Iron Tager
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Health: 13,000
Combo Rate: 60%
Jump Startup: 6
Backdash Time: 23
Backdash Invincibility: 1-19
- Movement Options
- Magnetism, no Double Jump, no Airdash, no Run
- Play-style
- Grappler
- Full Frame Data
- Tager_Frame_Data_(BBCPE)
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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
External References:
Move List
Normal Moves
5A
5B
5B
Now with color. And jump cancel.
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5C
5C
Chops! Very good starter as well.
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2A
2B
2B
The monkey kick that's surprisingly fast and safe.
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2C
6A
6A
Good for shutting down mashers and scrubs.
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! Max Charge
| height="25px"| 800
| SOR
| HL
| 52
| 7
| 37
| -23
| B
| HBP Super Armor from frame 16-end of Active frames
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| colspan="12" style="text-align: left; vertical-align:top;" |
- List what the move is used for
- List interesting properties in bullet points like invul, floating opponents on CH, etc.
Follow the Help:Writing_Character_Pages guidelines
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}}
6B
6C
6C
Slow long range overhead. SMASH!!!
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3C
3C
I'mma trip you, and then I'mma make you fly!
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j.A
j.A
The best move nobody uses.
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j.B
j.C
j.C
The indiscriminate headbutt. Good for closing in on the opponent.
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j.2C
j.2C
The cries of anguish you will hear when this hits.
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Drive Moves
5D
2D
2D
Be careful of using this move. Whiffing this move can result in unwanted situations.
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4D
4D
Nice blockstring ender because of its speed and frame advantage.
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j.D
j.D
Hot damn that clap hurts.
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Universal Mechanics
Forward Throw
Forward Throw
Yes, Tager actually does have normal throws.
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Back Throw
Back Throw
Recovery on his normal throws is scarily fast.
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Air Throw
Air Throw
This probably won't ever happen.
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Counter Assault
Counter Assault
Not an overhead anymore :(
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Crush Trigger
Specials
A Gigantic Tager Driver
A Gigantic Tager Driver 360A
Make your opponent feels stupid for getting grabbed by this.
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B Gigantic Tager Driver
B Gigantic Tager Driver 360B
Make your opponent feel scared then grab them anyway.
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Air Gigantic Tager Driver
Air Gigantic Tager Driver 360C
About time!
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Atomic Collider
Atomic Collider 623C
Make your opponent jump then snatch them out the air with this.
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A Sledge
A Sledge 236A
Slap projectiles and your opponent silly with this sledge
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B Sledge
B Sledge 236B
Good at closing the distance against zoners...sometimes
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Hammer
Hammer 236A after Sledge
CRUSH THEIR SKULLS!
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Gadget Finger
Gadget Finger 22D on downed opponent
Get Fingered.
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Voltec Charge
Voltec Charge 214D
Guard point the world then hammer their skulls afterward
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Spark Bolt
Spark Bolt 41236D / 623D
Now with wall bound property.
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Grand Punish
Grand Punish 63214A
Whoa! Air combo oki ender :O
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Distortion Drives
Magna Tech Wheel
Magna Tech Wheel 236236B
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Version
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Damage
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Cancel
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Guard
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Startup
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Active
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Recovery
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Frame Adv
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Attribute
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Invul
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Normal
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40x19, 2891
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R
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Allx19, HA
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7+12
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4, 2x18 (15) 3
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72
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-56
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B
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1-51GP (A)
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Overdrive
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40, 50x30, 2891
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R
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Allx31, HA
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7+12
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4, 2x11, 12x5, 12x12 (15) 3
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72
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-56
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B
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1-80GP (A)
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- List what the move is used for
- List interesting properties in bullet points like invul, floating opponents on CH, etc.
Follow the Help:Writing_Character_Pages guidelines
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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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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:
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- > = cancel into the next attack
- , = link the next attack after preceding move's recovery
- 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.
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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.
Midscreen to Corner
Corner Only
Tickgrabs