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Iron Tager
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Health: 13,000
Combo Rate: 60%
Prejump:
Backdash Time 27 / Invul: 1-20
- Movement Options
- Magnetism, no Double Jump, no Airdash, no Run, J.C, moving the opponent instead.
- Play-style
- Grappler
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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 (Mores that attract aren't always moves that inflict magnetism and vice versa). 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 normally 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. 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. 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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- Highest health total in the game.
- Really good close range game
- Huge comeback potential
- High meter gain on magnetized opponents
- High level pokes for easy confirms
- Fairly large hitbox moves
- Backdash has many invincible frames, useful for getting out of nasty situations
- Very effective at punishes
- Possesses the fastest projectile in the game
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- Big hurtbox, allowing for easy fuzzy/unblockable setups
- Lack of mobility
- Has trouble against zoners
- Spark Bolt not always accessible
- Gameplay revolves around corner and magnetized opponents
- Requires knowledge and a lot of patience to win at high levels
- Magnetized foes can sometimes work against you, pulling foes in to confirm an attack they might have whiffed otherwise
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Normal Moves
5A
5B
5B
Now with color. And jump cancel.
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5C
5C
Chops! Very good starter as well.
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2A
2B
2B
The monkey kick that's surprisingly fast and safe.
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2C
6A
6A
Pose when delaying the move... ...And release
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800
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Mid
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19
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7
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37
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-
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B
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-
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1000
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Mid
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52
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7
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37
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-
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B
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-
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6B
6B
No longer an overhead, but faster and safer
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6C
6C
Slow long range overhead. SMASH!!!
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3C
3C
I'mma trip you, and then I'mma make you fly!
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j.A
j.A
The best move nobody uses.
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j.B
j.B
#TheClassic
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700
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High/Air
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10
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16
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20
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-
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H
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-
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j.C
j.C
The indiscriminate headbutt. Good for closing in on the opponent.
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1050
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High/Air
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13
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5
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12
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-
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H
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-
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j.2C
j.2C
The cries of anguish you will hear when this hits.
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1200
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High/Air
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18
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Until L+2
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18
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-
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H
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-
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1200
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High/Air
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3
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Until L+2
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18
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-
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H
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-
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Drive Moves
5D
2D
2D
Be careful of using this move. Whiffing this move can result in unwanted situations.
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4D
4D
Nice blockstring ender because of its speed and frame advantage.
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j.D
j.D
Hot damn that clap hurts.
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1120
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High/Air
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23
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4
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28+7L
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-
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H
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-
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Universal Mechanics
Forward Throw
Forward Throw
Powerbomb
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0, 1500
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Throw(140)
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7
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3
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23
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-
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T
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-
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Back Throw
Back Throw
Suplex
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0, 1500
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Throw(140)
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7
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3
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23
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-
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T
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-
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Air Throw
Air Throw
Body slam
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0, 1500
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Throw(160)
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7
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3
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23+3L
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-
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T
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-
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Counter Assault
Counter Assault
Turn the tables
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Crush Trigger
Crush Trigger
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1000
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Barrier
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20
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1
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25
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-
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B
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-
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1000
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Barrier
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30~61
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1
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25
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-
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B
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-
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Specials
Gigantic Tager Driver
Gigantic Tager Driver 360A
Make your opponent feels stupid for getting grabbed by this.
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0, 2500
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T
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6
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1-10
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29
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-
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T
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-
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Wedge Catapult
Wedge Catapult 360B
Grab 'em and dab 'em
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Impact Driver
Impact Driver 360B After wedge catapault
Basically turns the move into 360A
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Air Gigantic Tager Driver
Air Driver 360C
How does he jump up after them when this move hits?
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2700
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Throw
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6
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1-11
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Until L+12
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-
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T
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-
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Atomic Collider
Atomic Collider 623C
Make your opponent jump then snatch them out the air with this.
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0, 2250 (1350)
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Unblockable
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17
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5-??
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19
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-
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T
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-
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A Sledge
A Sledgehammer 236A
Slap projectiles and your opponent silly with this sledge
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B Sledge
B Sledgehammer 236B
Good at closing the distance against zoners...sometimes
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1300
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Mid
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35
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4
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20
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-
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B
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-
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1500
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Mid
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56
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4
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20
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-
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B
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-
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Hammer
Additional Attack 236A after Sledge or Voltic charge guardpoint
CRUSH THEIR SKULLS!
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1370
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High
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22
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6
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30
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-
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B
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-
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1370
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High
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13
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6
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30
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-
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B
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-
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Gadget Finger
Gadget Finger 22D on downed opponent
Get Fingered.
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100
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Unblockable
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7
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8-47
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16
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-
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-
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Voltec Charge
Voltec Charge 214D
Guard point the world then hammer their skulls afterward
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Spark Bolt
Spark Bolt 41236D / 623D
The great equaliser.
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1500
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All
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12
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Until Offscreen
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Total 47
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-
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P2*
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-
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Crimson Punisher
Crimson Punisher 63214A
Whoa! Air combo oki ender :O
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800, 1500
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All
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15
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3
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13+3L
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-
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H
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-
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Distortion Drives
Magna Tech Wheel
Magna Tech Wheel 236236B
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220*19, 1800
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All, High/Air
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7+12
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4,2*18 (15) 3
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72
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-
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B
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-
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180*31, 1800
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All, High/Air
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7+12
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4,2*30 (15) 3
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72
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-
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B
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-
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Terra Break
Terra Break MTW -> 236236B
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3600
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All
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9+46
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9
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35
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-
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B
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-
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4200
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All
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9+46
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9
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35
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-
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B
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-
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Genesic Emerald Tager Buster
Genesic Emerald Tager Buster 720C
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4620
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Throw
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5+0
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2-??
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41
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-
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T
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-
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5220
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Throw
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5+0
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2-??
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41
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-
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T
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-
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Exceed Accel
Charged Lightning ABCD during Overdrive
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600, 0, 70*21, 1150
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All
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Fast: 10 Slow: 20
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3
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34
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-
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B
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-
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600, 0, 75*30, 3300
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Fast: 10 Slow: 20
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3
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34
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-
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B
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-
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Astral Heat
King of Tager 1080D
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DESTROY
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Unblockable
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5+16
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4
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76
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-
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T
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-
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External References
Click [★] for character's full frame data