BBCF/Iron Tager: Difference between revisions

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*General purpose jump in attack with a huge active time.
*General purpose jump in attack with a huge active time.


The air normal that other characters wish they had. Generous active time and hitbox that leads to decent damage in most cases and pads out other combos. Sees use instead of Gadget finger in a number of cases as a meaty oki tool to keep your opponent closer than Gadget Finger allows.
The air normal that other characters wish they had. Generous active time and hitbox that leads to decent damage in most cases and pads out other combos. Sees use instead of Gadget finger in a number of cases as a meaty oki tool to keep your opponent closer than Gadget Finger allows. However do be aware that it has a pretty awful recovery on miss or block, so try not to use it unless you're sure it will at least connect so you can cancel it into j.C or j.A
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{{MoveData
{{MoveData
|name=j.C
|name=j.C
|image=BBCS_Tager_jC.png |caption=The indiscriminate headbutt. Good for closing in on the opponent.
|image=BBCS_Tager_jC.png |caption="Tager Plane"
|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
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*Long untech time on a counterhit, usually possible to land and pick up the combo.
*Long untech time on a counterhit, usually possible to land and pick up the combo.
*Hitbox also covers most of Tager's arms, making it a reasonable jump-in move.
*Hitbox also covers most of Tager's arms, making it a reasonable jump-in move.
*Quite decent recovery, advantageous in air to air situations.
An important part of Tager's somewhat ghetto air movement options, j.C's added forward momentum can be used to adjust his landing a little and allows his superjump to cover more ground if needed. It also significantly changes his air hitbox which can be beneficial at times.
}}
}}
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{{MoveData
{{MoveData
|name=j.2C
|name=j.2C
|image=BBCS_Tager_j2C.png |caption=The cries of anguish you will hear when this hits.
|image=BBCS_Tager_j2C.png |caption="The People's Elbow"
|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
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In combos this move is very frequently used 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.  
In combos this move is very frequently used 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.  


The quick start up version seems to be a bug that was deliberately left in the game where the game cancels much of the startup into the landing animation (which has some active frames). This quick version is useful for getting surprise fatal counters on jump ins, and is also quite safe. However its use is very limited due to the rather precise height you need to be to activate it.
The quick start up version seems to be a bug that was deliberately left in the game where the game cancels much of the startup into the landing animation (which has some active frames). This quick version is useful for getting surprise fatal counters on jump ins, and is also quite safe. However its use is very limited due to the rather precise height you need to be to activate it. Bizarrely enough it's still an overhead when you do this.


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* Applies a shorter magnetism than all other drive moves.
* Applies a shorter magnetism than all other drive moves.
* No cancel options outside of rapid cancel, therefore followups are generally only possible on counterhit, and even then may not be possible. They do however they lead to surprisingly good damage due to a nice P1 and P2. Gives you just about enough time to follow with 3C > AC whiff on standing counter hit
* No cancel options outside of rapid cancel, therefore followups are generally only possible on counterhit, and even then may not be possible. They do however they lead to surprisingly good damage due to a nice P1 and P2. Gives you just about enough time to follow with 3C > AC whiff on standing counter hit
* Surprisingly high untechable time in the air, also doesn't knock opponents upwards much like most air hits do.
* Gains Body and Projectile guard point during overdrive.
* Gains Body and Projectile guard point during overdrive.
* Projectile guardpoint deletes projectiles rather than blocking them, so projectiles do not inflict hitstop or any on-block effects. Unblockable projectiles still cannot be blocked with this move however.
* Projectile guardpoint deletes projectiles rather than blocking them, so projectiles do not inflict hitstop or any on-block effects. Unblockable projectiles still cannot be blocked with this move however.
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{{MoveData
{{MoveData
|name=Crush Trigger
|name=Crush Trigger
|image=BBCP_Tager_CrushTrigger.png |caption=
|image=BBCP_Tager_CrushTrigger.png |caption= You got this when you botched the overdrive input didn't you?
|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
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*Useful in some combos, can be followed up with 5B, 3C, 6B and on some characters, 5C.
*Useful in some combos, can be followed up with 5B, 3C, 6B and on some characters, 5C.
*Not the most useful move for Tager at neutral since has much better ways of dealing with people who guard too much that cost no Meter.
*Not the most useful move for Tager at neutral since has much better ways of dealing with people who guard too much that cost no Meter.
*Also not that useful during combos since Tager has other moves in most cases that lead to similar or better damage with no meter cost.
*Also not that useful during combos since Tager has other moves in most cases that lead to similar or better damage with no meter cost using 6C or B Sledgehammer.
*That said, it is possible to throw enemies that are in the guard crush state, so this can be used sparingly as a way to attempt a throw without being punishable on block.
*That said, it is possible to throw enemies that are in the guard crush state, so this can be used sparingly as a way to attempt a throw without being punishable on block.
*Basic CT combo route is 5c 6a 6bb CT, can follow with 5b 5c spark bolt for good damage
*Basic CT combo route is 5c 6a 6bb CT, can follow with 5b 5c spark bolt for good damage
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  |startup=6 |active=1-10 |recovery=29 |frameAdv=  
  |startup=6 |active=1-10 |recovery=29 |frameAdv=  
  |description=
  |description=
*High damage command grab, hits Standing or Crouching only.
*Medium damage command grab, hits Standing or Crouching only.
*Hold A to extend active frames.
*Hold A to extend active frames.
*Attractive to maganetised opponents during startup and active time (Including extended active time)
*Attractive to maganetised opponents during startup and active time (Including extended active time)
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*Tager is immune to external push forces during this move (Such as Wind or another Tager's magnetism)
*Tager is immune to external push forces during this move (Such as Wind or another Tager's magnetism)


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 with holding extending his active time, but has similar invulnerability  and does the same damage as his classic A Driver. The 6 frame startup and short invulnerability means it can be used as a weak reversal and to win close range jab pressure, but be wary of being predictable as it is extremely punishable and vunlerable to jump cancels, frametraps and meaty attacks. 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 with holding extending his active time, but has similar invulnerability  and does the same damage as his classic A Driver. The 6 frame startup and short invulnerability means it can be used as a weak reversal and to win close range jab pressure, but be wary of being predictable as it is extremely punishable and vunlerable to jump cancels, frametraps and meaty attacks. As with all of Tager's meterless grabs, you'll want to follow this up with Gadget Finger, nothing else will work (There's no RC option either).


While it might seem as a Grappler that your gameplan should revolve around landing this move, it actually only leads to weak damage compared to Tager's other options. Typically you'll need to use this move to keep your opponent from doing bad blockstrings on the ground and also to win out point-blank jab contests when at near-neutral frame advantage, forcing your opponent to play less aggressively. Players playing against you will fear this move and you can use this to make them make other mistakes instead.
While it might seem as a Grappler that your gameplan should revolve around landing this move, it actually only leads to weak damage compared to Tager's other options. Typically you'll need to use this move to keep your opponent from doing bad blockstrings on the ground and also to win out point-blank jab contests when at near-neutral frame advantage, forcing your opponent to play less aggressively. Players playing against you will fear this move and you can use this to make them make other mistakes instead.
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*Burst-proof followup to Wedge Captapault
*Burst-proof followup to Wedge Captapault
*Deals 100% damage if Wedge catapault was the first hit of the combo. 50% minimum damage otherwise.
*Deals 100% damage if Wedge catapault was the first hit of the combo. 50% minimum damage otherwise.
*You can input the move at any time during Wedge catapault's recovery and it will connect.
*You can input the move at any time during Wedge catapault's recovery after the wallbounce and it will connect.
*Opponent is returned to the same side they were on when Wedge catapault grabbed them
*Opponent is returned to the same side they were on when Wedge catapault grabbed them
*Can be cancelled into Gadget Finger during the final recovery frames.
*Can be cancelled into Gadget Finger during the final recovery frames.
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An interesting tool that can be used to surprise opponents at long distance, giving similar damage to a meterless raw AC combo and making them afraid to jump. Do be careful since, just like Atomic Collider, opponents using superjumps and airdashes can cause them to overshoot and get a free hit on you. If your opponent is magnetised you can use it after a throw reject (either way) to suck them back in for a rather american reset.
An interesting tool that can be used to surprise opponents at long distance, giving similar damage to a meterless raw AC combo and making them afraid to jump. Do be careful since, just like Atomic Collider, opponents using superjumps and airdashes can cause them to overshoot and get a free hit on you. If your opponent is magnetised you can use it after a throw reject (either way) to suck them back in for a rather american reset.


Can be disrespectfully used during combos as a purple throw to do an absurd amount of extra damage, but there's no way to do reliable Throw Reject Miss setups since you cannot cancel into this move from j.A
Can be disrespectfully used during combos as a purple throw or a tech trap to do an absurd amount of extra damage, but there's no way to do reliable Throw Reject Miss setups since you cannot cancel into this move from j.A
  }}
  }}
}}
}}
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  |version=Max Charge |damage=1500 |guard=Mid |attribute=B
  |version=Max Charge |damage=1500 |guard=Mid |attribute=B
  |startup=56 |active=4 |recovery=20 |frameAdv=-7
  |startup=56 |active=4 |recovery=20 |frameAdv=-7
  |description=
  |description= *Covers considerably more range than the A version, covers slightly more when fully charged.
*Causes Crumple stun on grounded hit. On Counterhit gives a crumple stun similar to 5D's standing counterhit, allowing all manner of followups.
*Causes Crumple stun on grounded hit. On Counterhit gives a crumple stun similar to 5D's standing counterhit, allowing all manner of followups.
*Causes a launching tumble on air hit or downed hit. Allows easy followups.
*Causes a launching tumble on air hit or downed hit. Allows easy followups.
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*While it looks like it can only pick enemies off the floor, it is able to catch opponents in the airborne state (Which includes lying on the floor and jumping). The hitbox rises up enough enough to do combos where your opponent falls into an active gadget finger before they get a chance to tech as they reach the floor. For example 3C > 22D will connect.
*While it looks like it can only pick enemies off the floor, it is able to catch opponents in the airborne state (Which includes lying on the floor and jumping). The hitbox rises up enough enough to do combos where your opponent falls into an active gadget finger before they get a chance to tech as they reach the floor. For example 3C > 22D will connect.
*Only usable if the combo you're doing has fully downed your opponent at least once (Floorbounces do not count).
*Only usable if the combo you're doing has fully downed your opponent at least once (Floorbounces do not count).
**These moves are, 6B (Air hit only), 5D and 2D (Air hit only, only after floorslide begins), Crush Trigger, 360A, j.360C, impact driver, j.2C (non CH only), Air throw.
**These moves that force downed state are, 6B (Air hit only), 5D and 2D (Air hit only, only after floorslide begins), Crush Trigger, 360A, j.360C, impact driver, j.2C (non CH only), Air throw.
**3C and Atomic collider have a special property where your opponent is considered to have been downed in the combo the instant these attacks connect.
**3C and Atomic collider have a special property where your opponent is considered to have been downed in the combo the instant these attacks connect.
**Any move where your opponent doesn't tech before going fully downed will also count, but will obviously be a blue combo.
*Uniquely, The opponent is dropped in the air in a standing histun state, leading to some odd properties:
*Uniquely, The opponent is dropped in the air in a standing histun state, leading to some odd properties:
**When the opponent touches the floor, they do not get any ukemi options, instead they recover just like if they'd been hit while standing.
**When the opponent touches the floor, they do not get any ukemi options, instead they recover just like if they'd been hit while standing.
**The recovery from the move only begins once they touch the floor. So if they're magnetised and Tager uses an RC, he can fling the opponent around and they will be completely unable to tech until they reach the floor.
**The recovery from the move only begins once they touch the floor. So if they're magnetised and Tager uses an RC, he can fling the opponent around and they will be completely unable to tech until they reach the floor.
**The recovery is affected as normal by combo length, fatal counter and, in the case of Jubei, crouching hitstun.
**The recovery is affected as normal by combo length, fatal counter and, in the case of Jubei, crouching hitstun.
*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 (Subject to hitboxes), and even more on Fatal.
*100% minimum damage. Fixed 5% heat gain.
*100% minimum damage. Fixed 5% heat gain.


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The timeout is done by doing Gadget Finger, rapid-cancelling it and repeatedly doing whiffed Air Drivers (360C). This is much harder than it sounds, and must be done with great care to not launch the opponent too far away, or too high for another successful Driver whiff. If done correctly, with 100 meter, it can easily grant Tager a timeout win even when a lot of time is remaining in the match.
The timeout is done by doing Gadget Finger, rapid-cancelling it and repeatedly doing whiffed Air Drivers (360C). This is much harder than it sounds, and must be done with great care to not launch the opponent too far away, or too high for another successful Driver whiff. If done correctly, with 100 meter, it can easily grant Tager a timeout win even when a lot of time is remaining in the match.


The combos that GF grant in this version aren't so well known. Even though GF drops farther back now, it actually had it's advantage after it increased, now allowing Tager to followup with 5A on characters like Arakune, Susanoo and another Tager. Fatal Counter allows GF > Spark Bolt on pretty much anyone, 5B on Tager, 5A > 3C on larger and wonky hitbox characters and even allows GF RC > 360B if the combo started with an FC. These combo paths however are more on the impractical side of the spectrum so it's better not to use them in serious gameplay.
Even though GF drops farther back now, it actually had it's advantage after it increased, now allowing Tager to followup with 5A on characters like Arakune, Susanoo and another Tager. Fatal Counter allows GF > Spark Bolt on pretty much anyone, 5B on Tager, 5A > 3C on larger and wonky hitbox characters and even allows GF RC > 360B if the combo started with an FC. These combo paths however are more on the impractical side of the spectrum so it's better not to use them in serious gameplay.


Overall, with the new timeout and combos it gives, GF became a much more useful and threatening tool, while it's okizeme potential is left unchanged (it's harder to maintain it though due to the bigger distance between Tager and the enemy). Smart use of this move will pay off incredibly well, a 700-800 damage at the end of any combo via 360Bx2 isn't that bad either!
Overall, with the new timeout and combos it gives, GF became a much more useful and threatening tool, while it's okizeme potential is left unchanged (it's harder to maintain it though due to the bigger distance between Tager and the enemy). Smart use of this move will pay off incredibly well, a 700-800 damage at the end of any combo via 360Bx2 isn't that bad either!
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*Two stage attack, if the initial arm sweep hits, his opponent is hit straight down with a hard knockdown and Tager immediately follows up with a bellyflop on the stricken opponent.  
*Two stage attack, if the initial arm sweep hits, his opponent is hit straight down with a hard knockdown and Tager immediately follows up with a bellyflop on the stricken opponent.  
*Huge hitbox underneath Tager.
*Huge hitbox underneath Tager.
*Disables bursts on hit.
*first hit Disables bursts on hit.
*Can only be used once per jump.
*Can only be used once per jump.
*During the initial arm sweep, Tager is launched slightly upwards and forwards and loses all previous jumping momentum, enabling it to easily hit enemies slightly above him due to air hits, but also makes hitting it on standing opponents very tricky. Also not an overhead.
*During the initial arm sweep, Tager is launched slightly upwards and forwards and loses all previous jumping momentum, enabling it to easily hit enemies slightly above him due to air hits, but also makes hitting it on standing opponents very tricky. Also not an overhead.

Revision as of 16:10, 15 January 2019

Iron Tager
BBCF Tager Portrait.png
Health:

Combo Rate:
Prejump:
Backdash Time / Invul:


Play-style
Grappler

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.

In terms of gameplay, Tager is an archetypal Grappler who uses powerful unblockable grab moves and guard point moves to deal high damage combos. While lacking strong mobility to close in on his opponents, Tager has the ability to magnetise his opponents in order to pull them towards him instead, as well as opening up various combo options which lead to better damage.

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 1000F). The magnetism duration normally reduces at a rate of 1 point per frame, but if Tager's opponent is in hitstun, the rate halves to 1 point per 2 frames (when they perform a tech, the rate goes back to normal). Magnetism duration does not decrease during superflash or hitstop.

When the opponent is magnetized, certain attacks will pull in the opponent (Moves that attract aren't always moves that inflict magnetism and vice versa). Each move attracts differently, for different durations and pull in airborne and grounded opponents differently (For example, Atomic Collider will strongly attract airborne opponents, but won't affect standing or crouching opponents at all). The forces are noted in the frame data. Typically attractive moves are start their attraction early on during startup and end during the active frames. Being pulled by magnetism doesn't directly affect that player's ability to perform moves since it doesn't directly cause any kind of hitstun, however it can mess up spacing and force players to land earlier or later than normal, causing some hard to predict, and sometimes amusing, effects.

In all cases, players performing distortion drives and executing throws that have successfully connected are completely unaffected by magnetism.

Players have momentum when being attracted by Tager's magnetism, meaning that even after the attractive force stops, players will be still in motion from it. Grounded players will experience friction from the ground and come to a stop relatively quickly, however in the air the velocity added can stack up to a very high value and in any direction, only resetting once they touch the ground. This can lead to some strange results, such as opponents being flung into the air at high speed, airdashing to cancel their momentum slightly and then going back to their fling velocity once the airdash ends. Tager's magnetism cannot force enemies into an airborne state if they're currently grounded, enemies doing any kind of ground tech also cannot be pulled vertically, even though emergency techs are considered airborne and can be pulled sideways surprisingly fast

In addition to magnetism, Tager has an extra gauge: the Electricity Meter. This gauge fills up at 1 point per frame (freezes during hitstop and superflash) and has a maximum of 1000 points. When the gauge is full, Tager can use the Spark Bolt attack.

Overdrive: Voltic Field

  • Magnetized opponents are constantly pulled towards Tager,
  • All normal drive moves all gain projectile guardpoints (As well as attribute specific guardpoints depending on the move)
  • Spark Bolt Gauge fills up four times as fast
  • All moves that apply magnetism apply the maximum amount on hit or block
  • Genesic Emerald Tager Buster increases damage and adds 1000F of magnetism on hit
  • Magna Tech wheel does a third spin before doing the final punch
  • Terra Break deals more damage, wallbounces fully and knocks down hard.

Unlike most other overdrives, Tager's focuses more on taking advantage during neutral, with much stronger methods of applying and keeping magnetism. This isn't to say that it doesn't boost his combo damage, but this is limited to just what the overdrive cancel allows and greatly enhanced distortion drives, rather than boosted normals.

Strengths/Weaknesses

Strengths Weaknesses
  • Highest health total in the game
  • Really good close range game
  • Huge comeback potential
  • 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 and can do so where most characters cannot
  • Possesses the fastest projectile in the game
  • Big hurtbox, allowing for easy fuzzy/unblockable setups
  • Lack of mobility (Although his basic walk is much faster than average)
  • 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

Template:CharLinks-BBCF

Normal Moves

5A
5A
BBCS Tager 5A.png
The jab of science.
400 All 7 3 11 - B -
5B
5B
BBCS Tager 5B.png
Now with color. And jump cancel.
540 Low 10 3 14 - F -
5C
5C
BBCS Tager 5C.png
Chops! Very good starter as well.
1000 Mid 15 7 15 - B -
2A
2A
BBCS Tager 2A.png
Kind of an anti air.
350 ALL 8 3 10 - B -
2B
2B
BBCS Tager 2B.png
The monkey kick that's surprisingly fast and safe.
580 Low 11 3 9 - F -
2C
2C
BBCS Tager 2C.png
Most manly launcher
1100 Mid 15 2 37 - B -
6A
6A
BBCF Tager 6A.png
Pose when delaying the move...
BBCS Tager 6A.png
...And release
800 Mid 19 7 37 - B - 1000 Mid 52 7 37 - B -
6B
6B
BBCS Tager 6B.png
BBCS Tager 6B 2.png
No longer an overhead, but faster and safer
620 Mid 16 2 18 - B -
6C
6C
BBCS Tager 6C.png
Slow long range overhead. SMASH!!!
1500 High 28 2 33 - B -
3C
3C
BBCS Tager 3C.png
I'mma trip you, and then I'mma make you fly!
810 Low 13 3 22 - F -
j.A
j.A
BBCS Tager jA.png
The best move nobody uses.
400 High/Air 7 3 9 - H -
j.B
j.B
BBCS Tager jB.png
#TheClassic
700 High/Air 10 16 20 - H -
j.C
j.C
BBCS Tager jC.png
"Tager Plane"
1050 High/Air 13 5 12 - H -
j.2C
j.2C
BBCS Tager j2C.png
"The People's Elbow"
1200 High/Air 18 Until L+2 18 - H - 1200 High/Air 3 Until L+2 18 - H -


Drive Moves

5D
5D
BBCS Tager 5D.png
The punch of science.
1100 All 23 7 20 - B -
2D
2D
BBCS Tager 2D.png
Be careful of using this move. Whiffing this move can result in unwanted situations.
1200 All 26 10 18 - F -
4D
4D
BBCS Tager 4D.png
Nice blockstring ender because of its speed and frame advantage.
800 ALL 13 4 14 - B -
j.D
j.D
BBCS Tager jD.png
Hot damn that clap hurts.
1120 High/Air 23 4 28+7L - H -


Universal Mechanics

Forward Throw
Forward Throw
BBCS Tager FThrow.png
Powerbomb
0, 1500 Throw(140) 7 3 23 - T -
Back Throw
Back Throw
BBCS Tager BThrow.png
Suplex
0, 1500 Throw(140) 7 3 23 - T -
Air Throw
Air Throw
BBCS Tager AThrow.png
Body slam
0, 1500 Throw(160) 7 3 23+3L - T -
Counter Assault
Counter Assault
BBCS Tager 6B.png
Turn the tables
0 ALL 16 2 31 - B -
Crush Trigger
Crush Trigger
BBCP Tager CrushTrigger.png
You got this when you botched the overdrive input didn't you?
1000 Barrier 20 1 25 - B - 1000 Barrier 30~61 1 25 - B -


Specials

Gigantic Tager Driver
Gigantic Tager Driver
360A
BBCS Tager Buster.png
Make your opponent feel stupid for getting grabbed by this.
0, 2500 T 6 1-10 29 - T -
Wedge Catapult
Wedge Catapult
360B Grab 'em and dab 'em
0, 1200 T 30 4 30 - T -
Impact Driver
Impact Driver
360B After wedge catapault
BBCF Tager ImpactDriver.png
Basically turns the move into 360A
0, 1400 - T -
Air Gigantic Tager Driver
Air Driver
360C How does he jump up after them when this move hits?
2700 Throw 6 1-11 Until L+12 - T -
Atomic Collider
Atomic Collider
623C
BBCS Tager Collider.png
Make your opponent jump then snatch them out the air with this.
0, 2250 (1350) Unblockable 17 5-?? 19 - T -
A Sledge
A Sledgehammer
236A
BBCS Tager Sledge.png
Slap projectiles and your opponent silly with this sledge
1200 Mid 20 3 18 - B -
B Sledge
B Sledgehammer
236B
BBCS Tager Sledge.png
Good at closing the distance against zoners...sometimes
1300 Mid 35 4 20 - B - 1500 Mid 56 4 20 - B -
Hammer
Additional Attack
236A after Sledge or Voltic charge guardpoint
BBCS Tager Hammer.png
CRUSH THEIR SKULLS!
1370 High 22 6 30 - B - 1370 High 13 6 30 - B -
Gadget Finger
Gadget Finger
22D on downed opponent
BBCS Tager Finger.png
Get Fingered.
100 Unblockable 7 8-47 16 - -
Voltic Charge
Voltec Charge
214D
BBCS Tager Charge.png
Guard point the world then hammer their skulls afterward
39-113 - -
Spark Bolt
Spark Bolt
41236D / 623D
BBCP Tager SparkBolt.png
The great equaliser.
1500 All 12 Until Offscreen Total 47 - P2* -
Crimson Punisher
Crimson Punisher
63214A
BBCP Tager GrandPunish.png
Whoa! Air combo oki ender :O
800, 1500 All 15 3 13+3L - H -

Distortion Drives

Magna Tech Wheel
Magna Tech Wheel
236236B
BBCS Tager MTW.png
BBCS Tager MTW 2.png
220*19, 1800 All, High/Air 7+12 4,2*18 (15) 3 72 - B - 180*31, 1800 All, High/Air 7+12 4,2*30 (15) 3 72 - B -
Terra Break
Terra Break
MTW -> 236236B
BBCS Tager TerraBreak.png
3600 All 9+46 9 35 - B - 4200 All 9+46 9 35 - B -
Genesic Emerald Tager Buster
Genesic Emerald Tager Buster
720C
BBCS Tager GETB.png
BBCS Tager GETB2.png
4620 Throw 5+0 2-?? 41 - T - 5220 Throw 5+0 2-?? 41 - T -


Exceed Accel

Charged Lightning
ABCD during Overdrive
600, 0, 70*21, 1150 All Fast: 10
Slow: 20
3 34 - B - 600, 0, 75*30, 3300 Fast: 10
Slow: 20
3 34 - B -


Astral Heat

King of Tager
1080D
BBCS Tager Astral.png
BBCS Tager Astral2.png
BBCS Tager Astral3.png
16000 (DESTROY) Unblockable 5+16 4 76 - T -

External References





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