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*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. | *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. | ||
*Projectile guardpoint deletes projectiles rather than blocking them, so projectiles do not inflict hitstop or any on-block effects. Unblockable projectiles still cannot be blocked with this move however. | |||
*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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* No cancels possible outside of Rapid cancels. Without a counterhit this move will be the end of any combo that uses it (And there aren't many that do) | * No cancels possible outside of Rapid cancels. Without a counterhit this move will be the end of any combo that uses it (And there aren't many that do) | ||
* Gains Foot and Projectile guard point during overdrive. | * Gains Foot and Projectile guard point during overdrive. | ||
* Projectile guardpoint deletes projectiles rather than blocking them, so projectiles do not inflict hitstop or any on-block effects. Unblockable projectiles still cannot be blocked with this move however. | |||
* 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. | 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. | ||
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* Applies a shorter magnetism than all other drive moves. | * Applies a shorter magnetism than all other drive moves. | ||
* No cancel options outside of rapid cancel, therefore followups are generally only possible on counterhit, and even then may not be possible. They do however they lead to surprisingly good damage due to a nice P1 and P2. Gives you just about enough time to follow with 3C > AC whiff on standing counter hit | * No cancel options outside of rapid cancel, therefore followups are generally only possible on counterhit, and even then may not be possible. They do however they lead to surprisingly good damage due to a nice P1 and P2. Gives you just about enough time to follow with 3C > AC whiff on standing counter hit | ||
*Gains Body and Projectile guard point during overdrive. | * Gains Body and Projectile guard point during overdrive. | ||
* Projectile guardpoint deletes projectiles rather than blocking them, so projectiles do not inflict hitstop or any on-block effects. Unblockable projectiles still cannot be blocked with this move however. | |||
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 and sometime 4D can even 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 and sometime 4D can even be used mid combo if you can get it to hit while they're at Tager's head height, but it is very tricky. | ||
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*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 (for a longer time and earlier than other drives), allowing it to win most air to air situations with ease. | *Gains Head and Projectile guard point during overdrive (for a longer time and earlier than other drives), allowing it to win most air to air situations with ease. | ||
*Projectile guardpoint deletes projectiles rather than blocking them, so projectiles do not inflict hitstop or any on-block effects. Unblockable projectiles still cannot be blocked with this move however. | |||
*Can be cancelled into from any air normal, but won't actually combo without a counterhit (or fatal with j.C) | *Can be cancelled into from any air normal, but won't actually combo without a counterhit (or fatal with j.C) | ||
Revision as of 16:24, 20 December 2018
Iron Tager |
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Health: Combo Rate:
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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). 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.
When the opponent is magnetized, certain attacks will pull in the opponent (Moves that attract aren't always moves that inflict magnetism and vice versa). Each move attracts differently, for different durations and pull in airborne and grounded opponents differently (For example, Atomic Collider will strongly attract airborne opponents, but won't affect standing or crouching opponents at all). The forces are noted in the frame data. Typically attractive moves are start their attraction early on during startup and end during the active frames. Being pulled by magnetism doesn't directly affect that player's ability to perform moves since it doesn't directly cause any kind of hitstun, however it can mess up spacing and force players to land earlier or later than normal, causing some hard to predict, and sometimes amusing, effects.
In all cases, players performing distortion drives and executing throws that have successfully connected are completely unaffected by magnetism.
Players have momentum when being attracted by Tager's magnetism, meaning that even after the attractive force stops, players will be still in motion from it. Grounded players will experience friction from the ground and come to a stop relatively quickly, 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 into the air at high speed, airdashing to cancel their momentum slightly and then going back to their fling velocity once the airdash ends. Tager's magnetism cannot force enemies into an airborne state if they're currently grounded, enemies doing any kind of ground tech also cannot be pulled vertically, even though emergency techs are considered airborne and can be pulled sideways surprisingly fast
In addition to magnetism, Tager has an extra gauge: the Electricity Meter. 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.
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
- Genesic Emerald Tager Buster increases damage and adds 1000F of magnetism on hit
- Magna Tech wheel does a third spin before doing the final punch
- Terra Break deals more damage, wallbounces fully and knocks down hard.
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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Voltic 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
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Controls •
Frame Data & System Data •
Patch Notes •
• Movement/Canceling •
Offense •
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Attack Attributes •
Gauges •
Misc •