(4 intermediate revisions by the same user not shown) | |||
Line 41: | Line 41: | ||
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/> | 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=== | ||
Line 350: | Line 353: | ||
*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. | ||
Line 545: | Line 548: | ||
*Comand throw, catches grounded opponents only | *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. | ||
Line 796: | Line 799: | ||
*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). | ||
Line 913: | Line 916: | ||
|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. |
Revision as of 12:05, 18 February 2018
Iron Tager |
---|
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 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 |
---|---|
|
|
Normal Moves
5A
5A |
---|
5B
5B |
---|
5C
5C |
---|
2A
2A |
---|
2B
2B |
---|
2C
2C |
---|
6A
6A |
---|
6B
6B |
---|
6C
6C |
---|
3C
3C |
---|
j.A
j.A |
---|
j.B
j.B |
---|
j.C
j.C |
---|
j.2C
j.2C |
---|
Drive Moves
5D
5D |
---|
2D
2D |
---|
4D
4D |
---|
j.D
j.D |
---|
Universal Mechanics
Forward Throw
Forward Throw |
---|
Back Throw
Back Throw |
---|
Air Throw
Air Throw |
---|
Counter Assault
Counter Assault |
---|
Crush Trigger
Crush Trigger |
---|
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
- Amane Nishiki [★]
- Arakune [★]
- Azrael [★]
- Bang Shishigami [★]
- Bullet [★]
- Carl Clover [★]
- Celica A. Mercury [★]
- Es [★]
- Hakumen [★]
- Hazama [★]
- Hibiki Kohaku [★]
- Iron Tager [★]
- Izanami [★]
- Izayoi [★]
- Jin Kisaragi [★]
- Jubei [★]
- Kagura Mutsuki [★]
- Kokonoe [★]
- Lambda-11 [★]
- Litchi Faye Ling [★]
- Mai Natsume [★]
- Makoto Nanaya [★]
- Mu-12[★]
- Naoto Kurogane [★]
- Nine the Phantom [★]
- Noel Vermillion [★]
- Nu-13 [★]
- Platinum the Trinity [★]
- Rachel Alucard [★]
- Ragna the Bloodedge [★]
- Relius Clover [★]
- 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 •