Iron Tager
With his sheer strength and magnetic abilities, Iron Tager is a unique grappler, where despite his lumbering movement speed, colossal size, and limited mobility options, he’s a walking tank who dishes out almost absurd levels of damage.
Tager can cancel the recovery/endlag of most of his non-special moves on hit (not on shield hit).
Some of his specials can be held.
Some of his moves magnetize the opponent, which allows some of his moves to pull the opponent toward him.
Those moves are:
- F-air
- Forward and Down Strong
- Down Special
- Last hit of Jab
- Spark Bolt
A fast high damage command grab that pulls in magnetized opponents. It doesn’t kill, but it can set up for tech chases and other follow ups.
You can hold it to increase the duration of the grab magnetism.
Has a brief period of invincibility at the beginning.
This move is useful for punishing gaps in an opponent’s pressure, but it is entirely avoided by being airborne.
Spark Bolt is a high speed projectile that magnetizes the opponent on hit.
This move is an important part of his kit, but he can’t use it all the time because it is linked to a timer (which is the meter on his hud)
Voltec Charge is a move that helps maintain Spark Bolt charge.
If you hold it, you can increase the charge you get. It also has armor.
These moves can also be used on the ground by pressing down right after Neutral Special.
Another command grab that also pulls in magnetized opponents, but it only grabs airborne opponents.
Slams them to the ground, and allows for read-based follow-ups.
Can be held to increase the duration of the grab.
Biiig Jump
Another command grab.
It has a large period of invincibility near the beginning of the move and is his main kill throw.
It pulls in opponents during it’s startup but can be entirely avoided by being airborne.
Sledgehammer is an armored move that goes further the longer you charge it.
Used to armor through people who try to zone him out and start combos.
Pressing special does a follow-up attack that can kill.
Press side special while running to use it.
Another command grab that pulls in magnetized opponents, but only grabs people who miss their tech.
It magnetizes the opponent that got grabbed.
Holding the button increases the duration.
A move that ends air combos and doubles as a mobility tool for Tager.
If by chance you hit someone offstage with this, they will die, but Tager will die first.
ArcSys for the sprites, vfx/sfx
PsnDth the goat as always
more colors
balancing if needed (share your thoughts in the comments pls)