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(→j.C) |
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|data= | |data= | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
|cancel= |damage=400 |starter= |guard= | |cancel= CSOJR |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= SOJ |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= SOR |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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|data= | |data= | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
|cancel= |damage=350 |starter= |guard= | |cancel= SOR |damage=350 |starter= |guard= ALL | ||
|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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|data= | |data= | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
|cancel= |damage=580 |starter= |guard= | |cancel= SOR |damage=580 |starter= |guard= L | ||
|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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{{AttackData-BBCF | {{AttackData-BBCF | ||
|cancel= |damage=1100 |starter= |guard= | |cancel= SOR |damage=1100 |starter= |guard= HL | ||
|level=4 |attribute= |startup=15 |active=2 |recovery=37 |frameAdv=-20 |invul=11-14 H |blockstun=18 | |level=4 |attribute= |startup=15 |active=2 |recovery=37 |frameAdv=-20 |invul=11-14 H |blockstun=18 | ||
|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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|data= | |data= | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
|version=Uncharged |cancel= |damage=800 |starter= |guard= | |version=Uncharged |cancel= SOR |damage=800 |starter= |guard= HL | ||
|level=3 |attribute= |startup=19 |active=7 |recovery=37 |frameAdv=-27 |invul=16-26~58 Guard HBP |blockstun=16 | |level=3 |attribute= |startup=19 |active=7 |recovery=37 |frameAdv=-27 |invul=16-26~58 Guard HBP |blockstun=16 | ||
|description= | |description= | ||
*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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{{AttackData-BBCF | {{AttackData-BBCF | ||
|header=no | |header=no | ||
|version=Max Charge |cancel= |damage= | |version=Max Charge |cancel= SOR |damage=1000 |starter= |guard= HL | ||
|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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|data= | |data= | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
|cancel= |damage=620 |starter= |guard= | |cancel= SOR |damage=620 |starter= |guard= HL | ||
|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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|data= | |data= | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
|cancel= |damage=1500 |starter= |guard= | |cancel= SORJ |damage=1500 |starter= |guard= H | ||
|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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{{AttackData-BBCF | {{AttackData-BBCF | ||
|cancel= |damage=810 |starter= |guard= | |cancel= SOR |damage=810 |starter= |guard= L | ||
|level=4 |attribute= |startup=13 |active=3 |recovery=22 |frameAdv=-8 |invul= |blockstun=18 | |level=4 |attribute= |startup=13 |active=3 |recovery=22 |frameAdv=-8 |invul= |blockstun=18 | ||
|description= | |description= | ||
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|data= | |data= | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
|cancel= |damage=400 |starter= |guard= | |cancel= SR |damage=400 |starter= |guard= HA | ||
|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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|data= | |data= | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
|cancel= |damage=700 |starter= |guard= | |cancel= SR |damage=700 |starter= |guard= HA | ||
|level=3 |attribute= |startup=10 |active=16 |recovery=20 |frameAdv= |invul= |blockstun=16 | |level=3 |attribute= |startup=10 |active=16 |recovery=20 |frameAdv= |invul= |blockstun=16 | ||
|description= | |description= | ||
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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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|data= | |data= | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
|cancel= |damage=1050 |starter= |guard= | |cancel= SR |damage=1050 |starter= |guard= HA | ||
|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. | ||
* | *Adds a small amount of forwards momentum to Tager. | ||
*Has a tendency to clash in air footsies. | |||
*Long untech time on a counterhit, usually possible to land and pick up the combo. | |||
}} | }} | ||
}} | }} | ||
====== <font style="visibility:hidden" size="0">j.2C</font> ====== | ====== <font style="visibility:hidden" size="0">j.2C</font> ====== | ||
{{MoveData | {{MoveData | ||
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|data= | |data= | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
|cancel= |damage=1200 |starter= |guard= | |cancel= SR |damage=1200 |starter= |guard= HA | ||
|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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|data= | |data= | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
|damage=Normal: 1100<br/>OD: 1200 |starter= |guard= | |cancel= SR |damage=Normal: 1100<br/>OD: 1200 |starter= |guard= All | ||
|level=5 |attribute= |startup=23 |active=7 |recovery=20 |frameAdv=-6 |invul=OD: 15-26 Guard BP |blockstun=20 | |level=5 |attribute= B |startup=23 |active=7 |recovery=20 |frameAdv=-6 |invul=OD: 15-26 Guard BP |blockstun=20 | ||
|description= | |description= | ||
*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. | ||
*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 counterhit, opponent is blown away and floorslides followups are only possible in the corner with B sledge. | |||
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. | ||
}} | }} | ||
}} | }} | ||
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|data= | |data= | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
|cancel= |damage=1200 |starter= |guard= | |cancel= R |damage=1200 |starter= |guard= All | ||
|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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|data= | |data= | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
|cancel= |damage=Normal: 800<br/>OD: 1200 |starter= |guard= | |cancel= R |damage=Normal: 800<br/>OD: 1200 |starter= |guard= ALL | ||
|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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|data= | |data= | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
|cancel= |damage=Normal: 1120<br/>OD: 1200 |starter= |guard= | |cancel= |damage=Normal: 1120<br/>OD: 1200 |starter= |guard= HA | ||
|level=5 |attribute= |startup=23 |active=4 |recovery=28+7L |frameAdv= |invul=OD: 6-26 Guard HP |blockstun=20 | |level=5 |attribute= |startup=23 |active=4 |recovery=28+7L |frameAdv= |invul=OD: 6-26 Guard HP |blockstun=20 | ||
|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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|data= | |data= | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
|damage=0, 1500 |cancel=--, | |damage=0, 1500 |cancel=--, OR |starter=S |guard=T (140) | ||
|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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|data= | |data= | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
|damage=0, 1500 |cancel=--, | |damage=0, 1500 |cancel=--, R |starter=S |guard=T (160) | ||
|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 | ||
}} | }} | ||
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|data= | |data= | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
|damage=0 |starter= |guard= | |damage=0 |starter= |guard= ALL | ||
|level=4 |attribute= |startup=16 |active=2 |recovery=31 |frameAdv=-14 |invul=1-20 All |blockstun=18 | |level=4 |attribute= |startup=16 |active=2 |recovery=31 |frameAdv=-14 |invul=1-20 All |blockstun=18 | ||
|description= | |description= | ||
* | *Sometimes the only way to end the endless pressure games you often face, particularly from low air dashes. Use it to disrupt the flow of your opponent and get back to neutral, where you often have the advantage. | ||
}} | }} | ||
}} | }} | ||
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|data= | |data= | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
|version=Uncharged |cancel= |damage=1000 |starter= |guard= | |version=Uncharged |cancel= |damage=1000 |starter= |guard= B | ||
|level= |attribute= |startup=20 |active=1 |recovery=25 |frameAdv=0 |invul= |blockstun=24 | |level= |attribute= |startup=20 |active=1 |recovery=25 |frameAdv=0 |invul= |blockstun=24 | ||
}} | }} | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
|header=no | |header=no | ||
|version=Charged |cancel= |damage=1000 |starter= |guard= | |version=Charged |cancel= |damage=1000 |starter= |guard= B | ||
|level= |attribute= |startup=30~61 |active=1 |recovery=25 |frameAdv=0 |invul= |blockstun=24 | |level= |attribute= |startup=30~61 |active=1 |recovery=25 |frameAdv=0 |invul= |blockstun=24 | ||
|description= | |description= | ||
* | *Hard knockdown. | ||
* | *Not the most useful move as a guard crusher, since Tager has much better ways of dealing with people who guard too much | ||
*Useful in some combos, can be followed up with 6B | |||
}} | }} | ||
}} | }} | ||
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|data= | |data= | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
|cancel= |damage=0, 2500 |starter= |guard= | |cancel= R |damage=0, 2500 |starter= |guard= U | ||
|level=4 |attribute= |startup=6 |active=1-10 |recovery=29 |frameAdv= |invul=3-6 All |blockstun= | |level=4 |attribute= T |startup=6 |active=1-10 |recovery=29 |frameAdv= |invul=3-6 All |blockstun= | ||
|description= | |description= | ||
*High damage command grab | *High damage command grab | ||
*Small invulnerability window | *Small invulnerability window | ||
*Bad whiff recovery, Tager is in a Counterhit state in this time. | |||
Compared to previous versions of Tager, the Gigantic Tager Driver has been streamlined from two versions into just one. Consequently, this variation is about as fast as his old B version Driver, but does the same damage as his classic A Driver. The 6 frame startup means it can be used as a reversal, especially after tech rolling past the opponent, but this is risky and you can get easily blown up if the opponent goes airborne or tries for a meaty and catches you before the invulnerability window. As with all of Tager's meterless grabs, you'll want to follow this up with Gadget Finger. | Compared to previous versions of Tager, the Gigantic Tager Driver has been streamlined from two versions into just one. Consequently, this variation is about as fast as his old B version Driver, but does the same damage as his classic A Driver. The 6 frame startup means it can be used as a reversal, especially after tech rolling past the opponent, but this is risky and you can get easily blown up if the opponent goes airborne or tries for a meaty and catches you before the invulnerability window. As with all of Tager's meterless grabs, you'll want to follow this up with Gadget Finger. | ||
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|data= | |data= | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
|version=Wedge Catapult |subtitle=360B |cancel= |damage=0, 1200 |starter= |guard= | |version=Wedge Catapult |subtitle=360B |cancel= None |damage=0, 1200 |starter= |guard= U | ||
|level= |attribute= |startup=30 |active=4 |recovery=30 |frameAdv= |invul=6-30 All |blockstun= | |level= |attribute= |startup=30 |active=4 |recovery=30 |frameAdv= |invul=6-30 All |blockstun= | ||
}} | }} | ||
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|header=no | |header=no | ||
|version=Impact Driver |subtitle=Catapult > 360B |cancel= |damage=0, 1400 |starter= |guard= | |version=Impact Driver |subtitle=Catapult > 360B |cancel= |damage=0, 1400 |starter= |guard= | ||
|level=4 |attribute= |startup= |active= |recovery= |frameAdv= |invul= |blockstun= | |level=4 |attribute= T |startup= |active= |recovery= |frameAdv= |invul= |blockstun= | ||
|description= | |description= | ||
*Punish throw / risky reversal | *Punish throw / risky reversal | ||
*Untech time lasts until the opponent hits the floor | *Untech time lasts until the opponent hits the floor | ||
*100% minimum damage for both | *100% minimum damage for both impact driver. | ||
*Poor P1, but excellent P2. | *Poor P1, but excellent P2. | ||
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|data= | |data= | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
|cancel= |damage=2700 |starter= |guard= | |cancel= |damage=2700 |starter= |guard= U | ||
|level=4 |attribute= |startup=6 |active=1-11 |recovery=Until L+12 |frameAdv= |invul= |blockstun= | |level=4 |attribute= T |startup=6 |active=1-11 |recovery=Until L+12 |frameAdv= |invul= |blockstun= | ||
|description= | |description= | ||
* | *Has no invulnerability like it's grounded equivalent, but since magnetism is much more strongly attractive on airborne opponents, it doesn't tend to need it. | ||
* | *On magnetised opponents, can drag them across the entire screen, potentially punishing some air moves | ||
*Can be used after an air throw reject (Either way) to suck them back in. A wary opponent can still stuff you with a decent air to air poke however. | |||
*Cannot hit grounded opponents, but will still pull them along the floor. | |||
}} | }} | ||
}} | }} | ||
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|data= | |data= | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
|cancel= |damage=0, 2250 |starter= |guard= | |cancel= R |damage=0, 2250 |starter= |guard= U | ||
|level=4 |attribute= |startup=17 |active=5-?? |recovery=19 |frameAdv= |invul=4-15 H |blockstun= | |level=4 |attribute= T |startup=17 |active=5-?? |recovery=19 |frameAdv= |invul=4-15 H |blockstun= | ||
|description= | |description= | ||
* | *Unblockable anti air grab, hold to extend startup and magnetic attraction, release to grab. | ||
* | *Combo staple due to its huge damage. Also frequently used on a miss to flick opponents into the air after 3C. | ||
*Followups possible with 5A, but only early in the combo, otherwise go for Gaget Finger. | |||
}} | }} | ||
}} | }} | ||
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====== <font style="visibility:hidden" size="0">A Sledge </font> ====== | ====== <font style="visibility:hidden" size="0">A Sledge </font> ====== | ||
{{MoveData | {{MoveData | ||
|name=A | |name=A Sledgehammer | ||
|input=236A | |input=236A | ||
|image=BBCS_Tager_Sledge.png | |image=BBCS_Tager_Sledge.png | ||
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|data= | |data= | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
|cancel= |damage=1200 |starter= |guard= | |cancel= R |damage=1200 |starter= |guard= HL | ||
|level=3 |attribute= |startup=20 |active=3 |recovery=18 |frameAdv=-4 |invul=1-23 Guard P |blockstun= | |level=3 |attribute= |startup=20 |active=3 |recovery=18 |frameAdv=-4 |invul=1-23 Guard P |blockstun= | ||
|description= | |description= | ||
* | *General purpose short ranged special, guard point against all projectiles. | ||
* | *Causes tumble on air hit, can only be followed up if the opponent was high up. | ||
*can be followed up with 5A early in the combo on crouching opponents (Use 6B to force crouching state). | |||
Follow the [[Help:Writing_Character_Pages]] guidelines | Follow the [[Help:Writing_Character_Pages]] guidelines | ||
}} | }} | ||
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====== <font style="visibility:hidden" size="0">B Sledge </font> ====== | ====== <font style="visibility:hidden" size="0">B Sledge </font> ====== | ||
{{MoveData | {{MoveData | ||
|name=B | |name=B Sledgehammer | ||
|input=236B | |input=236B | ||
|image=BBCS_Tager_Sledge.png | |image=BBCS_Tager_Sledge.png | ||
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|data= | |data= | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
|version=Uncharged |cancel= |damage=1300 |starter= |guard= | |version=Uncharged |cancel= R |damage=1300 |starter= |guard= HL | ||
|level=3 |attribute= |startup=35 |active=4 |recovery=15 |frameAdv=-2 |invul=1-39 P Guard P<br/>11-29 Guard HBP |blockstun= | |level=3 |attribute= |startup=35 |active=4 |recovery=15 |frameAdv=-2 |invul=1-39 P Guard P<br/>11-29 Guard HBP |blockstun= | ||
}} | }} | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
|header=no | |header=no | ||
|version=Max Charge |cancel= |damage=1500 |starter= |guard= | |version=Max Charge |cancel= R |damage=1500 |starter= |guard= HL | ||
|level=3 |attribute= |startup=56 |active=4 |recovery=15 |frameAdv=-2 |invul=1-60 P Guard P<br/>11-50 Guard HBP |blockstun= | |level=3 |attribute= |startup=56 |active=4 |recovery=15 |frameAdv=-2 |invul=1-60 P Guard P<br/>11-50 Guard HBP |blockstun= | ||
|description= | |description= | ||
*It autoguards projectiles during start-up and active frames and high and mid attacks during start-up | *It autoguards projectiles during start-up and active frames and high and mid attacks during start-up | ||
*Now much better in previous iterations due to its stronger guardpoint (Still completely vulnerable to low hits!) | |||
*Often used to close gaps and punch through reckless projectile spam, but it's far from ideal since it's your only real way to do this. | |||
*Used in corner combos after a 5D air hit. | |||
}} | }} | ||
}} | }} | ||
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====== <font style="visibility:hidden" size="0">Hammer </font> ====== | ====== <font style="visibility:hidden" size="0">Hammer </font> ====== | ||
{{MoveData | {{MoveData | ||
|name= | |name=Additional Attack | ||
|input=236A after Sledge or Voltic charge guardpoint | |input=236A after Sledge or Voltic charge guardpoint | ||
|image=BBCS_Tager_Hammer.png | |image=BBCS_Tager_Hammer.png | ||
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|data= | |data= | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
|cancel= |damage=1370 |starter= |guard= | |cancel= R |damage=1370 |starter= |guard= H | ||
|level=4 |attribute= |startup=22 |active=6 |recovery=30 |frameAdv=-17 |invul=1-21 Guard HBP |blockstun= | |level=4 |attribute= |startup=22 |active=6 |recovery=30 |frameAdv=-17 |invul=1-21 Guard HBP |blockstun= | ||
|description= | |description= | ||
* | *Combo ender in most cases, will always connect after either sledgehammer. | ||
* | *Overhead, leading to a gimmicky mixup after a blocked sledgehammer, highly punishable if blocked and only possible to followup on counterhit. | ||
}} | }} | ||
}} | }} | ||
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|data= | |data= | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
|cancel= |damage=100 |starter= |guard= | |cancel= R |damage=100 |starter= |guard= U | ||
|level=0 |attribute= |startup=7 |active=8-47 |recovery=16 |frameAdv=+10 on hit |invul= |blockstun= | |level=0 |attribute= T |startup=7 |active=8-47 |recovery=16 |frameAdv=+10 on hit |invul= |blockstun= | ||
|description= | |description= | ||
*Tager picks up the opponent from the floor and drops them back down, now further then previous versions. Used for okizeme, combos and timeouts. | *Tager picks up the opponent from the floor and drops them back down, now further then previous versions. Used for okizeme, combos and timeouts. | ||
*Only usable after knockdown attacks (6B , j.2C, etc...) and 3C. | *Only usable after knockdown attacks (6B , j.2C, etc...) and 3C. | ||
*Now actually has enough advantage to followup with 5A on certain characters, and even more on Fatal. | *Now actually has enough advantage to followup with 5A on certain characters, and even more on Fatal. | ||
*Fixed 100 damage, damage cannot reduce an opponent below 1hp. | |||
Tager's Gadget Finger is as good as ever, and still used for a lot of things. The most obvious use is to use this as an okizeme tool. It's fast enough to combo after his command grabs, both after 360A, or 360Bx2, giving him easy pressure afterward, albeit one that can be disrespected with Overdrive, DP's and EA. However, with the right conditioning and setup, they won't dare to do so. | Tager's Gadget Finger is as good as ever, and still used for a lot of things. The most obvious use is to use this as an okizeme tool. It's fast enough to combo after his command grabs, both after 360A, or 360Bx2, giving him easy pressure afterward, albeit one that can be disrespected with Overdrive, DP's and EA. However, with the right conditioning and setup, they won't dare to do so. | ||
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|level= |attribute= |startup= |active= |recovery=39-113 |frameAdv= |invul=6-21~95 Guard HBP |blockstun= | |level= |attribute= |startup= |active= |recovery=39-113 |frameAdv= |invul=6-21~95 Guard HBP |blockstun= | ||
|description= | |description= | ||
* | *Used during long distance standoffs to charge up your spark bolt. Can be held to extend duration. Spark bolt gain is only added after the guard point ends and is lost if you get successfully attacked. | ||
* | *On a successful guard point, you can use Additional attack to punish it, (Not perfect since they may be able to chain into a low attack and stuff it). In this instance Voltic charge loses its bonus spark bolt gain. | ||
*A special move, therefore other moves can be cancelled into this to bait bursts. | |||
}} | }} | ||
}} | }} | ||
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|data= | |data= | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
|cancel= |damage=1500 |starter= |guard= | |cancel= R |damage=1500 |starter= |guard= All | ||
|level=4 |attribute= |startup=12 |active=Until Offscreen |recovery=Total 47 |frameAdv=-1 |invul= |blockstun=34+0 | |level=4 |attribute= P |startup=12 |active=Until Offscreen |recovery=Total 47 |frameAdv=-1 |invul= |blockstun=34+0 | ||
|description= | |description= | ||
* | *A hugely threatening move just by its existence. Spark bolt exists to punish and take down people who like to hide at max distance spamming attacks. | ||
* | *Requires a full Spark bolt guage to fire, consumes all of it. | ||
*Wall bounces on hit, allowing combos from any range. | |||
*Can be used to extend combos. | |||
*Destroys most projectiles and is absurdly fast to start up and travel. | |||
A key tool for Tager, since once you have it available you have the means to counter pretty much any whiffed poke and any big and slow long ranged move. Therefore don't throw it away recklessly! Hold onto it and use that looming threat to keep your opponent playing cautiously at range, allowing you to close in via other means. | |||
}} | }} | ||
}} | }} | ||
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|data= | |data= | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
|cancel= |damage=800, 1500 |starter= |guard= | |cancel= R |damage=800, 1500 |starter= |guard= HA | ||
|level=4 |attribute= |startup=15 |active=3 |recovery=13+3L |frameAdv= |invul= |blockstun= | |level=4 |attribute= H |startup=15 |active=3 |recovery=13+3L |frameAdv= |invul= |blockstun= | ||
|description= | |description= | ||
* | *During the initial arm sweep, Tager is launched slightly upwards and forwards, enabling it to easily hit enemies slightly above him due to air hits, but also makes hitting it on standing opponents very tricky. | ||
* | *Air combo finisher with big damage. Can be Rapid cancelled on either hit, although the second hit scales very hard. | ||
*Can only be used once per jump. | |||
}} | }} | ||
}} | }} | ||
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|data= | |data= | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
|version=Normal |cancel= |damage=220*19, 1800 |starter= |guard= | |version=Normal |cancel= R |damage=220*19, 1800 |starter= |guard= All, HA | ||
|level=4 |attribute= |startup=7+12 |active=4,2*18 (15) 3 |recovery=72 |frameAdv=-56 |invul=1-58 Guard All |blockstun= | |level=4 |attribute= HBF |startup=7+12 |active=4,2*18 (15) 3 |recovery=72 |frameAdv=-56 |invul=1-58 Guard All |blockstun= | ||
|description= | |description= | ||
}} | }} | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
|header=no | |header=no | ||
|version=Overdrive |cancel= |damage=180*31, 1800 |starter= |guard= | |version=Overdrive |cancel= R |damage=180*31, 1800 |starter= |guard= All, HA | ||
|level=4 |attribute= |startup=7+12 |active=4,2*30 (15) 3 |recovery=72 |frameAdv=-56 |invul=1-82 Guard All |blockstun= | |level=4 |attribute= HBF |startup=7+12 |active=4,2*30 (15) 3 |recovery=72 |frameAdv=-56 |invul=1-82 Guard All |blockstun= | ||
|description= | |description= | ||
* | *General purpose combo Distortion to add good damage to your combo. | ||
* | *Can be used as a reversal due to its guard point, much safer than 720 due to being able to hit airborne opponents. But ensure you have heat left to rapid cancel. | ||
*Final hit hits overhead, can be used as a gimmicky mixup on RC if you swap to a low hit. | |||
}} | }} | ||
}} | }} | ||
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|data= | |data= | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
|version=Normal |cancel= |damage=3600 |starter= |guard= | |version=Normal |cancel= R |damage=3600 |starter= |guard= All | ||
|level=4 |attribute= |startup=9+46 |active=9 |recovery=35 |frameAdv=-25 |invul=1-13 All |blockstun= | |level=4 |attribute= B |startup=9+46 |active=9 |recovery=35 |frameAdv=-25 |invul=1-13 All |blockstun= | ||
}} | }} | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
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|level=4 |attribute= |startup=9+46 |active=9 |recovery=35 |frameAdv=-25 |invul=1-13 All |blockstun= | |level=4 |attribute= |startup=9+46 |active=9 |recovery=35 |frameAdv=-25 |invul=1-13 All |blockstun= | ||
|description= | |description= | ||
* | *Followup to Magna Tech Wheel to add even more damage. | ||
*Ideal timing is just before your opponent reaches the highest point of the bounce from the MTW. Don't mash the move otherwise it will come out far too early. | |||
*Blows opponent away on hit. | |||
*OD version causes wallbounce that allows for followup with either Exceed Accel or 6B. | *OD version causes wallbounce that allows for followup with either Exceed Accel or 6B. | ||
}} | }} | ||
}} | }} | ||
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|data= | |data= | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
|version=Normal |cancel= |damage=4260 |starter= |guard= | |version=Normal |cancel= |damage=4260 |starter= |guard= U | ||
|level= |attribute= |startup=5+0 |active=2-?? |recovery=41 |frameAdv= |invul=1-6 All |blockstun= | |level= |attribute= T |startup=5+0 |active=2-?? |recovery=41 |frameAdv= |invul=1-6 All |blockstun= | ||
|description= | |description= | ||
}} | }} | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
|header=no | |header=no | ||
|version=Overdrive |cancel= |damage=5220 |starter= |guard= | |version=Overdrive |cancel= |damage=5220 |starter= |guard= U | ||
|level= |attribute= |startup=5+0 |active=2-?? |recovery=41 |frameAdv= |invul=1-6 All |blockstun= | |level= |attribute= T |startup=5+0 |active=2-?? |recovery=41 |frameAdv= |invul=1-6 All |blockstun= | ||
|description= | |description= | ||
*A true reversal command throw with absurd range (especially with magnetism). Catches standing or crouching enemies only. | *A true reversal command throw with absurd range (especially with magnetism). Catches standing or crouching enemies only. Moves forward and swaps sides after use, meaning it's impossible to corner someone with this. | ||
*No followups possible. | |||
*Goes active on the superflash frame, meaning that your opponent cannot respond to the superflash if they're already in a valid grabbing position. | *Goes active on the superflash frame, meaning that your opponent cannot respond to the superflash if they're already in a valid grabbing position. | ||
*Reduced damage from previous iterations, but can still be brought up considerably with overdrive and active flow damage boosts. | *Reduced damage from previous iterations, but can still be brought up considerably with overdrive and active flow damage boosts. The initial grab, despite doing no damage, can still be enough to give you active flow. | ||
*Overdrive version also magnetises opponent. | *Unlike other throws, 720 benefits from throw counters to add 10% more damage. | ||
*Overdrive version also magnetises opponent in addition to dealing much more damage. | |||
}} | }} | ||
}} | }} | ||
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|data= | |data= | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
|version=Normal |cancel= |damage= |starter= |guard= | |version=Normal |cancel= |damage= |starter= |guard= All | ||
|level= |attribute= |startup=Fast: 10<br/>Slow: 20 |active=3 |recovery=23 |frameAdv=0 |invul=Fast: 1-12 All<br/>Slow: 1-22 All |blockstun=25 | |level= |attribute= |startup=Fast: 10<br/>Slow: 20 |active=3 |recovery=23 |frameAdv=0 |invul=Fast: 1-12 All<br/>Slow: 1-22 All |blockstun=25 | ||
}} | }} | ||
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|level= |attribute= |startup=Fast: 10<br/>Slow: 20 |active=3 |recovery=23 |frameAdv=0 |invul=Fast: 1-12 All<br/>Slow: 1-22 All |blockstun=25 | |level= |attribute= |startup=Fast: 10<br/>Slow: 20 |active=3 |recovery=23 |frameAdv=0 |invul=Fast: 1-12 All<br/>Slow: 1-22 All |blockstun=25 | ||
|description= | |description= | ||
* | * Expensive reversal, and oddly gives no magnetism, but still very useful since Active flow Tager is pretty terrifying. | ||
* Can go into this easily off of OD MTW > TB | * Can go into this easily off of OD MTW > TB 6BB Exceed. | ||
}} | }} | ||
}} | }} |
Revision as of 15:24, 16 August 2017
Iron Tager |
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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.
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 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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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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- 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 •