(→6A) |
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|data= | |data= | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
|cancel= |damage=400 |starter= |guard= | |cancel= |damage=400 |starter= |guard= All | ||
|level=2 |attribute= |startup=7 |active=3 |recovery=11 |frameAdv=1 |invul= |blockstun=13 | |level=2 |attribute= |startup=7 |active=3 |recovery=11 |frameAdv=1 |invul= |blockstun=13 | ||
|description= | |description= | ||
*Tager's fastest grounded normal | *Tager's fastest grounded normal | ||
*Cannot self cancel | |||
*Decent combo starter | *Decent combo starter | ||
*Good for tick throws | *Good for tick throws | ||
*One of the few normals that Tager can jump cancel, so you can use it to bait bursts | *One of the few normals that Tager can jump cancel, so you can use it to bait bursts. 5A, j.5A is possible early in the combo, allowing some air combos. | ||
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|data= | |data= | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
|cancel= |damage=540 |starter= |guard= | |cancel= |damage=540 |starter= |guard= L | ||
|level=3 |attribute= |startup=10 |active=3 |recovery=14 |frameAdv=0 |invul= |blockstun=16 | |level=3 |attribute= |startup=10 |active=3 |recovery=14 |frameAdv=0 |invul= |blockstun=16 | ||
|description= | |description= | ||
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|data= | |data= | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
|cancel= |damage=1000 |starter= |guard= | |cancel= |damage=1000 |starter= |guard= HL | ||
|level=4 |attribute= |startup=15 |active=7 |recovery=15 |frameAdv=-3 |invul= |blockstun=18 | |level=4 |attribute= |startup=15 |active=7 |recovery=15 |frameAdv=-3 |invul= |blockstun=18 | ||
|description= | |description= | ||
A decent poke, an excellent starter if you land in and also a nice high damage combo filler, basically everything you want in a 5C with the exception that if often pushes the opponent away too far for comboing followups unless it's a counterhit. | |||
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|level=2 |attribute= |startup=8 |active=3 |recovery=10 |frameAdv=1 |invul= |blockstun=13 | |level=2 |attribute= |startup=8 |active=3 |recovery=10 |frameAdv=1 |invul= |blockstun=13 | ||
|description= | |description= | ||
Like a worse 5A without the jump cancel and a lower profile, 2A sees some use as a ghetto anti air and a mashable button, since it can self cancel up to three times. | |||
Follow the [[Help:Writing_Character_Pages]] guidelines | Follow the [[Help:Writing_Character_Pages]] guidelines | ||
}} | }} | ||
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|level=3 |attribute= |startup=11 |active=3 |recovery=9 |frameAdv=5 |invul= |blockstun=16 | |level=3 |attribute= |startup=11 |active=3 |recovery=9 |frameAdv=5 |invul= |blockstun=16 | ||
|description= | |description= | ||
In previous iterations, 5B and 2B were pretty interchangable, however 2B's use has now moved from being a combo tool to being a very safe low poke when up close. It has a very nice frame advantage making it ideal for setting up Wedge catapault attempts and other shenanigans. | |||
Follow the [[Help:Writing_Character_Pages]] guidelines | Follow the [[Help:Writing_Character_Pages]] guidelines | ||
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|description= | |description= | ||
*High risk, high reward anti-air that can lead to some hilarious damage, but will mostly see use in combos, pretty much always following 6A. | *High risk, high reward anti-air that can lead to some hilarious damage, but will mostly see use in combos, pretty much always following 6A. | ||
*Has head invulnerability, but is very short and just before the active time, often leading to trades. | *Has head invulnerability, but is very short and just before the active time, often leading to trades, definitely not useful to stop low air attacks on wakeup. | ||
*Good vertical reach, but poor horizontal reach. | *Good vertical reach, but poor horizontal reach. | ||
Follow the [[Help:Writing_Character_Pages]] guidelines | Follow the [[Help:Writing_Character_Pages]] guidelines | ||
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*Has Super Armor throughout the charge animation | *Has Super Armor throughout the charge animation | ||
*Groundslides* opponent on hit. | *Groundslides* opponent on hit. | ||
*Tager's only normal that can cancel into his command throws. | |||
Tager's 6A is a very good all-purpose tool. It brings the opponent closer to him, allowing him to start close range pressure and grab mixup. It also is a very good combo tool that causes groundslide and combos into 6B for oki and 2C-Collider for additional damage. | Tager's 6A is a very good all-purpose tool. It brings the opponent closer to him, allowing him to start close range pressure and grab mixup. It also is a very good combo tool that causes groundslide and combos into 6B for oki and 2C-Collider for additional damage. | ||
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|level=3 |attribute= |startup=52 |active=7 |recovery=37 |frameAdv=-27 |invul=16-26~58 Guard HBP |blockstun=16 | |level=3 |attribute= |startup=52 |active=7 |recovery=37 |frameAdv=-27 |invul=16-26~58 Guard HBP |blockstun=16 | ||
|description= | |description= | ||
Charging 6A simply extends the armor frames and allows you to delay the attack. Useless, expect if you read that a hit is coming and you want to guard point through it. Charging 6A | Charging 6A simply extends the armor frames and allows you to delay the attack for a bit more damage. Useless, expect if you read that a hit is coming and you want to guard point through it. Charging 6A doesn't open up any more combo paths other than a very strict 6[A] CH > 360B which is basically impossible to confirm. | ||
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|level=3 |attribute= |startup=16 |active=2 |recovery=18 |frameAdv=-3 |invul= |blockstun=16 | |level=3 |attribute= |startup=16 |active=2 |recovery=18 |frameAdv=-3 |invul= |blockstun=16 | ||
|description= | |description= | ||
*Now forces crouching on hit allowing combos into A sledge | *Now forces crouching on hit allowing combos into, and out of, A sledge | ||
*Has low invulnerabity on start-up | *Has low invulnerabity on start-up, allowing you to counter low hitting pressure. | ||
}} | }} | ||
}} | }} | ||
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|level=4 |attribute= |startup=28 |active=2 |recovery=33 |frameAdv=-18 |invul= |blockstun=18 | |level=4 |attribute= |startup=28 |active=2 |recovery=33 |frameAdv=-18 |invul= |blockstun=18 | ||
|description= | |description= | ||
*Fatal Counter | |||
*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. | ||
*Can be used as a poke at large distances, but it extends Tager's hurtbox forward and can be stuffed. | *Can be used as a poke at large distances, but it extends Tager's hurtbox forward and can be stuffed. | ||
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|level=2 |attribute= |startup=7 |active=3 |recovery=9 |frameAdv= |invul= |blockstun=13 | |level=2 |attribute= |startup=7 |active=3 |recovery=9 |frameAdv= |invul= |blockstun=13 | ||
|description= | |description= | ||
* | *Useful air to air poke | ||
* | *Combo filler needed when using 5A's jump cancel to make a combo. | ||
Follow the [[Help:Writing_Character_Pages]] guidelines | Follow the [[Help:Writing_Character_Pages]] guidelines | ||
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*Useful tool for gimmicks | *Useful tool for gimmicks | ||
*Floorbounces on counterhit. | *Floorbounces on counterhit. | ||
*General purpose jump in attack with a huge active time. | |||
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|level=4 |attribute= |startup=13 |active=5 |recovery=12 |frameAdv= |invul= |blockstun=18 | |level=4 |attribute= |startup=13 |active=5 |recovery=12 |frameAdv= |invul= |blockstun=18 | ||
|description= | |description= | ||
* | *Doesn't look like it has as much range as it really does due to the way Tager's body goes horizontal | ||
* | *Has a tendency to clash in air footsies | ||
*Long untech time on a counterhit, usually possible to land and pick up the combo. | |||
}} | }} | ||
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|level=4 |attribute= |startup=18 |active=Until L+2 |recovery=18 |frameAdv= |invul= |blockstun=18 | |level=4 |attribute= |startup=18 |active=Until L+2 |recovery=18 |frameAdv= |invul= |blockstun=18 | ||
|description= | |description= | ||
* | *Fatal Counter | ||
*Has a fast startup version when used very close to the ground. | |||
Often used in combos after 6C to bring the opponent back down to earth. Ensure you hit them as with Tager as low as you can to give yourself time to recover and use 5B. | |||
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*A big poke used to get magnetism in neutral. Causes the enemy to be magnetized. Special cancellable on hit or block, not jump cancelable. | *A big poke used to get magnetism in neutral. Causes the enemy to be magnetized. Special cancellable on hit or block, not jump cancelable. | ||
Tager's 5D is one of his more important tools. It is an all around useful normal, which can be used in combos, a long range big poke, counter hit fishing (trying to force a counter hit), sometimes also for frame traps and as a situational anti-air. However, overusing 5D too much will lead to painful CH combos against Tager because of its slow speed, so use but don't abuse. | Tager's 5D is one of his more important tools. It is an all around useful normal, which can be used in combos, a long range big poke, counter hit fishing (trying to force a counter hit), sometimes also for frame traps and as a situational anti-air. However, overusing 5D too much will lead to painful CH combos against Tager because of its slow speed, so use but don't abuse. | ||
*On grounded counterhit and not at max range, it's possible to link into Wedge Catapault for a massive damage combo. | |||
*On air counterhit, followups are only possible in the corner with B sledge. | |||
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|data= | |data= | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
|cancel= |damage=1200 |starter= |guard= | |cancel= R |damage=1200 |starter= |guard= | ||
|level=5 |attribute= |startup=26 |active=10 |recovery=18 |frameAdv=-7 |invul=OD: 12-35 Guard FP |blockstun= | |level=5 |attribute= |startup=26 |active=10 |recovery=18 |frameAdv=-7 |invul=OD: 12-35 Guard FP |blockstun= | ||
|hitbox=tager/2D | |hitbox=tager/2D | ||
|description= | |description= | ||
* | * Attractive on magnetised opponents, effectively extends the range of this already long ranged move. | ||
* | * Fatal Counter, followup with 3C > 623C (whiff) to start the combo. | ||
* Long active time, but Tager immediately goes into recovery. | |||
* No cancels possible outside of Rapid cancels. | |||
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|level=3 |attribute= |startup=13 |active=4 |recovery=14 |frameAdv=-1 |invul=OD: 5-12 Guard BP |blockstun=16 | |level=3 |attribute= |startup=13 |active=4 |recovery=14 |frameAdv=-1 |invul=OD: 5-12 Guard BP |blockstun=16 | ||
|description= | |description= | ||
* | * 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 | ||
* Applies a shorter magnetism than all other drive moves (4 seconds as opposed to 6). | |||
* Followups only possible on counterhit, and even then might not be possible, leads to weak damage. | |||
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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. | ||
*Strongly 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. | ||
Tager's j.D is a situational move that can be used to control airspace, but Tager is usually grounded throughout the match, so it's seldom used in this fashion. However, j.D is an amazing move for combos because it has so much untechable time that Tager will usually be able to land and continue with a ground combo, even in slightly high hitstun reduction. | Tager's j.D is a situational move that can be used to control airspace, but Tager is usually grounded throughout the match, so it's seldom used in this fashion. However, j.D is an amazing move for combos because it has so much untechable time that Tager will usually be able to land and continue with a ground combo, even in slightly high hitstun reduction. | ||
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|level=0, 4 |attribute=T |startup=7 |active=3 |recovery=23 |frameAdv= |invul= |hitbox=tager/groundThrow | |level=0, 4 |attribute=T |startup=7 |active=3 |recovery=23 |frameAdv= |invul= |hitbox=tager/groundThrow | ||
|description= | |description= | ||
* | *Leads to higher damage, heat gain and is much safer on whiff than 360A, but has no startup invulnerability or magnetic attraction | ||
* | *Special cancellable. | ||
}} | }} | ||
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|level=0, 4 |attribute=T |startup=7 |active=3 |recovery=23 |frameAdv= |invul= |hitbox=Tager/groundThrow | |level=0, 4 |attribute=T |startup=7 |active=3 |recovery=23 |frameAdv= |invul= |hitbox=Tager/groundThrow | ||
|description= | |description= | ||
* | *Similar to forward throw and with the same comparisons to 360A, however is not special cancellable. Your opponent isn't bounced away very far however, allowing you to follow up with 5B. | ||
}} | }} | ||
}} | }} | ||
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|level=0, 3 |attribute=T |startup=7 |active=3 |recovery=23+3L |frameAdv= |invul= |hitbox=tager/airThrow | |level=0, 3 |attribute=T |startup=7 |active=3 |recovery=23+3L |frameAdv= |invul= |hitbox=tager/airThrow | ||
|description= | |description= | ||
* | *Cancellable from j.A in a way that Air Driver is not. | ||
Follow the [[Help:Writing_Character_Pages]] guidelines | Follow the [[Help:Writing_Character_Pages]] guidelines | ||
}} | }} |
Revision as of 09:13, 16 August 2017
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.
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 960F). 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 is taking damage, the rate changes to 1 point per 2 frames (when Tager performs 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 1200 points. When the gauge is full, Tager can use the Spark Bolt attack.
Overdrive: Voltic Field
Magnetized opponents are constantly pulled towards Tager, and the Spark Bolt Gauge fills up quicker.
Pros/Strengths
- Really good close range game
- High damage command grabs
- 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
Cons/Weaknesses
- Big hit box, 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
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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Air Gigantic Tager Driver
Air Driver 360C |
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Atomic Collider
Atomic Collider 623C |
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A Sledge
A Sledge 236A |
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B Sledge
B Sledge 236B |
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Hammer
Hammer 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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- Tsubaki Yayoi[★]
- Valkenhayn R. Hellsing [★]
- Yuuki Terumi [★]
Click [★] for character's full frame data
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Controls •
Frame Data & System Data •
Patch Notes •
• Movement/Canceling •
Offense •
Defense •
Damage/Combo •
Attack Attributes •
Gauges •
Misc •