sometimes | ||
|caption= Good at closing the distance against zoners...sometimes | |||
|data= | |data= | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
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|name=Additional Attack | |name=Additional Attack | ||
|input=236A after Sledge or Voltic charge guardpoint | |input=236A after Sledge or Voltic charge guardpoint | ||
|image=BBCS_Tager_Hammer.png | |image=BBCS_Tager_Hammer.png |caption= CRUSH THEIR SKULLS! | ||
|caption= CRUSH THEIR SKULLS! | |||
|data= | |data= | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
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|name=Gadget Finger | |name=Gadget Finger | ||
|input=22D on downed opponent | |input=22D on downed opponent | ||
|image=BBCS_Tager_Finger.png | |image=BBCS_Tager_Finger.png |caption=Get Fingered. | ||
|caption=Get Fingered. | |||
|data= | |data= | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
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|name=Voltec Charge | |name=Voltec Charge | ||
|input=214D | |input=214D | ||
|image=BBCS_Tager_Charge.png | |image=BBCS_Tager_Charge.png |caption= Guard point the world then hammer their skulls afterward | ||
|caption= Guard point the world then hammer their skulls afterward | |||
|data= | |data= | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
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|name=Spark Bolt | |name=Spark Bolt | ||
|input=41236D / 623D | |input=41236D / 623D | ||
|image=BBCP_Tager_SparkBolt.png | |image=BBCP_Tager_SparkBolt.png |caption= The great equaliser. | ||
|caption= The great equaliser. | |||
|data= | |data= | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
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|name=Crimson Punisher | |name=Crimson Punisher | ||
|input=63214A | |input=63214A | ||
|image=BBCP_Tager_GrandPunish.png | |image=BBCP_Tager_GrandPunish.png |caption= Whoa! Air combo oki ender :O | ||
|caption= Whoa! Air combo oki ender :O | |||
|data= | |data= | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
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*Disables bursts on hit. | *Disables bursts on hit. | ||
*Can only be used once per jump. | *Can only be used once per jump. | ||
*During the initial arm sweep, Tager is launched slightly upwards and forwards and | *During the initial arm sweep, Tager is launched slightly upwards and forwards and loses all previous jumping 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). | 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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|name=Magna Tech Wheel | |name=Magna Tech Wheel | ||
|input=236236B | |input=236236B | ||
|image=BBCS_Tager_MTW.png | |image=BBCS_Tager_MTW.png |caption= | ||
|image2=BBCS_Tager_MTW_2.png | |image2=BBCS_Tager_MTW_2.png |caption2= | ||
|data= | |data= | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
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|name=Terra Break | |name=Terra Break | ||
|input=MTW -> 236236B | |input=MTW -> 236236B | ||
|image=BBCS_Tager_TerraBreak.png | |image=BBCS_Tager_TerraBreak.png |caption= | ||
|data= | |data= | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
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|name=Genesic Emerald Tager Buster | |name=Genesic Emerald Tager Buster | ||
|input=720C | |input=720C | ||
|image=BBCS_Tager_GETB.png | |image=BBCS_Tager_GETB.png |caption= | ||
|image2=BBCS_Tager_GETB2.png | |image2=BBCS_Tager_GETB2.png |caption2= | ||
|data= | |data= | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
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*Moves forward and swaps sides after use, meaning it's impossible to corner someone with this. | *Moves forward and swaps sides after use, meaning it's impossible to corner someone with this. | ||
*No followups possible. | *No followups possible. | ||
*Overdrive version magnetises opponent for the maximum duration of | *Overdrive version magnetises opponent for the maximum duration of 1000F in addition to dealing much more damage. | ||
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. | 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. | ||
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|name=Charged Lightning | |name=Charged Lightning | ||
|input=ABCD during Overdrive | |input=ABCD during Overdrive | ||
|image=BBCF_Tager_ChargeLightning.png | |image=BBCF_Tager_ChargeLightning.png |caption= | ||
|data= | |data= | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
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|description= | |description= | ||
* Expensive reversal, and oddly gives no magnetism, but still very useful since Active flow Tager is pretty terrifying. | * Expensive reversal, and oddly gives no magnetism, but still very useful since Active flow Tager is pretty terrifying. | ||
* Launches opponent far away from Tager, unfortunately. | |||
* 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 go into this easily off of OD MTW > TB 6BB Exceed if you still have overdrive left. | * Can go into this easily off of OD MTW > TB 6BB Exceed if you still have overdrive left. | ||
* Combos off pretty much anything. | * 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 | Can be used with overdrive raids to escape pressure and take advantage back better than most characters can. Tager can use the overdrive super flash to buffer any move and can mix this move up with his throws and atomic collider to cover all possibilities. | ||
During combos the damage this deals is fairly weak, so it's only really worth using if you're in active flow or need an unburstable finish since it leaves your opponents far away from you. | |||
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|name=King of Tager | |name=King of Tager | ||
|input=1080D | |input=1080D | ||
|image=BBCS_Tager_Astral.png | |image=BBCS_Tager_Astral.png |caption= | ||
|image2=BBCS_Tager_Astral2.png | |image2=BBCS_Tager_Astral2.png |caption2= | ||
|image3=BBCS_Tager_Astral3.png | |image3=BBCS_Tager_Astral3.png |caption3= | ||
|data= | |data= | ||
{{AttackData-BBCF | {{AttackData-BBCF |
Revision as of 12:05, 18 February 2018
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 1000F). 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 in hitstun, the rate halves to 1 point per 2 frames (when they perform 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 1000 points. When the gauge is full, Tager can use the Spark Bolt attack.
While grounded, the pull effect is fairly controllable and has a fairly low maximum speed it can pull in at (About walking pace) and the effect ends very shortly after the move pulling your opponent stops doing so. However in the air the velocity added can stack up to a very high value and in any direction, only resetting once they touch the ground. This can lead to some strange results, such as opponents being flung, airdashing to cancel their momentum slightly and then going back to their fling velocity once the airdash ends. It can also mess up air moves and spacing.
In all cases, players performing distortion drives are completely unaffected by magnetism.
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 four times as fast
- All moves that apply magnetism apply the maximum amount on hit or block.
Unlike most other overdrives, Tager's focuses more on taking advantage during neutral, with much stronger methods of applying and keeping magnetism. This isn't to say that it doesn't boost his combo damage, but this is limited to just what the overdrive cancel allows and greatly enhanced distortion drives, rather than boosted normals.
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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- Iron Tager [★]
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- Kokonoe [★]
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- Naoto Kurogane [★]
- Nine the Phantom [★]
- Noel Vermillion [★]
- Nu-13 [★]
- Platinum the Trinity [★]
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- Ragna the Bloodedge [★]
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- Susano'o [★]
- Taokaka [★]
- Tsubaki Yayoi[★]
- Valkenhayn R. Hellsing [★]
- 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 •