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[[File:BBCF_Tager_Portrait.png|350x500px|center]] | [[File:BBCF_Tager_Portrait.png|350x500px|center]] | ||
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||{{ | ||{{#lsth:BBCF/Iron Tager/Data|SystemData}} | ||
;Play-style | ;Play-style | ||
:Grappler | :Grappler | ||
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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.<br/> | 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.<br/> | ||
<br/> | <br/> | ||
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 | 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 may 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 unpredictable and sometimes amusing effects. <br/> | ||
<br/> | |||
In all cases, players performing distortion drives and executing throws that have successfully connected are completely unaffected by magnetism.<br/> | In all cases, players performing distortion drives and executing throws that have successfully connected are completely unaffected by magnetism.<br/> | ||
<br/> | |||
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<br/> | 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<br/> | ||
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{{ | {{#lst:BBCF/Iron Tager/Data|Links}} | ||
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|image=BBCS_Tager_5A.png |caption=The jab of science. | |image=BBCS_Tager_5A.png |caption=The jab of science. | ||
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{{AttackDataHeader-BBCF}} | |||
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{{#lsth:BBCF/Iron Tager/Data|5A}} | |||
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{{Description|7|text= | |||
*Tager's fastest grounded normal | *Tager's fastest grounded normal | ||
*More range than most jabs | *More range than most jabs | ||
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|image=BBCS_Tager_5B.png |caption=Now with color. And jump cancel. | |image=BBCS_Tager_5B.png |caption=Now with color. And jump cancel. | ||
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{{AttackDataHeader-BBCF}} | |||
{{!}}- | |||
{{#lsth:BBCF/Iron Tager/Data|5B}} | |||
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{{Description|7|text= | |||
*Standing low | *Standing low | ||
*One of Tager's few Jump cancels | *One of Tager's few Jump cancels | ||
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|image=BBCS_Tager_5C.png |caption=Chops! Very good starter as well. | |image=BBCS_Tager_5C.png |caption=Chops! Very good starter as well. | ||
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{{AttackDataHeader-BBCF}} | |||
{{!}}- | |||
{{#lsth:BBCF/Iron Tager/Data|5C}} | |||
{{!}}- | |||
{{Description|7|text= | |||
*Tager's best P1/P2 combination at 100/92 making it the best opener for DD combos. | *Tager's best P1/P2 combination at 100/92 making it the best opener for DD combos. | ||
*Can combo into itself on air and ground counterhit. | *Can combo into itself on air and ground counterhit. | ||
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|image=BBCS_Tager_2A.png |caption=Kind of an anti air. | |image=BBCS_Tager_2A.png |caption=Kind of an anti air. | ||
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{{AttackDataHeader-BBCF}} | |||
{{!}}- | |||
{{#lsth:BBCF/Iron Tager/Data|2A}} | |||
{{!}}- | |||
{{Description|7|text= | |||
Like a worse 5A with fewer cancel options 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 but 5A cannot self cancel at all. As an anti-air it's a bit weak since it requires a rather fast reaction to jump cancel into the followup combo, but it's still useful for disrupting your opponent's pressure nonetheless. | Like a worse 5A with fewer cancel options 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 but 5A cannot self cancel at all. As an anti-air it's a bit weak since it requires a rather fast reaction to jump cancel into the followup combo, but it's still useful for disrupting your opponent's pressure nonetheless. | ||
}} | }} | ||
}} | }} | ||
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|image=BBCS_Tager_2B.png |caption=The monkey kick that's surprisingly fast and safe. | |image=BBCS_Tager_2B.png |caption=The monkey kick that's surprisingly fast and safe. | ||
|data= | |data= | ||
{{AttackDataHeader-BBCF}} | |||
{{!}}- | |||
{{#lsth:BBCF/Iron Tager/Data|2B}} | |||
{{!}}- | |||
{{Description|7|text= | |||
*After doing 2B > 5B >2B you cannot cancel into 5B again for that string. | *After doing 2B > 5B >2B you cannot cancel into 5B again for that string. | ||
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, deliberate whiffs on techs and other shenanigans. 2B's relatively short range limits its use to just an oki tool in many cases since it's not easy or practical for Tager to close in unimpeded most of the time. | 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, deliberate whiffs on techs and other shenanigans. 2B's relatively short range limits its use to just an oki tool in many cases since it's not easy or practical for Tager to close in unimpeded most of the time. | ||
}} | }} | ||
}} | }} | ||
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|image=BBCS_Tager_2C.png |caption=Most manly launcher | |image=BBCS_Tager_2C.png |caption=Most manly launcher | ||
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{{AttackDataHeader-BBCF}} | |||
{{!}}- | |||
{{#lsth:BBCF/Iron Tager/Data|2C}} | |||
{{!}}- | |||
{{Description|7|text= | |||
*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, definitely not useful to stop low air attacks on wakeup. | *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. | ||
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*Won't hit most fully-downed opponents, but can hit them during floorslides and just as they hit the ground. For example 6B > 2C on an air hit won't work unless they were quite high up. | *Won't hit most fully-downed opponents, but can hit them during floorslides and just as they hit the ground. For example 6B > 2C on an air hit won't work unless they were quite high up. | ||
*Good untechable time, can be used to perform various tricks with magnetism. | *Good untechable time, can be used to perform various tricks with magnetism. | ||
}} | }} | ||
}} | }} | ||
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|image2=BBCS_Tager_6A.png |caption=Pose when delaying the move... |caption2=...And release | |image2=BBCS_Tager_6A.png |caption=Pose when delaying the move... |caption2=...And release | ||
|data= | |data= | ||
{{AttackDataHeader-BBCF|version=yes}} | |||
{{!}}- | |||
{{AttackVersion|name=Uncharged}} | |||
{{#lsth:BBCF/Iron Tager/Data|6A}} | |||
{{!}}- | |||
{{Description|8|text= | |||
*Hold button to delay. | *Hold button to delay. | ||
*Move is attractive to magnetised opponents throughout its startup and active frames, including if you delay the move. | *Move is attractive to magnetised opponents throughout its startup and active frames, including if you delay the move. | ||
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This move also has a strange property where the ground-sliding animation and untech time lasts MUCH longer when the opponent is hit by this at a low height. The untech time is long enough to allow combos of all kinds. The normal version will generally only combo into 2C, 6B and 236A but if you get the long-untech time version, 6A will combo into B sledge, 6C, and Crush Trigger as well, allowing a lot of combo possibilities. | This move also has a strange property where the ground-sliding animation and untech time lasts MUCH longer when the opponent is hit by this at a low height. The untech time is long enough to allow combos of all kinds. The normal version will generally only combo into 2C, 6B and 236A but if you get the long-untech time version, 6A will combo into B sledge, 6C, and Crush Trigger as well, allowing a lot of combo possibilities. | ||
}} | }} | ||
{{AttackVersion|name=Max Charge}} | |||
{{#lsth:BBCF/Iron Tager/Data|6[A]}} | |||
{{!}}- | |||
{{Description|8|text= | |||
Charging 6A simply extends the armor frames and attractive time allows you to delay the attack for a bit more damage. Charging fully is generally useless, except if you read that a hit is coming and you want to guard point through it. Charging 6A gives a bit more hitstun to confirm the hit with, but doesn't open up any more combo paths other than a very strict 6[A] CH > 360B which is basically impossible to confirm. | Charging 6A simply extends the armor frames and attractive time allows you to delay the attack for a bit more damage. Charging fully is generally useless, except if you read that a hit is coming and you want to guard point through it. Charging 6A gives a bit more hitstun to confirm the hit with, but 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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|image2=BBCS_Tager_6B_2.png |caption2=No longer an overhead, but faster and safer | |image2=BBCS_Tager_6B_2.png |caption2=No longer an overhead, but faster and safer | ||
|data= | |data= | ||
{{AttackDataHeader-BBCF}} | |||
{{!}}- | |||
{{#lsth:BBCF/Iron Tager/Data|6B}} | |||
{{!}}- | |||
{{Description|7|text= | |||
*Stomp attack | *Stomp attack | ||
*Can cancel into itself once | *Can cancel into itself once | ||
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*Moves Tager forward slightly | *Moves Tager forward slightly | ||
An important but overlooked move in Tager's arsenal outside of combos. Given that nothing else in Tager's arsenal has foot invulnerability and Tager has many guard point moves that fail against low attacks, you'll find a lot of players will try long reaching low pokes at neutral that this will beat out. Possible followups to this move change based on where they were when you hit them. If you hit your opponent in the air as high as this move allows, you can follow with 6C | An important but overlooked move in Tager's arsenal outside of combos. Given that nothing else in Tager's arsenal has foot invulnerability and Tager has many guard point moves that fail against low attacks, you'll find a lot of players will try long reaching low pokes at neutral that this will beat out. Possible followups to this move change based on where they were when you hit them. If you hit your opponent in the air as high as this move allows, you can follow with 6C}} | ||
}} | |||
}} | }} | ||
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|image=BBCS_Tager_6C.png |caption=Slow long range overhead. SMASH!!! | |image=BBCS_Tager_6C.png |caption=Slow long range overhead. SMASH!!! | ||
|data= | |data= | ||
{{AttackDataHeader-BBCF}} | |||
{{!}}- | |||
{{#lsth:BBCF/Iron Tager/Data|6C}} | |||
{{!}}- | |||
{{Description|7|text= | |||
*Fatal Counter | *Fatal Counter | ||
*Jump cancel not available on block. | *Jump cancel not available on block. | ||
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|image=BBCS_Tager_3C.png |caption=I'mma trip you, and then I'mma make you fly! | |image=BBCS_Tager_3C.png |caption=I'mma trip you, and then I'mma make you fly! | ||
|data= | |data= | ||
{{AttackDataHeader-BBCF}} | |||
{{!}}- | |||
{{#lsth:BBCF/Iron Tager/Data|3C}} | |||
{{!}}- | |||
{{Description|7|text= | |||
*Massive untech time, allowing Tager to hit his opponent and then lift them unto the air with a whiffed atomic collider to continue the combo. | *Massive untech time, allowing Tager to hit his opponent and then lift them unto the air with a whiffed atomic collider to continue the combo. | ||
*Hitting with 3C at any point in the combo enables using Gadget finger for that combo, even if they never hit the floor. | *Hitting with 3C at any point in the combo enables using Gadget finger for that combo, even if they never hit the floor. | ||
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A useful long ranged low poke that tager can use during footsies to fish for counterhits or just keep people honest when running in and also your go-to button for grounded combos when they've been pushed too far away for anything else. Hard to confirm into the optimum starter on hit due to the various different followups needed, but useful none theless. In combos it finds use due to its long untech time which works late into combos and also to cancel into sledgehammer | A useful long ranged low poke that tager can use during footsies to fish for counterhits or just keep people honest when running in and also your go-to button for grounded combos when they've been pushed too far away for anything else. Hard to confirm into the optimum starter on hit due to the various different followups needed, but useful none theless. In combos it finds use due to its long untech time which works late into combos and also to cancel into sledgehammer | ||
}} | }} | ||
}} | }} | ||
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|image=BBCS_Tager_jA.png |caption=The best move nobody uses. | |image=BBCS_Tager_jA.png |caption=The best move nobody uses. | ||
|data= | |data= | ||
{{AttackDataHeader-BBCF}} | |||
{{!}}- | |||
{{#lsth:BBCF/Iron Tager/Data|j.A}} | |||
{{!}}- | |||
{{Description|7|text= | |||
*Useful air to air poke, much larger range than other air 5As | *Useful air to air poke, much larger range than other air 5As | ||
*Combo filler needed when using 5A's jump cancel to make a combo. | *Combo filler needed when using 5A's jump cancel to make a combo. | ||
A fantastic but often overlooked move, used to win air to air battles, particularly ones your opponent didn't expect when trying to jump-in towards you. | A fantastic but often overlooked move, used to win air to air battles, particularly ones your opponent didn't expect when trying to jump-in towards you. | ||
}} | }} | ||
}} | }} | ||
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|image=BBCS_Tager_jB.png |caption=#TheClassic | |image=BBCS_Tager_jB.png |caption=#TheClassic | ||
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{{AttackDataHeader-BBCF}} | |||
{{!}}- | |||
{{#lsth:BBCF/Iron Tager/Data|j.B}} | |||
{{!}}- | |||
{{Description|7|text= | |||
*Can cross-up enemy | *Can cross-up enemy | ||
*Useful tool for gimmicks | *Useful tool for gimmicks | ||
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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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|image=BBCS_Tager_jC.png |caption="Tager Plane" | |image=BBCS_Tager_jC.png |caption="Tager Plane" | ||
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{{AttackDataHeader-BBCF}} | |||
{{!}}- | |||
{{#lsth:BBCF/Iron Tager/Data|j.C}} | |||
{{!}}- | |||
{{Description|7|text= | |||
*Doesn't look like it has as much range as it really does due to the way Tager's body goes horizontal. | *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. | *Adds a small amount of forwards momentum to Tager. | ||
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|image=BBCS_Tager_j2C.png |caption="The People's Elbow" | |image=BBCS_Tager_j2C.png |caption="The People's Elbow" | ||
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{{AttackDataHeader-BBCF}} | |||
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{{#lsth:BBCF/Iron Tager/Data|j.2C}} | |||
{{!}}- | |||
}} | {{Description|7|text= | ||
*Fatal Counter | *Fatal Counter | ||
*Ends all air momentum on startup, Tager falls straight down once the move goes active. | *Ends all air momentum on startup, Tager falls straight down once the move goes active. | ||
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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. | 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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|image=BBCS_Tager_5D.png |caption=The punch of science. | |image=BBCS_Tager_5D.png |caption=The punch of science. | ||
|data= | |data= | ||
{{AttackDataHeader-BBCF}} | |||
{{!}}- | |||
{{#lsth:BBCF/Iron Tager/Data|5D}} | |||
{{!}}- | |||
{{Description|7|text= | |||
*A big poke used to get magnetism in neutral. | *A big poke used to get magnetism in neutral. | ||
*Causes the enemy to be magnetised for 300F (1000F during OD) and also attracts magnetised opponents during startup and active frames. | *Causes the enemy to be magnetised for 300F (1000F during OD) and also attracts magnetised opponents during startup and active frames. | ||
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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. If used as a combo ender or on a random hit you cannot follow up, it's worth cancelling into voltic charge to get a free boost to your spark bolt meter. | 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. If used as a combo ender or on a random hit you cannot follow up, it's worth cancelling into voltic charge to get a free boost to your spark bolt meter. | ||
}} | }} | ||
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|image=BBCS_Tager_2D.png |caption=Be careful of using this move. Whiffing this move can result in unwanted situations. | |image=BBCS_Tager_2D.png |caption=Be careful of using this move. Whiffing this move can result in unwanted situations. | ||
|data= | |data= | ||
{{AttackDataHeader-BBCF}} | |||
{{!}}- | |||
{{#lsth:BBCF/Iron Tager/Data|2D}} | |||
{{!}}- | |||
{{Description|7|text= | |||
* Magnetises for 300F (1000F during OD) and is also attractive on magnetised opponents, effectively extends the range of this already long ranged move. | * Magnetises for 300F (1000F during OD) and is also attractive on magnetised opponents, effectively extends the range of this already long ranged move. | ||
* Fatal Counter, followup with 3C > 623C (whiff) or 5C > 6A to start the combo. | * Fatal Counter, followup with 3C > 623C (whiff) or 5C > 6A to start the combo. | ||
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|image=BBCS_Tager_4D.png |caption=Nice blockstring ender because of its speed and frame advantage. | |image=BBCS_Tager_4D.png |caption=Nice blockstring ender because of its speed and frame advantage. | ||
|data= | |data= | ||
{{AttackDataHeader-BBCF}} | |||
{{!}}- | |||
{{#lsth:BBCF/Iron Tager/Data|4D}} | |||
{{!}}- | |||
{{Description|7|text= | |||
* Magnetises for 180F (1000F during OD) and is attractive on magnetised opponents, but not greatly due to the rapid startup. | * Magnetises for 180F (1000F during OD) and is 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, but can be low profiled. | * Low risk, Low reward defensive move. Fast startup, big hitbox and safe even on instant block, but can be low profiled. | ||
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|image=BBCS_Tager_jD.png |caption=Hot damn that clap hurts. | |image=BBCS_Tager_jD.png |caption=Hot damn that clap hurts. | ||
|data= | |data= | ||
{{AttackDataHeader-BBCF}} | |||
{{!}}- | |||
{{#lsth:BBCF/Iron Tager/Data|j.D}} | |||
{{!}}- | |||
{{Description|7|text= | |||
*A slow move with huge untechable time. Causes opponent to be magnetized. | *A slow move with huge untechable time. Causes opponent to be magnetized. | ||
*Magnetises for 300F (1000F during OD) and is attractive on magnetised opponents, can easily stuff up air spacing. | *Magnetises for 300F (1000F during OD) and is 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. | ||
*Hitbox much larger than Tager's arms, can catch people at surprising distances. | *Hitbox much larger than Tager's arms, can catch people at surprising distances. | ||
*Gains Head and Projectile guard point during overdrive (for a longer time and earlier than other drives), allowing it to win most air to air situations with ease. | *Gains Head and Projectile guard point during overdrive (for a longer time and earlier than other drives), allowing it to win most air to air situations with ease. | ||
*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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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, getting a low hitting counterhit on a grounded opponent gives you a huge amount of advantage, making it possible to followup with Wedge Catapault or 6C to create a very damaging combo. Air hits can also be followed up reasonably easily without even a counterhit. | 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, getting a low hitting counterhit on a grounded opponent gives you a huge amount of advantage, making it possible to followup with Wedge Catapault or 6C to create a very damaging combo. Air hits can also be followed up reasonably easily without even a counterhit. | ||
In addition, j.D is an amazing move for combos because it has a fantastic P2 and so much untechable time that Tager will usually be able to land and continue with a ground combo, even in slightly high hitstun reduction. During fatal counter combos, it combines with j.C to form an extremely damaging loop. | In addition, j.D is an amazing move for combos because it has a fantastic P2 and so much untechable time that Tager will usually be able to land and continue with a ground combo, even in slightly high hitstun reduction. During fatal counter combos, it combines with j.C to form an extremely damaging loop. | ||
}} | }} | ||
}} | }} | ||
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|image=BBCS_Tager_FThrow.png |caption=Powerbomb | |image=BBCS_Tager_FThrow.png |caption=Powerbomb | ||
|data= | |data= | ||
{{AttackDataHeader-BBCF}} | |||
{{!}}- | |||
{{#lsth:BBCF/Iron Tager/Data|BC}} | |||
{{!}}- | |||
{{Description|7|text= | |||
*Leads to higher damage, heat gain and is much safer on whiff than 360A, but has no startup invulnerability or magnetic attraction. Your best choice as punish tool if you haven't got much advantage to work with. | *Leads to higher damage, heat gain and is much safer on whiff than 360A, but has no startup invulnerability or magnetic attraction. Your best choice as punish tool if you haven't got much advantage to work with. | ||
*Special cancellable. | *Special cancellable. | ||
Line 461: | Line 464: | ||
|image=BBCS_Tager_BThrow.png |caption=Suplex | |image=BBCS_Tager_BThrow.png |caption=Suplex | ||
|data= | |data= | ||
{{AttackDataHeader-BBCF}} | |||
{{!}}- | |||
{{#lsth:BBCF/Iron Tager/Data|4BC}} | |||
{{!}}- | |||
{{Description|7|text= | |||
*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 or, more ideally, a low sliding 6A > 6C. | *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 or, more ideally, a low sliding 6A > 6C. | ||
Line 476: | Line 480: | ||
|image=BBCS_Tager_AThrow.png |caption=Body slam | |image=BBCS_Tager_AThrow.png |caption=Body slam | ||
|data= | |data= | ||
{{AttackDataHeader-BBCF}} | |||
{{!}}- | |||
{{#lsth:BBCF/Iron Tager/Data|j.BC}} | |||
{{!}}- | |||
{{Description|7|text= | |||
*Cancellable from j.A in a way that Air Driver is not. So usable in Throw Reject Miss setups. | *Cancellable from j.A in a way that Air Driver is not. So usable in Throw Reject Miss setups. | ||
*Swaps sides. | *Swaps sides. | ||
Line 494: | Line 499: | ||
|image=BBCS_Tager_6B.png |caption=Turn the tables | |image=BBCS_Tager_6B.png |caption=Turn the tables | ||
|data= | |data= | ||
{{AttackDataHeader-BBCF}} | |||
{{!}}- | |||
{{#lsth:BBCF/Iron Tager/Data|6AB}} | |||
{{!}}- | |||
{{Description|7|text= | |||
*Quick stomp attack that knocks opponents towards the ground, but allows emergency tech rolls. | *Quick stomp attack that knocks opponents towards the ground, but allows emergency tech rolls. | ||
*Slightly slower than other counter assaults, and has kinda bad range too | *Slightly slower than other counter assaults, and has kinda bad range too | ||
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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= | ||
{{AttackDataHeader-BBCF|version=yes}} | |||
{{!}}- | |||
{{AttackVersion|name=Uncharged}} | |||
}} | {{#lsth:BBCF/Iron Tager/Data|5AB}} | ||
{{!}}- | |||
{{AttackVersion|name=Charged}} | |||
{{#lsth:BBCF/Iron Tager/Data|5[AB]}} | |||
{{!}}- | |||
{{Description|8|text= | |||
*Gives a small floorbounce followed by a hard knockdown, essentally giving it a long knockdown time. | *Gives a small floorbounce followed by a hard knockdown, essentally giving it a long knockdown time. | ||
*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. | ||
Line 536: | Line 542: | ||
|image=BBCS_Tager_Buster.png |caption=Make your opponent feel stupid for getting grabbed by this. | |image=BBCS_Tager_Buster.png |caption=Make your opponent feel stupid for getting grabbed by this. | ||
|data= | |data= | ||
{{AttackDataHeader-BBCF}} | |||
{{!}}- | |||
{{#lsth:BBCF/Iron Tager/Data|360A}} | |||
{{!}}- | |||
{{Description|7|text= | |||
*Medium 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. | ||
Line 560: | Line 567: | ||
|name=Wedge Catapult | |name=Wedge Catapult | ||
|input=360B | |input=360B | ||
|image=BBCF_Tager_WedgeCatapult1 | |image=BBCF_Tager_WedgeCatapult1.png |caption= Grab 'em and dab 'em | ||
|image2=BBCF_Tager_WedgeCatapult2.png |caption2= To the wall with you! | |||
|data= | |data= | ||
{{AttackDataHeader-BBCF}} | |||
{{!}}- | |||
{{#lsth:BBCF/Iron Tager/Data|360B}} | |||
| | {{!}}- | ||
{{Description|7|text= | |||
*Comand throw, catches grounded opponents only | *Comand throw, catches grounded opponents only | ||
*Disables opponent's burst on hit | *Disables opponent's burst on hit | ||
Line 592: | Line 600: | ||
5D Counter hit | 5D Counter hit | ||
j.D Counterhit (When performed very low to the ground) | j.D Counterhit (When performed very low to the ground) | ||
B Sledgehammer counterhit | B Sledgehammer counterhit | ||
6A Max Charge Counterhit | |||
}} | }} | ||
Line 603: | Line 612: | ||
|image=BBCF_Tager_ImpactDriver.png |caption=Basically turns the move into 360A | |image=BBCF_Tager_ImpactDriver.png |caption=Basically turns the move into 360A | ||
|data= | |data= | ||
{{AttackDataHeader-BBCF}} | |||
{{!}}- | |||
{{#lsth:BBCF/Iron Tager/Data|360B > 360B}} | |||
{{!}}- | |||
{{Description|7|text= | |||
*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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{{MoveData | {{MoveData | ||
|name=Air Driver | |name=Air Driver | ||
|input=360C | |input=j.360C | ||
|image=BBCF_Tager_Air_Driver.png |caption=How does he jump up after them when this move hits? | |image=BBCF_Tager_Air_Driver.png |caption=How does he jump up after them when this move hits? | ||
|data= | |data= | ||
{{AttackDataHeader-BBCF}} | |||
{{!}}- | |||
{{#lsth:BBCF/Iron Tager/Data|j.360C}} | |||
{{!}}- | |||
{{Description|7|text= | |||
*Hold button to extend active frames | *Hold button to extend active frames | ||
*Has no invulnerability like it's grounded equivalent, but it has a very long reach (outreaching most jumping jabs) so it doesn't tend to need it. | *Has no invulnerability like it's grounded equivalent, but it has a very long reach (outreaching most jumping jabs) so it doesn't tend to need it. | ||
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|image=BBCS_Tager_Collider.png |caption= Make your opponent jump then snatch them out the air with this. | |image=BBCS_Tager_Collider.png |caption= Make your opponent jump then snatch them out the air with this. | ||
|data= | |data= | ||
{{AttackDataHeader-BBCF}} | |||
{{!}}- | |||
{{#lsth:BBCF/Iron Tager/Data|623C}} | |||
{{!}}- | |||
{{Description|7|text= | |||
*Unblockable anti air grab, hold to extend startup and magnetic attraction, release to grab. | *Unblockable anti air grab, hold to extend startup and magnetic attraction, release to grab. | ||
*Cannot hit grounded opponents, regardless of hitboxes. | *Cannot hit grounded opponents, regardless of hitboxes. | ||
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|image=BBCS_Tager_Sledge.png |caption= Slap projectiles and your opponent silly with this sledge | |image=BBCS_Tager_Sledge.png |caption= Slap projectiles and your opponent silly with this sledge | ||
|data= | |data= | ||
{{AttackDataHeader-BBCF}} | |||
{{!}}- | |||
{{#lsth:BBCF/Iron Tager/Data|236A}} | |||
{{!}}- | |||
{{Description|7|text= | |||
*General purpose short ranged special, guard point against all projectiles. Range is similar to 5C but without the extended hurtbox. | *General purpose short ranged special, guard point against all projectiles. Range is similar to 5C but without the extended hurtbox. | ||
*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. | ||
Line 680: | Line 693: | ||
Unusually for Tager however, this move has a very disjointed hurtbox during its active frames, so while it can still be stuffed just before then, it can be used as something of a safe poke. | Unusually for Tager however, this move has a very disjointed hurtbox during its active frames, so while it can still be stuffed just before then, it can be used as something of a safe poke. | ||
}} | }} | ||
}} | }} | ||
Line 690: | Line 702: | ||
|image=BBCS_Tager_Sledge.png |caption= Good at closing the distance against zoners...sometimes | |image=BBCS_Tager_Sledge.png |caption= Good at closing the distance against zoners...sometimes | ||
|data= | |data= | ||
{{AttackDataHeader-BBCF}} | |||
{{!}}- | |||
{{#lsth:BBCF/Iron Tager/Data|236B}} | |||
{{!}}- | |||
{{Description|7|text= *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. | ||
Line 716: | Line 724: | ||
|image=BBCS_Tager_Hammer.png |caption= CRUSH THEIR SKULLS! | |image=BBCS_Tager_Hammer.png |caption= CRUSH THEIR SKULLS! | ||
|data= | |data= | ||
{{AttackDataHeader-BBCF|version=yes}} | |||
{{!}}- | |||
{{AttackVersion|name=from Sledge}} | |||
}} | {{#lsth:BBCF/Iron Tager/Data|Sledge > 236A}} | ||
{{!}}- | |||
{{AttackVersion|name=from Voltic}} | |||
{{#lsth:BBCF/Iron Tager/Data|214D > 236A}} | |||
{{!}}- | |||
{{Description|8|text= | |||
*Same Guard point properties as B Sledgehammer. | *Same Guard point properties as B Sledgehammer. | ||
*Commonly named "Hammer" by players. | *Commonly named "Hammer" by players. | ||
Line 731: | Line 739: | ||
*Overhead, leading to a gimmicky mixup after a blocked sledgehammer, highly punishable if blocked and only possible to followup on a counterhit. | *Overhead, leading to a gimmicky mixup after a blocked sledgehammer, highly punishable if blocked and only possible to followup on a counterhit. | ||
*Counterhits lead to short short combos due to its short starter property. For example, AA CH, 5B > 5C > 6A will miss on the 6A. Use AA, 5B > 5C > AC, 22D instead. | *Counterhits lead to short short combos due to its short starter property. For example, AA CH, 5B > 5C > 6A will miss on the 6A. Use AA, 5B > 5C > AC, 22D instead. | ||
}} | }} | ||
}} | }} | ||
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|image=BBCS_Tager_Finger.png |caption=Get Fingered. | |image=BBCS_Tager_Finger.png |caption=Get Fingered. | ||
|data= | |data= | ||
{{AttackDataHeader-BBCF}} | |||
{{!}}- | |||
{{#lsth:BBCF/Iron Tager/Data|22D | |||
}} | |||
{{!}}- | |||
{{Description|7|text= | |||
*Tager picks up the opponent from the floor, magnetises them (360F normally, 1000F during OD) and drops them back down, now further then previous versions. Used for okizeme, combos and timeouts. | *Tager picks up the opponent from the floor, magnetises them (360F normally, 1000F during OD) and drops them back down, now further then previous versions. Used for okizeme, combos and timeouts. | ||
*Attractive to mangnetised opponents during startup and active frames. | *Attractive to mangnetised opponents during startup and active frames. | ||
Line 751: | Line 760: | ||
*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. | ||
Line 766: | Line 776: | ||
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. | ||
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! | ||
Line 778: | Line 788: | ||
|image=BBCS_Tager_Charge.png |caption= Guard point the world then hammer their skulls afterward | |image=BBCS_Tager_Charge.png |caption= Guard point the world then hammer their skulls afterward | ||
|data= | |data= | ||
{{AttackDataHeader-BBCF}} | |||
{{!}}- | |||
{{#lsth:BBCF/Iron Tager/Data|214D}} | |||
{{!}}- | |||
{{Description|7|text= | |||
*Stance move used to either charge up your spark bolt faster, or as a guard point trap. | *Stance move used to either charge up your spark bolt faster, or as a guard point trap. | ||
*Hold button to remain in stance for longer. After stance ends normally, extra charge is added to your spark bolt meter based on how long you were charging for. | *Hold button to remain in stance for longer. After stance ends normally, extra charge is added to your spark bolt meter based on how long you were charging for. | ||
Line 798: | Line 809: | ||
|image=BBCP_Tager_SparkBolt.png |caption= The great equaliser. | |image=BBCP_Tager_SparkBolt.png |caption= The great equaliser. | ||
|data= | |data= | ||
{{AttackDataHeader-BBCF|version=yes}} | |||
{{!}}- | |||
{{AttackVersion|name=Hoizontal}} | |||
{{#lsth:BBCF/Iron Tager/Data|41236D}} | |||
{{!}}- | |||
{{AttackVersion|name=Diagonal}} | |||
{{#lsth:BBCF/Iron Tager/Data|623D}} | |||
{{!}}- | |||
{{Description|8|text= | |||
*Magnetises for 480F (1000F during OD). Does not attract magnetised opponents, unlike other drive moves. | *Magnetises for 480F (1000F during OD). Does not attract magnetised opponents, unlike other drive moves. | ||
*Requires a full Spark bolt guage to fire and consumes all of it on the first startup frame, therefore getting this move stuffed will cause you to lose the spark bolt. | *Requires a full Spark bolt guage to fire and consumes all of it on the first startup frame, therefore getting this move stuffed will cause you to lose the spark bolt. | ||
Line 822: | Line 838: | ||
|image=BBCP_Tager_GrandPunish.png |caption= Whoa! Air combo oki ender :O | |image=BBCP_Tager_GrandPunish.png |caption= Whoa! Air combo oki ender :O | ||
|data= | |data= | ||
{{AttackDataHeader-BBCF|version=yes}} | |||
{{!}}- | |||
{{AttackVersion|name=1st hit}} | |||
{{#lsth:BBCF/Iron Tager/Data|63214A}} | |||
{{!}}- | |||
{{AttackVersion|name=Followup}} | |||
{{#lsth:BBCF/Iron Tager/Data|63214A 2}} | |||
{{!}}- | |||
{{Description|8|text= | |||
*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. | ||
Line 845: | Line 866: | ||
|image2=BBCS_Tager_MTW_2.png |caption2= | |image2=BBCS_Tager_MTW_2.png |caption2= | ||
|data= | |data= | ||
{{AttackDataHeader-BBCF|version=yes}} | |||
{{!}}- | |||
{{AttackVersion|name=Normal}} | |||
{{#lsth:BBCF/Iron Tager/Data|236236B}} | |||
}} | {{!}}- | ||
{{AttackVersion|name=Overdrive}} | |||
{{#lsth:BBCF/Iron Tager/Data|236236B OD}} | |||
{{!}}- | |||
{{Description|8|text= | |||
*15% Minimum damage | *15% Minimum damage | ||
*General purpose Distortion to add good damage to your combo. | *General purpose Distortion to add good damage to your combo. | ||
Line 874: | Line 894: | ||
|name=Terra Break | |name=Terra Break | ||
|input=MTW -> 236236B | |input=MTW -> 236236B | ||
|image=BBCS_Tager_TerraBreak.png |caption= | |image=BBCS_Tager_TerraBreak.png |caption=We like big numbers here | ||
|data= | |data= | ||
{{AttackDataHeader-BBCF}} | |||
{{!}}- | |||
{{#lsth:BBCF/Iron Tager/Data|236236B > 236236B}} | |||
}} | {{!}}- | ||
{{Description|7|text= | |||
*Followup to Magna Tech Wheel to add even more damage. | *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. The easiest way to do it is to continually roll the 236 motion and just press B at the right time. | *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. The easiest way to do it is to continually roll the 236 motion and just press B at the right time. | ||
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*If the preceding Magna-Tech Wheel was the Overdrive version, then Terra break will also be the Overdrive version, even if Overdrive has already ended. | *If the preceding Magna-Tech Wheel was the Overdrive version, then Terra break will also be the Overdrive version, even if Overdrive has already ended. | ||
Only really useful as an ender to long combos (which you generally won't need to use it for) or in overdrive. It's not advised if you landed MTW as the first hit of the combo, you will actually get more damage by using a rapid cancel to create a followup combo than by using Terra Break.Similarly, even though it has some invulnerability, do not attempt to use it if MTW gets blocked, use a rapid cancel instead! | Only really useful as an ender to long combos (which you generally won't need to use it for) or in overdrive. It's not advised if you landed MTW as the first hit of the combo, you will actually get more damage by using a rapid cancel to create a followup combo than by using Terra Break. Similarly, even though it has some invulnerability, do not attempt to use it if MTW gets blocked, use a rapid cancel instead! | ||
If you manage to use it during overdrive however, it will deal more damage and wallbounces for even more followup hits (Including using exceed accel!). If this happens, try to get Terra Break to hit as early as you can (While not missing completely) since this will give you more time to use harder hitting followup moves. | If you manage to use it during overdrive however, it will deal more damage and wallbounces for even more followup hits (Including using exceed accel!). If this happens, try to get Terra Break to hit as early as you can (While not missing completely) since this will give you more time to use harder hitting followup moves. | ||
Line 902: | Line 918: | ||
|name=Genesic Emerald Tager Buster | |name=Genesic Emerald Tager Buster | ||
|input=720C | |input=720C | ||
|image=BBCS_Tager_GETB.png |caption= | |image=BBCS_Tager_GETB.png |caption=''"Start Praying!"'' | ||
|image2=BBCS_Tager_GETB2.png |caption2= | |image2=BBCS_Tager_GETB2.png |caption2='''''"SAY GOODBYE TO YOUR FRIENDS!"''''' | ||
|data= | |data= | ||
{{AttackDataHeader-BBCF}} | |||
{{!}}- | |||
{{#lsth:BBCF/Iron Tager/Data|720C}} | |||
{{!}}- | |||
}} | {{Description|7|text= | ||
*A true reversal command throw with absurd range (especially with magnetism). | *A true reversal command throw with absurd range (especially with magnetism). | ||
*Awful recovery and Tager is in a counterhit state during this time. | *Awful recovery and Tager is in a counterhit state during this time. | ||
Line 938: | Line 949: | ||
|image=BBCF_Tager_ChargeLightning.png |caption= | |image=BBCF_Tager_ChargeLightning.png |caption= | ||
|data= | |data= | ||
{{AttackDataHeader-BBCF}} | |||
{{!}}- | |||
{{#lsth:BBCF/Iron Tager/Data|ABCD}} | |||
}} | {{!}}- | ||
{{Description|7|text= | |||
* Expensive reversal and oddly gives no magnetism, but still very useful since Active flow Tager is pretty terrifying. | * Expensive reversal and oddly gives no magnetism, but still very useful since Active flow Tager is pretty terrifying. | ||
* Launches opponent far away from Tager, unfortunately. | * Launches opponent far away from Tager, unfortunately. | ||
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|image3=BBCS_Tager_Astral3.png |caption3= | |image3=BBCS_Tager_Astral3.png |caption3= | ||
|data= | |data= | ||
{{AttackDataHeader-BBCF}} | |||
{{!}}- | |||
{{#lsth:BBCF/Iron Tager/Data|Astral}} | |||
{{!}}- | |||
{{Description|7|text= | |||
*Cannot be cancelled into from anything. | *Cannot be cancelled into from anything. | ||
*Startup is extendable by holding the button, attack will only happen after it is released. | *Startup is extendable by holding the button, attack will only happen after it is released. | ||
Line 998: | Line 1,006: | ||
==Nagivation== | |||
{{#lsth:BBCF/Iron Tager/Data|Links}} | |||
{{ | {{notice|To edit frame data, edit values in [[BBCF/Iron Tager/Data]]. Be sure to update both the <code>move</code> and the <code>move Full</code> sections. One is shown on the character page, while the other is shown on the frame data page.}} | ||
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[[Category:BlazBlue: Central Fiction]] | [[Category:BlazBlue: Central Fiction]] | ||
[[Category:Iron Tager]] | [[Category:Iron Tager]] |
Revision as of 12:27, 1 May 2019
Iron Tager |
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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.
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 may 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 unpredictable 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
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Normal Moves
5A
5A |
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5B
5B |
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A standard feature of Tager's mixup, 5B and 2B both serve as a useful low poke that can go into reasonable damage. While 2B boasts a much quicker recovery, reduced hurtbox and slightly more damage, 5B has a much wider selection of cancel options and a generally better hitbox, making it generally more useful if you know you're going for blockstrings or are just performing a combo. |
5C
5C |
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A decent poke, an excellent starter if you land it up close 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. If you know a counterhit is guarenteed, follow it up with 6C to lead into some truly nasty damage. |
2A
2A |
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Like a worse 5A with fewer cancel options 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 but 5A cannot self cancel at all. As an anti-air it's a bit weak since it requires a rather fast reaction to jump cancel into the followup combo, but it's still useful for disrupting your opponent's pressure nonetheless. |
2B
2B |
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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, deliberate whiffs on techs and other shenanigans. 2B's relatively short range limits its use to just an oki tool in many cases since it's not easy or practical for Tager to close in unimpeded most of the time. |
2C
2C |
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6A
6A | Template:AttackDataHeader-BBCF |
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6B
6B |
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An important but overlooked move in Tager's arsenal outside of combos. Given that nothing else in Tager's arsenal has foot invulnerability and Tager has many guard point moves that fail against low attacks, you'll find a lot of players will try long reaching low pokes at neutral that this will beat out. Possible followups to this move change based on where they were when you hit them. If you hit your opponent in the air as high as this move allows, you can follow with 6C |
6C
6C |
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Can be used as a poke at large distances, but it extends Tager's hurtbox forward thus it can can be stuffed and its hitbox doesn't extend as high as you might think, making it only really able to catch jumpouts. 5D is generally a much safer option. Inside combos however it's a very useful tool to boost damage, especially in the corner where you can loop it with 5D to pile on the damage and magnetism. |
3C
3C |
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A useful long ranged low poke that tager can use during footsies to fish for counterhits or just keep people honest when running in and also your go-to button for grounded combos when they've been pushed too far away for anything else. Hard to confirm into the optimum starter on hit due to the various different followups needed, but useful none theless. In combos it finds use due to its long untech time which works late into combos and also to cancel into sledgehammer |
j.A
j.A |
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A fantastic but often overlooked move, used to win air to air battles, particularly ones your opponent didn't expect when trying to jump-in towards you. |
j.B
j.B |
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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 |
j.C
j.C |
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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. |
j.2C
j.2C |
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The fatal counter move you will most likely actually get a counterhit with, j.2C is a useful punish tool for when you successfully jump out of ground pressure. You can also use it to delay your jump-in momentum to call out anti-air attacks, but you won't get a counterhit that way usually, on hitting a grounded opponent, you usually only have time for gadget finger, if at all, but you can rapid cancel the fall to eliminate the landing recovery and pick the combo up with 5B. It's still very risky however, since it's very punishable on block. 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. Bizarrely enough it's still an overhead when you do this. |
Drive Moves
5D
5D |
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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. If used as a combo ender or on a random hit you cannot follow up, it's worth cancelling into voltic charge to get a free boost to your spark bolt meter. |
2D
2D |
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The command dash that absolutely should not be spammed. 2D sees use in closing short gaps and ending some corner combos, but its use is limited to ocasionally punishing some moves at range, and also ducking under some moves that cannot hit lows to score a very highly damaging fatal counter. When using it in neutral, expect to land it on block since it is very telegraphed, however it does leave you at a slight advantage and very close to your opponent, a very nice place for Tager to be. In overdrive, this move becomes much more interesting as it is the only meterless move Tager has with a foot guardpoint, allowing him to advance on characters who have long ranged Foot attribute moves that normally stuff Sledgehammer (Such as Kagura and Es). |
4D
4D |
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Tager's only quick drive move, often used at the end of blockstrings and combos to add a bit of magnetism and recover with them still very close. Can be used in some cases as an alternative to Gadget finger to force a tech sooner than they usually expect and get a reset and sometime 4D can even be used mid combo if you can get it to hit while they're at Tager's head height, but it is very tricky. Very makes for a very effect tick throw setup, but don't get too predictable else they'll jump in response to blocking or being hit with it, but that leads to its own mixup. |
j.D
j.D |
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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, getting a low hitting counterhit on a grounded opponent gives you a huge amount of advantage, making it possible to followup with Wedge Catapault or 6C to create a very damaging combo. Air hits can also be followed up reasonably easily without even a counterhit. In addition, j.D is an amazing move for combos because it has a fantastic P2 and so much untechable time that Tager will usually be able to land and continue with a ground combo, even in slightly high hitstun reduction. During fatal counter combos, it combines with j.C to form an extremely damaging loop. |
Universal Mechanics
Forward Throw
Forward Throw | Template:AttackDataHeader-BBCF |
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Back Throw
Back Throw | Template:AttackDataHeader-BBCF |
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Air Throw
Air Throw | Template:AttackDataHeader-BBCF |
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Counter Assault
Counter Assault | Template:AttackDataHeader-BBCF |
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Crush Trigger
Crush Trigger | Template:AttackDataHeader-BBCF |
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Specials
Gigantic Tager Driver
Gigantic Tager Driver 360A |
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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. |
Wedge Catapult
Wedge Catapult 360B |
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Wedge Catapult is Tager's new command throw in CF, replacing the B version Tager Driver and leading to better overall damage with the appropriate combo. It sees most usage as a tool for calling out moves and even an anti-jump in due to the generous invulnerability window between frames 6-30. However it has a slow, 30 frame startup, and 30 frames of recovery, meaning that abusing it or whiffing it will lead to eating a painful punish. Wedge Catapault, like Atomic Collider, doesn't purple throw mid-combo, meaning that you can use it as a combo tool in some situations (After a 5D standing Counterhit for example). As a starter, it allows for followup combos with 6c or a delayed 5c, though the overall damage from a combo with Wedge as the starter is somewhat low. The Catapult itself prevents the opponent from teching whilst they're spinning in midair, meaning that until they hit the ground there's no way to get away from the follow-up combo, or the follow-up, Impact Driver. Which route you go will depend largely on how much health they have left, with the combo giving more damage overall. While it has an excellent P2, making it great for use in combos, be aware that the move requires a lot of time to fully perform, meaning that the remaining combo will be cut short due to hitstun decay. Whilst it's not a great move to use on wakeup, you can use Wedge immediately after Gadget Finger to punish players who don't respect your grabs and remain grounded. The moves this can be comboed into are as follows: Gadget Finger (needs Rapid cancel) 5D Counter hit j.D Counterhit (When performed very low to the ground) B Sledgehammer counterhit 6A Max Charge Counterhit |
Impact Driver
Impact Driver 360B After wedge catapault |
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Air Gigantic Tager Driver
Air Driver j.360C |
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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. 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 |
Atomic Collider
Atomic Collider 623C |
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Atomic collider is a move that will add good damage to any combo, however it is often not possible to follow up with anything other than Gadget Finger, meaning you'll generally want to add this in at the end of your combos. Very early on you can use 5A > jA > jB > jC > Crimson Punish, with an RC you can use 6C and on fatal counter 5A > 5C > 5D/6A will work early in the combo. Due to the side switch, be willing to use a different combo that does not use this move if you want to keep your opponent in the corner (And you likely do). Similarly, if you find your own back is against the wall, getting any combo to lead into atomic collider will turn the tables on them! |
A Sledge
A Sledgehammer 236A |
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A special move that doesn't get used a lot at neutral due to other normals generally being better choices. While it has frame 1 projectile armour, it doesn't tend to get used much since most players don't use projectiles at such short range, There are a few exceptions however. It is also quite good damage if you can use it during combos, doing only slightly less than the B version. Unusually for Tager however, this move has a very disjointed hurtbox during its active frames, so while it can still be stuffed just before then, it can be used as something of a safe poke. |
B Sledge
B Sledgehammer 236B |
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Not necessarily the best way to close gaps as predictable Sledge use will usually be punished. Vary between using this, super jump Tager Plane and simply taking a nice stroll towards the opponent to keep them guessing. In combos it works as a great move due to its huge damage, decent scaling and can be followed with 6A > 6C fairly easily if you scoop them off the floor with it (Such as after a 3C counterhit or a 5D air hit into the corner). |
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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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 "Driver" command throws, 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. However, a smart player quickly notices that Gadget Finger allows much more than this option. For starters, it actually has infinite untech time due to it putting them in grounded hitstun in the air, which leads into two things : it allows the now infamous Timeout Tager loop (or "the circus"), or for new gimmicky combos. 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. 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! |
Voltic Charge
Voltec Charge 214D |
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Due to the slow nature of cancelling into additional attack, which also only has a standing and projectile guard, your opponent can notice they've hit your guard point and simply cancel their blockstring into a low hit and score and easy counter hit on you. Therefore this is inadvisble to use to trap grounded attacks unless you're doing a hard read on a reversal (which typically don't hit low). Useful against air jump ins however, but beware of crossup attacks, even if your opponent has completely crossed over by the time you start using 236A, Tager will not change facing and will therefore do the additional attack the wrong way. |
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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Tager's signature Distortion drive, sadly with less damage from previous iterations but can still be brought up considerably with overdrive and active flow damage boosts. Ideally used more as a reversal than a punish unless you really need your combo to be burst proof or your punish window isn't large enough for 5C to connect. This isn't a move to be thrown out lightly since anyone familiar with fighting against Tager will be keen to bait this move out with their own jump cancellable normals and other throw safe moves. Try to use it at more unpredictable times or in conjunction with Overdrive to see if they're vulnerable before committing your heat as well (You can easily buffer this move during overdrive startup). Remember to take advantage of the fact that it can pull in enemies from surprising distances before it goes active, for example, you can use it to catch Ragna using his 5B at full range if he is magnetised. Sadly, unlike other Distortion drives, this move requires you to commit 50 Heat up front to even attempt it (There's no way to combo into it), and even if it hits, you have no way to follow it up with any other move and they are free to tech roll away. For this reason you generally want to use this as a round ender rather than a way to do big damage mid round. |
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
Nagivation
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and the move Full
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Click [★] for character's full frame data
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