|
|
Line 391: |
Line 391: |
| |damage=1100 | | |damage=1100 |
| |heatgain=455 | | |heatgain=455 |
| |p1=85 | | |p1=100 |
| |p2=92 | | |p2=72 |
| |startup=23 | | |startup=23 |
| |active=7 | | |active=7 |
Line 415: |
Line 415: |
| |heatgain=496 | | |heatgain=496 |
| |p1=100 | | |p1=100 |
| |p2=92 | | |p2=72 |
| |startup=26 | | |startup=26 |
| |active=10 | | |active=10 |
Line 424: |
Line 424: |
| A crouching charge that covers quite a bit of distance. Launches opponent backwards on aerial hit. Followup possible on CH. Adds 360F to magnetism duration. Pulls magnetized opponent in for frames 13~26. | | A crouching charge that covers quite a bit of distance. Launches opponent backwards on aerial hit. Followup possible on CH. Adds 360F to magnetism duration. Pulls magnetized opponent in for frames 13~26. |
|
| |
|
| Tager's 2D covers about half a screen on use, and the magnetic pull on it is quite strong, which makes this move is good for closing the distance between the opponent if the opponent is magnetized. If spaced properly, you can make the move safe with up to a +8 frame advantage. However, the move has a lengthy startup and recovery, which means that opponents can easily see the move coming and easily punish the move if it is badly spaced. In other words, this move requires a good sense for spacing. Unless you are confident in your ability to play footsies and manage spacing, you shouldn't use this move too often, as this move entails quite a bit of risk. | | Tager's 2D covers about half a screen on use, and the magnetic pull on it is quite strong, which makes this move good for closing the distance between the opponent if the opponent is magnetized. If spaced properly, you can make the move safe with up to a +8 frame advantage. However, the move has a lengthy startup and recovery, which means that opponents can easily see the move coming and punish the move if it is badly spaced. In other words, this move requires a good sense of spacing. Unless you are confident in your ability to play footsies and manage spacing, you shouldn't use this move too often, as this move entails quite a bit of risk. |
| }} | | }} |
| }} | | }} |
Line 436: |
Line 436: |
| |damage=800 | | |damage=800 |
| |heatgain=331 | | |heatgain=331 |
| |p1=60 | | |p1=100 |
| |p2=80 | | |p2=72 |
| |startup=13 | | |startup=13 |
| |active=5 | | |active=5 |
Line 459: |
Line 459: |
| |heatgain=463 | | |heatgain=463 |
| |p1=100 | | |p1=100 |
| |p2=92 | | |p2=72 |
| |startup=21 | | |startup=21 |
| |active=3 | | |active=3 |
Overview
--insert short character biography here--
Health:
Play-style: (NOTE: for first trait, choose between offense, defense, or balanced. for second trait, list what character specializes in (ex: for Ragna, footsies; for Bang, mixup)
Movement Options: (NOTE: for first trait, list how many double jump/airdashes character can perform. for second trait, list what kind of run character has (ex: Ragna has run-dash, but Hazama and Carl have step-dash)
Drive:
Overdrive:
--insert drive summary here--
Pros/Strengths:
- --insert in this format--
- Make sure you retain the bullets
- Like this
Cons/Weaknesses:
- --insert in this format--
- Be sure to keep all <br/>'s in the same place as they were in the skeleton!
Move List
- See also: Ragna Full Frame Data NOTE: replace Ragna with character name
Normal Moves
5A
The jab of science.
|
Damage
|
Heat Gain
|
P1
|
P2
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Hitbox
|
460
|
190
|
100
|
85
|
7
|
3
|
7
|
+4
|
Click!
|
Staple standing jab. Cannot gatling into itself anymore.
Tager's 5A is slower than most characters, but it compensates with higher base damage, range, and level. Due to its range, you can stuff other characters jabs and pokes with it, but don't try to attempt this too often, as it is a bit slow. Even though the move is not self-cancellable anymore, it does have a very nice frame advantage.
|
|
5B
Now with color. And jump cancel.
|
Damage
|
Heat Gain
|
P1
|
P2
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Hitbox
|
520
|
215
|
85
|
89
|
10
|
3
|
14
|
0
|
Click!
|
Standing low. Jump cancellable on hit or block.
Because of its ability to hit low, this move is particularly good for Tager's throw mixup game, and is effective for forcing opponents to respect your pressure. Keep in mind that it is a little slow for its use, so keep its use in moderation.
The move is able to combo into 3C on hit, so you can go for easy hitconfirms off of a 5A hit, and is especially effective if the opponent is magnetized.
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|
5C
Chops! Very good starter as well.
|
Damage
|
Heat Gain
|
P1
|
P2
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Hitbox
|
1000
|
414
|
100
|
92
|
15
|
4
|
18
|
-2
|
Click!
|
Combo fodder, but also one of Tager's best starters.
Tager's 5C has a huge hitbox, so this move is particularly versatile. Just like his other moves, it is a bit on the slow side, but it also has a fairly quick recovery, giving the move a relatively safe frame advantage. While it may have a fast recovery, characters with fast and powerful footsies can whiff punish Tager for using 5C recklessly, such as Ragna. In these cases, be sure to use these moves in moderation.
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|
2A
Kind of an anti air.
|
Damage
|
Heat Gain
|
P1
|
P2
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Hitbox
|
400
|
165
|
100
|
86
|
8
|
3
|
9
|
+2
|
Click!
|
Staple crouching jab. Can only be used three times at most in any gatling.
This particular move can be used as an anti-air due to Tager's low-profile hitbox during the move, but because the move does not have any invincibility frames, you shouldn't expect the move to work all the time. At best, it's a situational anti-air. Outside of this, the move doesn't see much other use.
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|
2B
The monkey kick that's surprisingly fast and safe.
|
Damage
|
Heat Gain
|
P1
|
P2
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Hitbox
|
650
|
269
|
90
|
89
|
11
|
3
|
9
|
+5
|
Click!
|
Staple crouching low. Gatlings to and from 5B so it has a strong place in repeatable low/throw mix ups.
Because of its frame advantage, this move is particularly effective for pressure, especially tick throws.
This move also acts a good meaty because of its short recovery and high frame advantage. However, if you ever mess up a meaty (accidentally or intentionally), you can still use that situation to your advantage. For the same reason that meaty 2B is good (short recovery), 2B on whiff is very scary. If 2B ever whiffs on the opponent, you can go straight into B Gigantic Tager Driver; this works because the opponent sees 2B being done and blocks low. Command throws cannot be blocked low, so you trick the opponent into blocking low in order to take advantage of the command throw. Just be careful about your spacing; 2B does reach quite a distance, so if you end up missing with 2B, there's also a good chance that you'll miss with the command throw as well. This isn't so much of a problem when the opponent is magnetized, since using A Gigantic Tager Driver can easily close in the space, but it's a tad bit slow, so keep that in mind.
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2C
Powerful move that leads into very good damage, but if you miss it, you're in for some damage.
|
Damage
|
Heat Gain
|
P1
|
P2
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Hitbox
|
1200
|
496
|
90
|
82
|
15
|
2
|
39
|
-22
|
Click!
|
Tager's official anti-air. Invulnerable to head attacks for frames 11~14. Forces aerial state on opponent. Fatal Counter possible.
This anti air is very high-risk high-reward, in that the damage off of this move is great, but it leaves Tager very open for punish on whiff. Because of the nature of this move, you should only use this move when you know for sure that it will hit the opponent. The duration of head invulnerability will often create situations where the attacks will trade, but it will often be in Tager's favor. If the opponent manages to block this move in the air, you can simply cancel into Atomic Collider, which is guaranteed to land, and you can still get some decent damage off of it. Should the opponent force you to completely whiff the move however, you're left to wait until the animation is finished, and the recovery is quite lengthy. Be careful when using this move.
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|
6A
Not too useful anymore.
|
Damage
|
Heat Gain
|
P1
|
P2
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Hitbox
|
800(1000)
|
331(414)
|
90
|
89(89)
|
19(52)
|
7
|
37
|
-27
|
Click!
|
A unique move that utilizes "super armor." Read below for more info on how it works. Pulls in opponent on hit or block. Super armor threshold is 1600 points. Super armor in effect from 18F until end of active frames. Values in () refer to fully charged version. Attack is automatically performed after holding button for 52F.
Tager's 6A works in a very strange manner. It has a special mechanic that no other move in the game has: super armor. The way 6A's super armor works is that for as long as it's active, Tager cannot be hit out of the move. There are some boundaries as to how effective the super armor will work. Tager will still receive damage while in super armor (half of the received attack's base damage), and the limit of how much damage he can take while in super armor is 800 HP (note that this value is half of the super armor threshold value). If the total damage during the single instance of 6A super armor exceeds 1600, then Tager loses super armor and the latest attack will inflict a Counter Hit.
Getting hit during armored frames causes extended hitstop and armor is ineffective against lows and (of course) throws. This makes the armor easily defeated on reaction and very weak in application.
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|
6B
The overhead that forces crouch.
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Damage
|
Heat Gain
|
P1
|
P2
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Hitbox
|
960
|
397
|
80
|
92
|
24
|
2
|
28
|
-11
|
Click!
|
Overhead. Can gatling into itself indefinitely for as long as you make contact with your opponent. Fatal Counter possible.
6B can combo into 6C (or 236A if too far to follow up 6C) for a combo, but all combos from 6B are massively prorated and don't do good damage even on fatal counter. Can be canceled into 4D on block to make it safe.
24 frames is quite slow and can be stopped on reaction with some practice. 5B/2B have better mix up options on block and comparable damage with less risk. 360B would hit for more damage if they were crouching and cannot be stuffed without some prediction. Tager's mixup aside from his overheads is quite strong, so you will most likely find yourself not needing to use the move very often, if ever.
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|
6C
The overhead that forces ground bounce.
|
Damage
|
Heat Gain
|
P1
|
P2
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Hitbox
|
1500
|
621
|
85
|
80
|
28
|
2
|
33
|
-16
|
Click!
|
Incredibly slow overhead. Mainly used for combos. Ground bounces opponent on hit. Breaks 1 guard primer. 55% repeat proration. Jump cancelable only on hit.
The slowness of this move makes it incredibly weak for mixup and should be avoided when used in such.
The repeat prorate is significant, but 6C has so much untechable time that even at the end of a combo 6C - Magna Tech Wheel will work. Plus, Magna Tech Wheel has minimum damage, so repeat proration won't matter in that case.
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|
3C
I'mma trip you, and then I'mma make you fly!
|
Damage
|
Heat Gain
|
P1
|
P2
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Hitbox
|
760
|
314
|
90
|
88
|
14
|
3
|
22
|
-6
|
Click!
|
Trip move that causes an emergency tech state. Tager's most important combo tool. You'll find yourself using this move in just about every combo you perform. 10% repeat proration.
This move mostly functions as a combo tool, as the options after 3C are unsafe for the most part. On magnetized opponents, special cancel into Atomic Collider; this will cause the opponent to fly into the air, and because of the huge amount of untechable 3C has, you will still be able to combo after Collider finishes.
Many combos use 3C twice, which enacts the 10% repeat proration. After using 3C the second time, special cancel into Gadget Finger. The move is guaranteed to work after 3C, regardless of how prorated the combo is.
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|
j.A
The best move nobody uses.
|
Damage
|
Heat Gain
|
P1
|
P2
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Hitbox
|
500
|
207
|
90
|
85
|
7
|
3
|
9
|
--
|
Click!
|
Staple aerial jab.
Surprisingly enough, Tager's j.A is just as fast as most other characters' j.A, which means that this move can effectively serve to stuff air-to-air attempts, especially since Tager's j.A has a relatively big hitbox. The proration values aren't that bad either, so you can still get a full, damaging combo even from a j.A starter.
|
|
j.B
Relaunches FTW.
|
Damage
|
Heat Gain
|
P1
|
P2
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Hitbox
|
700
|
289
|
90
|
89
|
12
|
9
|
12
|
--
|
Click!
|
Double downward palm thrust. Primary non-combo use is for approaches from air-to-ground.
You shouldn't ever find yourself in the air too often as Tager, since his aerial game is pretty weak. However, for what his aerial game is worth, j.B does serve as an effective air-to-ground move due to its hitbox. This move also gatlings into j.A, so you can create some situations that utilize tick throws.
|
|
j.C
The indiscriminate headbutt. Good for closing in on the opponent.
|
Damage
|
Heat Gain
|
P1
|
P2
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Hitbox
|
1050
|
434
|
90
|
92
|
13
|
5
|
12
|
--
|
Click!
|
Aerial headbutt. Moves Tager forward. Can be used as an air-to-air tool.
Using this in conjuction with a normal jump is a good way of closing the space between the opponent from far away. Keep in mind that this move is fairly slow, so any moves that are done afterwards can be easily disrespected.
The forward momentum from this move can also be used in combos. The most prominent example of this is using it after Atomic Collider in order to be in range for relaunches.
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|
j.2C
Smell my pits! Also serves as combo fodder.
|
Damage
|
Heat Gain
|
P1
|
P2
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Hitbox
|
1200
|
496
|
90
|
92
|
21
|
till L+2
|
18
|
--
|
Click!
|
1200
|
496
|
90
|
92
|
5
|
2
|
8
|
-1
|
Click!
|
Normal Version
"Just-Frame" Version
Flying elbow. Breaks 1 guard primer. Downs opponent on hit with enough hitstun to be able to followup in most cases. If the move is performed 3F before landing, the move is changed to its "just-frame" version (the distinction between the two is that for the "just-frame" version, Tager does not say anything).
This attack also completely stops your momentum in the air for a brief moment before dropping. This particular characteristic makes it good for baiting anti-airs, but there exist many ways around it, such as air throws, air-to-air moves, and even just blocking. Therefore, only use the move if you know that the move will work.
|
|
Counter Assault
Really short range counter assault, so it's pretty dangerous to use.
|
Damage
|
Heat Gain
|
P1
|
P2
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Hitbox
|
0
|
0
|
50
|
92
|
16
|
2
|
31
|
-14
|
Click!
|
Counter assault. Fully invincible for frames 1~20. Downs opponent on hit. Does indeed hit high. 180F heat gain cooldown.
Tager's counter assault is probably one of the worst in the game; it has a small range, few active frames, and the fact that it hits high adds nothing. As a Tager player, superior defense should be a necessity in order to survive the matchups. With that said, a good defense usually won't warrant the need of a Counter Assault, so it's best to stay away and keep the meter for other purposes.
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|
Drive Moves
5D
The punch of science.
|
Damage
|
Heat Gain
|
P1
|
P2
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Hitbox
|
1100
|
455
|
100
|
72
|
23
|
7
|
20
|
-4
|
Click!
|
A fierce punch that inflicts magnetism on opponents. Launches opponent backwards on aerial hit. Causes wallbounce on CH. Adds 360F to magnetism duration. Pulls magnetized opponent in for frames 16~23.
Add descrip.
|
|
2D
Be careful of using this move. Whiffing this move can result in unwanted situations.
|
Damage
|
Heat Gain
|
P1
|
P2
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Hitbox
|
1200
|
496
|
100
|
72
|
26
|
10
|
24
|
-1
|
Click!
|
A crouching charge that covers quite a bit of distance. Launches opponent backwards on aerial hit. Followup possible on CH. Adds 360F to magnetism duration. Pulls magnetized opponent in for frames 13~26.
Tager's 2D covers about half a screen on use, and the magnetic pull on it is quite strong, which makes this move good for closing the distance between the opponent if the opponent is magnetized. If spaced properly, you can make the move safe with up to a +8 frame advantage. However, the move has a lengthy startup and recovery, which means that opponents can easily see the move coming and punish the move if it is badly spaced. In other words, this move requires a good sense of spacing. Unless you are confident in your ability to play footsies and manage spacing, you shouldn't use this move too often, as this move entails quite a bit of risk.
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|
4D
Nice blockstring ender because of its speed and frame advantage.
|
Damage
|
Heat Gain
|
P1
|
P2
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Hitbox
|
800
|
331
|
100
|
72
|
13
|
5
|
20
|
?
|
Click!
|
Magnetic palm blow from the waist. Launches opponent backwards on aerial hit. Causes wallbounce on CH. Smaller hitbox on last two active frames. Adds 240F to magnetism duration. Pulls magnetized opponent in for frames 7~13.
Because of how versatile the gatling options into this move are and how fast this move is, 4D is great for ending blockstrings. The frame advantage off of this move also makes it a safe option to use whenever; it can even be plus if you space the move correctly. Keep in mind that there are no gatling options after 4D, and it is only ?. Opponents can disrespect the mixup afterwards should they have the tools for it, and are more inclined to do it when they IB the move.
|
|
j.D
Hot damn that clap hurts.
|
Damage
|
Heat Gain
|
P1
|
P2
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Hitbox
|
1120
|
463
|
100
|
72
|
21
|
3
|
18
|
--
|
Click!
|
Magnetic clap in the air. Decent aerial combo ender. Adds 360F to magnetism duration. Pulls magnetized opponent in for frames 13~21.
Because of how slow this move is, you shouldn't use this move outside of combos. If you do ever land this move as a CH starter, you can get some very good damage off of the following combo, but don't let that be the reason to throw it out whenever.
Using this as an aerial combo ender does have its benefits; because it adds magnetism, you can utilize the opportunity to apply tech traps and tricky oki after you land. Be wary of using this tactic against characters with aerial DPs.
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|
Throws
Specials
Distortion Drives
Overdrive
Astral Heat
Strategy
Offense
In this part, you can talk about anything you feel like beginner players should know.
Split up your topics like this
- And even further split it up
- Like this.
Add more asterisks to further indent your text as necessary.
The categories are split into Offense, Defense, and Neutral, but you can change these categories as you see fit for your character.
Defense
Neutral
Combos
Combo Notation Guide:
|
- > = normal gatling or perform the move after preceding move's recovery
- >> = cancel into followups of the special move
- jc = jump cancel
- hjc = high jump cancel
- dc = dash cancel
- (N) = only use the Nth attack of the move (for example, if 5D(1) is written, you only use the first hit of 5D)
- (move) = whatever's listed in the parentheses is optional
- If you have notations that are not listed here but are necessary, feel free to add them as you see fit.
|
Midscreen
This combo section is designed on a "move starter" basis. However, you can use whatever kind of organization you prefer, as long as it is readable and efficient.
*insert move name* Starter
Notes: In case these combos need notes. If they do not, you can remove this line.
Point 1
- move > move > special >> special NOTE: this is only a base. your combos do not have to follow this format.
- Requirements: -- (ex: 50 heat, Overdrive, crouching opponent. if no requirements, leave as is)
- Damage: ----, Heat Gain: --
- + move = Damage: ----, Heat Gain: -- NOTE: if a necessary combo is very similar to a previous one, you can add options like this.
- Notes: Write notes for the combo if necessary.
Point 2
Copy and paste the code from Point 1 to Point 2 as many times as you need to.
Midscreen to Corner
Corner Only