BBCF/Iron Tager: Difference between revisions

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*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.  
*Groundslides* opponent on hit.
*Negative knockback, opponents are knocked towards you when it connects in any way.
*Groundslides opponent on air hit, especially if they were low to the ground at that time.
*Has Super Armor throughout the charge animation against non-low attacks.
*Has Super Armor throughout the charge animation against non-low attacks.
*Large hitbox that encompasses the large spark around Tager's hand, overall reach similar to 5C.
*Tager's only normal that can cancel into his command throws.
*Tager's only normal that can cancel into his command throws.
Tager's 6A is a very good all-purpose tool. It brings the opponent closer to him, allowing him to start close range pressure and grab mixup. It also is a very good combo tool that causes groundslide and combos into 6B for oki and 2C-Collider for additional damage.
Tager's 6A is a very good all-purpose tool. It brings the opponent closer to him, allowing him to start close range pressure and grab mixup. It also is a very good combo tool that removes the need to dash or jump cancel like other characters would need to.  It's advised to use this only at the beginning of combos, using this at the end of them where a lot of time has passed is ill-advised.


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, as major examples, if you get the long-untech time version, 6A will combo into B sledge, 6C, and Crush Trigger, allowing a lot of combo possibilities. It's advised to use this only at the beginning of combos, using this at the end of them where proration is high is ill-advised.
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.
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  {{AttackData-BBCF
  {{AttackData-BBCF
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  |level=3 |attribute= |startup=16 |active=2 |recovery=18 |frameAdv=-3 |invul= |blockstun=16
  |level=3 |attribute= |startup=16 |active=2 |recovery=18 |frameAdv=-3 |invul= |blockstun=16
  |description=
  |description=
*Stomp attack
*Can cancel into itself once
*Can cancel into itself once
*Now forces crouching on standing hit allowing combos into, and out of, A sledge
*Now forces crouching on standing hit allowing combos into, and out of, A sledge
*Hard knockdown on air hit. Combos into A Sledge and Gadget finger but not 2C in this instance.
*Hard knockdown on air hit. Combos into A Sledge and Gadget finger but not 2C in this instance.
*Has low invulnerabity on start-up, allowing you to counter low hitting pressure.
*Has Foot invulnerabity on start-up, allowing you to counter low hitting pressure.
*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 with 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.
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*Jump cancel not available on block.
*Jump cancel not available on block.
*Tager's only standing overhead, but basically useless as a mixup tool due to its massive tell and slow startup.  
*Tager's only standing overhead, but basically useless as a mixup tool due to its massive tell and slow startup.  
*Can be used as a poke at large distances, but it extends Tager's hurtbox forward and can be stuffed. 5D is generally much safer.
*Floor bounces on any kind of hit, can be jump cancelled into various combos.
*Floor bounces on any kind of hit, can be jump cancelled into various combos.
*Massive hit damage and a bonus 10% proration if used in a combo, you'll want to work this into your combos as much as you can get away with.
*Massive hit damage and a bonus 10% proration if used in a combo, you'll want to work this into your combos as much as you can get away with.
Can be used as a poke at large distances, but it extends Tager's hurtbox forward and 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.
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|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
  |cancel= SOR |damage=Normal: 1100<br/>OD: 1200 |starter= |guard= All
  |cancel= SOR |damage=Normal: 1100 |starter= |guard= All
  |level=5 |attribute= B |startup=23 |active=7 |recovery=20 |frameAdv=-6 |invul=OD: 15-26 Guard BP |blockstun=20
  |level=5 |attribute= B |startup=23 |active=7 |recovery=20 |frameAdv=-6 |invul=OD: 15-26 Guard BP |blockstun=20
  |description=
  |description=
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|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
  |cancel= R |damage=Normal: 800<br/>OD: 1200 |starter= |guard= ALL
  |cancel= R |damage=Normal: 800 |starter= |guard= ALL
  |level=3 |attribute= |startup=13 |active=4 |recovery=14 |frameAdv=-1 |invul=OD: 5-12 Guard BP |blockstun=16
  |level=3 |attribute= |startup=13 |active=4 |recovery=14 |frameAdv=-1 |invul=OD: 5-12 Guard BP |blockstun=16
  |description=
  |description=
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|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
  |cancel= SOR |damage=Normal: 1120<br/>OD: 1200 |starter= |guard= HA
  |cancel= SOR |damage=Normal: 1120 |starter= |guard= HA
  |level=5 |attribute= |startup=23 |active=4 |recovery=28+7L |frameAdv= |invul=OD: 6-26 Guard HP |blockstun=20
  |level=5 |attribute= |startup=23 |active=4 |recovery=28+7L |frameAdv= |invul=OD: 6-26 Guard HP |blockstun=20
  |description=
  |description=
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*Magnetises and is attractive on magnetised opponents, can easily stuff up air spacing.
*Magnetises 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.
*Does not combo after Tager's other air moves without a counterhit, with the exception of j.C on fatal counter combos.
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, j.D is an amazing move for combos because it has so much untechable time that Tager will usually be able to land and continue with a ground combo, even in slightly high hitstun reduction.
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, j.D is an amazing move for combos because it has so much untechable time that Tager will usually be able to land and continue with a ground combo, even in slightly high hitstun reduction.
*Gains Head and Projectile guard point during overdrive.
*Gains Head and Projectile guard point during overdrive.
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  |version=Wedge Catapult |subtitle=360B |cancel= None |damage=0, 1200 |starter= |guard= U
  |version=Wedge Catapult |subtitle=360B |cancel= None |damage=0, 1200 |starter= |guard= U
  |level= |attribute= |startup=30 |active=4 |recovery=30 |frameAdv= |invul=6-30 All |blockstun=
  |level= |attribute= |startup=30 |active=4 |recovery=30 |frameAdv= |invul=6-30 All |blockstun=
}}
  |description=
{{AttackData-BBCF
|header=no
|version=Impact Driver |subtitle=Catapult > 360B |cancel= None |damage=0, 1400 |starter= |guard=
|level=4 |attribute= T |startup= |active= |recovery= |frameAdv= |invul= |blockstun=
|description=
*Punish throw / risky reversal
*Punish throw / risky reversal
*Cannnot reduce an enemy to less than 1hp
*Cannot be special cancelled into, except from 6A.
*Cannot be special cancelled into, except from 6A.
*Combo throw, does not incur purple !! marks if used during blockstun or a combo and benefits from the 10% damage bonus on counterhits.
*Tager is in a counterhit state during recovery.
*Combo throw, does not incur purple !! marks if used during blockstun or a combo and benefits from the 10% damage bonus on counterhits. Does not have 100% minimum damage.
*Untech time lasts until the opponent hits the floor
*Untech time lasts until the opponent hits the floor
*If Wedge catapault is the first hit of the combo, Impact driver gains 100% minimum damage.
*Poor P1, but excellent P2.
*Poor P1, but excellent P2.


Wedge Catapult is Tager's new command throw in CF, replacing the B version Tager Driver. It sees most usage as a tool for punishing 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 cannot reduce an enemy to 0 life, but you can always followup with Impact driver in this instance to seal the deal.
Wedge Catapult is Tager's new command throw in CF, replacing the B version Tager Driver. It sees most usage as a tool for punishing 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, like Atomic Collider, doesn't purple throw mid-combo, meaning that you can use it as a combo tool in some situations (after a long-untech 6a for instance). 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 positioning, as the move causes side-swap.
Wedge, 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 positioning, as the move causes side-swap.


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. No one is safe from Russian science!
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. No one is safe from Russian science!


The impact driver followup is seldom used due to combos from Wedge Catapault causing more damage. However it is unburstable and will always connect at any point in a combo, so if you manage to get wedge catapault late in a combo, or when your opponent is very low on life, you can use impact driver as a solid combo ender. Can only be followed up with gadget finger.
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====== <font style="visibility:hidden" size="0">Impact Driver</font> ======
{{MoveData
|name=Impact Driver
|input=360B After wedge catapault
|image=BBCF_Tager_ImpactDriver.png
|caption=Basically turns the move into 360A
|data=
{{AttackData-BBCF
|header=yes
|version=Impact Driver |subtitle=Catapult > 360B |cancel= None |damage=0, 1400 |starter= |guard=
|level=4 |attribute= T |startup= |active= |recovery= |frameAdv= |invul= |blockstun=
|description=
*Burst-proof followup to Wedge Captapault
*Deals 100% damage if Wedge catapault was the first hit of the combo.
*Generous followup window
*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.
 
The impact driver followup is seldom used due to combos from Wedge Catapault causing more damage. However it is unburstable and will always connect at any point in a combo, so if you manage to get wedge catapault late in a combo, or when your opponent is very low on life, you can use impact driver as a solid round ender. Can only be followed up with gadget finger.


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|input=360C
|input=360C
|image=BBCF_Tager_Air_Driver.png
|image=BBCF_Tager_Air_Driver.png
|caption=About time!
|caption=How does he jump up after them when this move hits?
|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
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  |description=
  |description=
*Has no invulnerability like it's grounded equivalent, but since magnetism is much more strongly attractive on airborne opponents, it doesn't tend to need it.  
*Has no invulnerability like it's grounded equivalent, but since magnetism is much more strongly attractive on airborne opponents, it doesn't tend to need it.  
*Tager is stationary in the air throughout the move, and loses all air momentum.
*Cannot be special cancelled into.
*Cannot be special cancelled into.
*On magnetised opponents, can drag them across the entire screen, potentially punishing some air moves
*On magnetised opponents, can drag them across the entire screen, potentially punishing some air moves
*Can be used after an air throw reject (Either way) to suck them back in. A wary opponent can still stuff you with a decent air to air poke however.
*Cannot hit grounded opponents, but will still pull them along the floor.
*Cannot hit grounded opponents, but will still pull them along the floor.
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.
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  |description=
  |description=
*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.
*While being a throw, it does not incur purple !! marks if used in a combo and will benefit from the 10% bonus damage from counter hits.
*While being a throw, it does not incur purple !! marks if used in a combo and will benefit from the 10% bonus damage from counter hits. Does not have 100% minimum damage
*Combo staple due to its huge damage. Also frequently used on a miss to flick opponents into the air after 3C.
*Combo staple due to its huge damage. Also frequently used on a miss to flick opponents into the air after 3C.
*Followups possible with 5A, but only early in the combo, otherwise go for Gadget Finger.
*Followups possible with 5A, but only early in the combo, otherwise go for Gadget Finger.
*RC 6C > ... also leads to big damage if AC is done early in the combo.
*RC 6C > ... also leads to big damage if AC is done early in the combo.
*Switches sides on hit.
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 will work early in the combo. 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)
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  |description=
  |description=
*General purpose short ranged special, guard point against all projectiles. Range is similar to 5C.
*General purpose short ranged special, guard point against all projectiles. Range is similar to 5C.
*Can only be followed up on an air hit if the opponent was high up.
*Can only be followed up with Additional Attack on a standing hit. If your opponent is crouching (Use 6B to force crouch) or during a fatal counter combo, you can follow up with 5A > 5B...
*Can be followed up with 5A early in the combo on crouching opponents (Use 6B to force crouching state).
*Can only be followed up on an air hit if the opponent was off the ground, fully downed opponents can only be hit with gadget finger or Additional Attack.


Follow the [[Help:Writing_Character_Pages]] guidelines
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====== <font style="visibility:hidden" size="0">B Sledge </font> ======
====== <font style="visibility:hidden" size="0">B Sledge </font> ======
{{MoveData
{{MoveData
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  {{AttackData-BBCF
  {{AttackData-BBCF
  |version=Uncharged |cancel= R |damage=1300 |starter= |guard= HL
  |version=Uncharged |cancel= R |damage=1300 |starter= |guard= HL
  |level=3 |attribute= |startup=35 |active=4 |recovery=15 |frameAdv=-2 |invul=1-39 P Guard P<br/>11-29 Guard HBP |blockstun=
  |level=3 |attribute= |startup=35 |active=4 |recovery=15 |frameAdv=-7 |invul=1-39 P Guard P<br/>11-29 Guard HBP |blockstun=
  }}
  }}
  {{AttackData-BBCF
  {{AttackData-BBCF
  |header=no
  |header=no
  |version=Max Charge |cancel= R |damage=1500 |starter= |guard= HL
  |version=Max Charge |cancel= R |damage=1500 |starter= |guard= HL
  |level=3 |attribute= |startup=56 |active=4 |recovery=15 |frameAdv=-2 |invul=1-60 P Guard P<br/>11-50 Guard HBP |blockstun=
  |level=3 |attribute= |startup=56 |active=4 |recovery=15 |frameAdv=-7 |invul=1-60 P Guard P<br/>11-50 Guard HBP |blockstun=
  |description=
  |description=
*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.
*It autoguards projectiles during start-up and active frames and high and mid attacks during start-up
*It autoguards projectiles during start-up and active frames and high and mid attacks during start-up
*Now much better in previous iterations due to its stronger guardpoint (Still completely vulnerable to low hits!)  
*Now much better in previous iterations due to its stronger guardpoint (Still completely vulnerable to low hits!)  
*As of CF 2.0 is now unsafe on block
*Often used to close gaps and punch through reckless projectile spam, but it's far from ideal since it's your only real way to do this.
*Often used to close gaps and punch through reckless projectile spam, but it's far from ideal since it's your only real way to do this.
*Used in corner combos after a 5D air hit.
*Used in corner combos after a 5D air hit.
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*Can be RC'd into 5B very easily allowing the combo to continue.
*Can be RC'd into 5B very easily allowing the combo to continue.
*Overhead, leading to a gimmicky mixup after a blocked sledgehammer, highly punishable if blocked and only possible to followup on hit counterhit.
*Overhead, leading to a gimmicky mixup after a blocked sledgehammer, highly punishable if blocked and only possible to followup on hit counterhit.
*Counterhits lead to short short combos due to its short starter property. For example, Hammer, 5B > 5C > 6A will miss on the 6A. Use Hammer, 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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  |description=
  |description=
*Tager picks up the opponent from the floor and drops them back down, now further then previous versions. Used for okizeme, combos and timeouts.
*Tager picks up the opponent from the floor and drops them back down, now further then previous versions. Used for okizeme, combos and timeouts.
*Only usable after knockdown attacks and some moves that force the knocked down property (Floorbounces do not count).
*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).
**These moves are, 6B (Air hit only), 5D and 2D (Air hit only, only after floorslide begins), Crush Trigger, 360A, j.360C, j.2C (non CH only), Air throw.
**These moves are, 6B (Air hit only), 5D and 2D (Air hit only, only after floorslide begins), Crush Trigger, 360A, j.360C, 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.
*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.
**The recovery from the move only begins once they touch the floor.
**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, and even more on Fatal.
*100% minimum damage. Fixed 5% heat gain.
*100% minimum damage. Fixed 5% heat gain.


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 command grabs, both after 360A, or 360Bx2, 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.
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, which leads into two things : it allows the now infamous Timeout Tager loop (or "the circus"), or for new gimmicky combos.
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.
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.
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*A special move, therefore other moves can be cancelled into this to bait bursts.
*A special move, therefore other moves can be cancelled into this to bait bursts.
*Blocks as if you were using a standing guard, and also all projectiles (Therefore will block low projectiles).  
*Blocks as if you were using a standing guard, and also all projectiles (Therefore will block low projectiles).  
Due to the slow nature of cancelling into additional attack, which also only has a standing and projectile guard, your opponent can usually 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.  
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.  
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  |description=
  |description=
*A hugely threatening move just by its existence. Spark bolt exists to punish and take down people who like to hide at max distance spamming attacks.  
*A hugely threatening move just by its existence. Spark bolt exists to punish and take down people who like to hide at max distance spamming attacks.  
*Requires a full Spark bolt guage to fire, consumes all of it. Charges three times as fast during Overdrive.
*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.
*Charges up in 20 seconds normally.
*Charges five times as fast during Overdrive (Charges in approximately 4 seconds).
*Wall bounces on hit, allowing combos from any range.
*Wall bounces on hit, allowing combos from any range.
*Can be used to extend combos.
*Can be used to extend combos.
*Destroys most projectiles and is absurdly fast to start up and travel.
*A level 2 projectile, Destroys most projectiles without being destroyed itself.
A key tool for Tager, since once you have it available you have the means to counter pretty much any whiffed poke and any big and slow long ranged move. Therefore don't throw it away recklessly! Hold onto it and use that looming threat to keep your opponent playing cautiously at range, allowing you to close in via other means.
*Absurdly fast startup and projectile speed.
*The projectile is large enough to hit floorsliding opponents (Such as from 5D's air hit), but will miss fully downed opponents.
A key tool for Tager, since once you have it available you have the means to counter pretty much any whiffed poke and any big and slow long ranged move. Therefore don't throw it away recklessly! Hold onto it and use that looming threat to keep your opponent playing cautiously at range, allowing you to close in via other means. In combos its big untechable time, quick startup, long range magnetism and big damage makes it an extremely useful tool for extending combos that would otherwise fail due to hitstun reduction or just pushing the opponent out of range. It's particularly useful for turning random 5D hits into full combos since it will combo from air and ground hits with a generous amount of time to react to the hit.
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====== <font style="visibility:hidden" size="0">Crimson Punisher</font> ======
====== <font style="visibility:hidden" size="0">Crimson Punisher</font> ======
{{MoveData
{{MoveData
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  |level=4 |attribute= H |startup=15 |active=3 |recovery=13+3L |frameAdv= |invul= |blockstun=
  |level=4 |attribute= H |startup=15 |active=3 |recovery=13+3L |frameAdv= |invul= |blockstun=
  |description=
  |description=
*Two stage attack, if the initial arm sweep hits, 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.  
*Disables bursts on hit.
*Disables bursts on hit.
*During the initial arm sweep, Tager is launched slightly upwards and forwards, enabling it to easily hit enemies slightly above him due to air hits, but also makes hitting it on standing opponents very tricky.
*During the initial arm sweep, Tager is launched slightly upwards and forwards, enabling it to easily hit enemies slightly above him due to air hits, but also makes hitting it on standing opponents very tricky.
*Air combo finisher with big damage. Can be Rapid cancelled on either hit, although the second hit scales very hard.
*Air combo finisher with big damage. Can be Rapid cancelled on either hit, although this is only worth doing early in the combo.
*Can only be used once per jump.
*Can only be used once per jump.
*Using as you come down from a super jump and following with 5b can bait anti-aira and gives you a crossup jump-in option
*Using as you come down from a super jump and following with 5b can bait anti-air and gives you a crossup jump-in option
  }}
  }}
}}
}}
Line 727: Line 768:
*General purpose combo Distortion to add good damage to your combo.
*General purpose combo Distortion to add good damage to your combo.
*Can be used as a reversal due to its guard point (Which guards high, low and even throws!), much safer than 720 due to being able to hit airborne opponents. But ensure you have heat left to rapid cancel should you get blocked.
*Can be used as a reversal due to its guard point (Which guards high, low and even throws!), much safer than 720 due to being able to hit airborne opponents. But ensure you have heat left to rapid cancel should you get blocked.
*Combos nicely after 6A > 2C
*Combos nicely after 6B air hit, 6C, 2C (If magnetised) and somewhat awkwardly in other scenarios.
*Final hit hits overhead, can be used as a gimmicky mixup on RC if you swap to a low hit.
*Final hit hits overhead, can be used as a gimmicky mixup on RC if you swap to a low hit.
  }}
  }}
Line 739: Line 780:
|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
  |version=Normal |cancel= R |damage=3600 |starter= |guard= All
  |version=Normal |cancel= - |damage=3600 |starter= |guard= All
  |level=4 |attribute= B |startup=9+46 |active=9 |recovery=35 |frameAdv=-25 |invul=1-13 All |blockstun=
  |level=4 |attribute= B |startup=9+46 |active=9 |recovery=35 |frameAdv=-25 |invul=1-13 All |blockstun=
}}
}}
  {{AttackData-BBCF
  {{AttackData-BBCF
  |header=no
  |header=no
  |version=Overdrive |cancel= |damage=4200 |starter= |guard=
  |version=Overdrive |cancel= - |damage=4200 |starter= |guard= All
  |level=4 |attribute= |startup=9+46 |active=9 |recovery=35 |frameAdv=-25 |invul=1-13 All |blockstun=
  |level=4 |attribute= B |startup=9+46 |active=9 |recovery=35 |frameAdv=-25 |invul=1-13 All |blockstun=
  |description=
  |description=
*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.
*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.
*Blows opponent away on hit.
*Blows opponent away on hit.
*OD version causes wallbounce that allows for followup with either Exceed Accel or 6B.
*Overdrive version causes wallbounce that allows for followup with either Exceed Accel or 6B.
 
*If the preceeeding Magna-Tech Wheel was the Overdrive version, then Terra break will also be the Overdrive version, even if Overdrive has already ended.
  }}
  }}
}}
}}
Line 797: Line 838:
  |description=
  |description=
* 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.
* Ends the faster spark bolt gauge gain from overdrive the instant the move hits, so can't be used to pad out this gain.
* Often not used if the overdrive superflash shows a 720 opportunity, since that will deal more damage, go active quicker and give magnetism, albeit costs meter.
* Often not used if the overdrive superflash shows a 720 opportunity, since that will deal more damage, go active quicker and give magnetism, albeit costs meter.
* Can be used with overdrive raids to escape pressure and take advantage back. Opponents may feel the need to block this if they see the overdrive superflash, and you can throw them instead.
* Can be used with overdrive raids to escape pressure and take advantage back. Opponents may feel the need to block this if they see the overdrive superflash, and you can throw them instead.
Line 818: Line 860:
  |description=
  |description=
*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.
*Extremely attractive towards magnetised opponents, including during extended startup.
*Kinda invulnerable, but not really. On fastest startup  your opponent can poke you out on reaction to the superflash.
*Unblockable, looks like a command throw, but can actually can catch airborne and grounded enemies and cannot be throw rejected under any circumstances.
*Unblockable, looks like a command throw, but can actually can catch airborne and grounded enemies and cannot be throw rejected under any circumstances.
*Combos easily after Spark Bolt, or even more easily after Wedge Catapult.
*Combos easily after Spark Bolt, or even more easily after Wedge Catapult.

Revision as of 14:20, 25 September 2017

Iron Tager
BBCF Tager Portrait.png
Health: 13,000

Combo Rate: 60%
Prejump:
Backdash Time 27 / Invul: 1-20


Movement Options
Magnetism, no Double Jump, no Airdash, no Run, J.C
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.

Drive: Voltic Battler

Tager can magnetize opponents for a small duration by landing these attacks on hit or block. If the opponent is already magnetized and gets hit by a magnetism attack, the duration increases (max 960F). When the opponent is magnetized, certain attacks will pull in the opponent. The magnetism duration normally reduces at a rate of 1 point per frame, but if Tager is taking damage, the rate changes to 1 point per 2 frames (when Tager performs a tech, the rate goes back to normal). Magnetism duration does not decrease during superflash or hitstop.

In addition to magnetism, Tager has an extra gauge: the Spark Bolt Gauge. This gauge fills up at 1 point per frame (freezes during hitstop and superflash) and has a maximum of 1200 points. When the gauge is full, Tager can use the Spark Bolt attack.

Overdrive: Voltic Field

Magnetized opponents are constantly pulled towards Tager, His drive moves all gain projectile guardpoints (As well as attribute specific guardpoints depending on the move) and the Spark Bolt Gauge fills up quicker.

Pros/Strengths

  • Highest health total in the game.
  • Really good close range game
  • High damage command grabs
  • High meter gain on magnetized opponents
  • High level pokes for easy confirms
  • Fairly large hitbox moves
  • Backdash has many invincible frames, useful for getting out of nasty situations
  • Very effective at punishes
  • Possesses the fastest projectile in the game

Cons/Weaknesses

  • Big hit box, allowing for easy fuzzy/unblockable setups
  • Lack of mobility
  • Has trouble against zoners
  • Spark Bolt not always accessible
  • Gameplay revolves around corner and magnetized opponents
  • Requires knowledge and a lot of patience to win at high levels
  • Magnetized foes can sometimes work against you, pulling foes in to confirm an attack they might have whiffed otherwise


Normal Moves

5A
5A
BBCS Tager 5A.png
The jab of science.
400 All 7 3 11 - -
5B
5B
BBCS Tager 5B.png
Now with color. And jump cancel.
540 L 10 3 14 - -
5C
5C
BBCS Tager 5C.png
Chops! Very good starter as well.
1000 HL 15 7 15 - -
2A
2A
BBCS Tager 2A.png
Kind of an anti air.
350 ALL 8 3 10 - -
2B
2B
BBCS Tager 2B.png
The monkey kick that's surprisingly fast and safe.
580 L 11 3 9 - -
2C
2C
BBCS Tager 2C.png
Most manly launcher
1100 HL 15 2 37 - -
6A
6A
BBCS Tager 6A.png
Good for shutting down mashers and scrubs.
800 HL 19 7 37 - - 1000 HL 52 7 37 - -
6B
6B
BBCS Tager 6B.png
No longer an overhead, but faster and safer
620 HL 16 2 18 - -
6C
6C
BBCS Tager 6C.png
Slow long range overhead. SMASH!!!
1500 H 28 2 33 - -
3C
3C
BBCS Tager 3C.png
I'mma trip you, and then I'mma make you fly!
810 L 13 3 22 - -
j.A
j.A
BBCS Tager jA.png
The best move nobody uses.
400 HA 7 3 9 - -
j.B
j.B
BBCS Tager jB.png
#TheClassic
700 HA 10 16 20 - -
j.C
j.C
BBCS Tager jC.png
The indiscriminate headbutt. Good for closing in on the opponent.
1050 HA 13 5 12 - -
j.2C
j.2C
BBCS Tager j2C.png
The cries of anguish you will hear when this hits.
1200 HA 18 Until L+2 18 - -


Drive Moves

5D
5D
BBCS Tager 5D.png
The punch of science.
Normal: 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 - -
4D
4D
BBCS Tager 4D.png
Nice blockstring ender because of its speed and frame advantage.
Normal: 800 ALL 13 4 14 - -
j.D
j.D
BBCS Tager jD.png
Hot damn that clap hurts.
Normal: 1120 HA 23 4 28+7L - -


Universal Mechanics

Forward Throw
Forward Throw
BBCS Tager FThrow.png
Yes, Tager actually does have normal throws.
0, 1500 T (140) 7 3 23 - T -
Back Throw
Back Throw
BBCS Tager BThrow.png
Recovery on his normal throws is scarily fast.
0, 1500 T (140) 7 3 23 - T -
Air Throw
Air Throw
BBCS Tager AThrow.png
This probably won't ever happen.
0, 1500 T (160) 7 3 23+3L - T -
Counter Assault
Counter Assault
BBCS Tager 6B.png
Turn the tables
0 ALL 16 2 31 - -
Crush Trigger
Crush Trigger
BBCP Tager CrushTrigger.png
1000 B 20 1 25 - - 1000 B 30~61 1 25 - -


Specials

Gigantic Tager Driver
Gigantic Tager Driver
360A
BBCS Tager Buster.png
Make your opponent feels stupid for getting grabbed by this.
0, 2500 U 6 1-10 29 - T -
Wedge Catapult
Wedge Catapult
360B Grab 'em and dab 'em
0, 1200 U 30 4 30 - -
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 U 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, 1350 U 17 5-?? 19 - T -
A Sledge
A Sledgehammer
236A
BBCS Tager Sledge.png
Slap projectiles and your opponent silly with this sledge
1200 HL 20 3 18 - -
B Sledge
B Sledgehammer
236B
BBCS Tager Sledge.png
Good at closing the distance against zoners...sometimes
1300 HL 35 4 15 - - 1500 HL 56 4 15 - -
Hammer
Additional Attack
236A after Sledge or Voltic charge guardpoint
BBCS Tager Hammer.png
CRUSH THEIR SKULLS!
1370 H 22 6 30 - -
Gadget Finger
Gadget Finger
22D on downed opponent
BBCS Tager Finger.png
Get Fingered.
100 U 7 8-47 16 - T -
Voltec Charge
Voltec Charge
214D
BBCS Tager Charge.png
Guard point the world then hammer their skulls afterward
N/A N/A 39-113 - N/A -
Spark Bolt
Spark Bolt
41236D / 623D
BBCP Tager SparkBolt.png
Now with wall bound property.
1500 All 12 Until Offscreen Total 47 - P -
Crimson Punisher
Crimson Punisher
63214A
BBCP Tager GrandPunish.png
Whoa! Air combo oki ender :O
800, 1500 HA 15 3 13+3L - H -

Distortion Drives

Magna Tech Wheel
Magna Tech Wheel
236236B
BBCS Tager MTW.png
220*19, 1800 All, HA 7+12 4,2*18 (15) 3 72 - HBF - 180*31, 1800 All, HA 7+12 4,2*30 (15) 3 72 - HBF -
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 U 5+0 2-?? 41 - T - 5220 U 5+0 2-?? 41 - T -


Exceed Accel

Charged Lightning
ABCD during Overdrive
600, 0, 70*21, 1150 All Fast: 10
Slow: 20
3 23 - - 600, 0, 75*30, 3300 Fast: 10
Slow: 20
3 23 - -


Astral Heat

King of Tager
1080D
BBCS Tager Astral.png
BBCS Tager Astral2.png
BBCS Tager Astral3.png
DESTROY UNB 5+16 4 76 - T -

External References