Line 514: | Line 514: | ||
|data= | |data= | ||
{{AttackData-BBCP | {{AttackData-BBCP | ||
|damage= | |damage=1100 | ||
|cancel= | |cancel=SOR | ||
|p1= | |p1=100 | ||
|p2= | |p2=72 | ||
|starter= | |starter=N | ||
|SMP= | |SMP=2 | ||
|guard= | |guard=All | ||
|level= | |level=4 | ||
|attribute= | |attribute=B | ||
|startup= | |startup=23 | ||
|active= | |active=7 | ||
|recovery= | |recovery=20 | ||
|frameAdv= | |frameAdv=-4 | ||
|invul= | |invul= | ||
|hitbox=tager/5D | |hitbox=tager/5D | ||
Line 543: | Line 543: | ||
{{AttackData-BBCP | {{AttackData-BBCP | ||
|damage=1200 | |damage=1200 | ||
| | |cancel=R | ||
|p1=100 | |p1=100 | ||
|p2=72 | |p2=72 | ||
|starter=N | |||
|SMP=2 | |||
|guard=All | |||
|level=4 | |||
|attribute=B | |||
|startup=26 | |startup=26 | ||
|active=10 | |active=10 | ||
|recovery=24 | |recovery=24 | ||
|frameAdv=-1 | |frameAdv=-1 | ||
|invul= | |||
|hitbox=tager/2D | |hitbox=tager/2D | ||
|description= | |description= | ||
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{{AttackData-BBCP | {{AttackData-BBCP | ||
|damage=800 | |damage=800 | ||
| | |cancel=R | ||
|p1=100 | |p1=100 | ||
|p2=72 | |p2=72 | ||
|starter=S | |||
|SMP=2 | |||
|guard=All | |||
|level=4 | |||
|attribute=B | |||
|startup=13 | |startup=13 | ||
|active=5 | |active=5 | ||
|recovery=20 | |recovery=20 | ||
|frameAdv=-2 | |frameAdv=-2 | ||
| | |invul= | ||
|description= | |description= | ||
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. | 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. | ||
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{{AttackData-BBCP | {{AttackData-BBCP | ||
|damage=1120 | |damage=1120 | ||
| | |cancel=SOR | ||
|p1=100 | |p1=100 | ||
|p2=72 | |p2=72 | ||
|starter=N | |||
|SMP=2 | |||
|guard=HA | |||
|level=4 | |||
|attribute=H | |||
|startup=21 | |startup=21 | ||
|active=3 | |active=3 | ||
|recovery=18 | |recovery=18 | ||
|frameAdv=- | |frameAdv=- | ||
|invul= | |||
|hitbox=tager/j.D | |hitbox=tager/j.D | ||
|description= | |description= | ||
Line 602: | Line 619: | ||
}} | }} | ||
<br clear=all/> | <br clear=all/> | ||
===Throws=== | ===Throws=== | ||
{{MoveData | {{MoveData |
Revision as of 19:23, 22 October 2013
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.
Health: 13,000
Play-style: Grappler
Movement Options: No double jump or air dash, Dash-type: None, backdash only
Drive: Voltic Battler
Overdrive: Voltic Field
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.
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
External References:
- Japanese Name: テイガー
- Japanese Wiki
- Japanese BBS
- Arcade Profile Dan Rankings
- Character Video Thread
Move List
- See also: Tager Full Frame Data
Normal Moves
5A |
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5B |
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5C |
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2A |
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2B |
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2C |
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6A |
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6B |
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6C |
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3C |
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j.A |
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j.B |
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j.C |
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j.2C |
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Counter Assault |
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Crush Trigger |
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Drive Moves
5D |
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2D |
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4D |
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j.D |
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Throws
Forward Throw |
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Back Throw |
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Air Throw |
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Specials
A Gigantic Tager Driver 360A |
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B Gigantic Tager Driver 360B |
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Air Gigantic Tager Driver 360C |
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Atomic Collider 623C |
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A Sledge 236A |
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B Sledge 236B |
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Hammer 236A after Sledge |
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Gadget Finger 22D on downed opponent |
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Voltec Charge 214D |
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Spark Bolt 41236D / 623D |
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Grand Punish 63214A |
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Distortion Drives
Magna Tech Wheel 236236B |
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Terra Break MTW -> 236236B |
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Genesic Emerald Tager Buster 720C |
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Astral Heat
King of Tager 1080D |
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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: |
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|
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.