BBCF/Iron Tager: Difference between revisions

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*All moves that apply magnetism apply the maximum amount on hit or block.
*All moves that apply magnetism apply the maximum amount on hit or block.
<br/>
<br/>
 
===Strengths/Weaknesses===
===Pros/Strengths===
{|
|-style="text-align:left;"
! Strengths !! Weaknesses
|- style="vertical-align:top;text-alighn:left"
| style="width: 50%;"|
* Highest health total in the game.  
* Highest health total in the game.  
* Really good close range game
* Really good close range game
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* Very effective at punishes
* Very effective at punishes
* Possesses the fastest projectile in the game
* Possesses the fastest projectile in the game
===Cons/Weaknesses===
| style="width: 50%;"|
* Big hit box, allowing for easy fuzzy/unblockable setups
* Big hurtbox, allowing for easy fuzzy/unblockable setups
* Lack of mobility
* Lack of mobility
* Has trouble against zoners
* Has trouble against zoners
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* Requires knowledge and a lot of patience to win at high levels
* 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
* Magnetized foes can sometimes work against you, pulling foes in to confirm an attack they might have whiffed otherwise
|-
|}
<br clear=all/>
<br clear=all/>


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  |description=
  |description=
*Standing low
*Standing low
*Mostly combo filler, surprisingly long untech time allows 5B > 5C on downed opponents quite late into the combo
*Surprisingly long untech time allows 5B > 5C on downed opponents quite late into the combo
*After doing 5B > 2B > 5B you cannot cancel into 2B again.
*After doing 5B > 2B > 5B you cannot cancel into 2B again.
*Fundemental part of the low/throw mixup, but beware of normals that avoid both.
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*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.
*Good vertical reach, but poor horizontal reach.
*Good vertical reach, but poor horizontal reach.
*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.


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====== <font style="visibility:hidden" size="0">6A</font> ======
====== <font style="visibility:hidden" size="0">6A</font> ======
{{MoveData
{{MoveData
|name=6A
|name=6A
|image=BBCS_Tager_6A.png
|image=BBCF_Tager_6A.png
|caption=Good for shutting down mashers and scrubs.
|image2=BBCS_Tager_6A.png
|caption=Pose when delaying the move...
|caption2=...And release
|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
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|name=6B
|name=6B
|image=BBCS_Tager_6B.png
|image=BBCS_Tager_6B.png
|caption=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=
  {{AttackData-BBCF
  {{AttackData-BBCF
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*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.
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.
}}
}}
}}
}}
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*Has a tendency to clash in air footsies.
*Has a tendency to clash in air footsies.
*Long untech time on a counterhit, usually possible to land and pick up the combo.
*Long untech time on a counterhit, usually possible to land and pick up the combo.
*Hitbox also covers most of Tager's arms, making it a reasonable jump-in move.
}}
}}
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|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
  |cancel= SR |damage=1200 |starter= |guard= HA
  |version=Normal|cancel= SR |damage=1200 |starter= |guard= HA
  |level=4 |attribute= |startup=18 |active=Until L+2 |recovery=18 |frameAdv= |invul= |blockstun=18
  |level=4 |attribute= |startup=18 |active=Until L+2 |recovery=18 |frameAdv= |invul= |blockstun=18
|description=
}}
{{AttackData-BBCF
|header=no|version=Fast|cancel= SR |damage=1200 |starter= |guard= HA
|level=4 |attribute= |startup=? |active=Until L+2 |recovery=18 |frameAdv= |invul= |blockstun=18
  |description=
  |description=
*Fatal Counter
*Fatal Counter
*Ends all air momentum on startup, Tager falls straight down once the move goes active.
*Has a fast startup version when used very close to the ground.
*Has a fast startup version when used very close to the ground.
Often used in combos 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.
Often used in combos 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.
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* 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.
* If Tager connects with this move on hit or block, recovery starts immediately, giving a consistent frame advantage regardless of how late it hits.
* If Tager connects with this move on hit or block, recovery starts immediately, giving a consistent frame advantage regardless of how late it hits.
* Long active time, but Tager immediately goes into recovery if the move connects, ensuring consistent followups.
* No cancels possible outside of Rapid cancels.   
* No cancels possible outside of Rapid cancels.   
* Gains Foot and Projectile guard point during overdrive.
* Gains Foot and Projectile guard point during overdrive.
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*Gains Body and Projectile guard point during overdrive.
*Gains Body and Projectile guard point during overdrive.


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. In some cases 4D can be used mid combo if you can get it to hit while they're at Tager's head height, but it is very tricky.
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. In some cases 4D can 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 effective tick throw setup, but don't get too predictable else they'll jump in response to blocking or being hit with it.
}}
}}
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|name=Forward Throw
|name=Forward Throw
|image=BBCS_Tager_FThrow.png
|image=BBCS_Tager_FThrow.png
|caption=Yes, Tager actually does have normal throws.
|caption=Powerbomb
|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
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|name=Back Throw
|name=Back Throw
|image=BBCS_Tager_BThrow.png
|image=BBCS_Tager_BThrow.png
|caption=Recovery on his normal throws is scarily fast.
|caption=Suplex
|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
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|name=Air Throw
|name=Air Throw
|image=BBCS_Tager_AThrow.png
|image=BBCS_Tager_AThrow.png
|caption=This probably won't ever happen.
|caption=Body slam
|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
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  |level=0, 3 |attribute=T |startup=7 |active=3 |recovery=23+3L |frameAdv= |invul= |hitbox=tager/airThrow
  |level=0, 3 |attribute=T |startup=7 |active=3 |recovery=23+3L |frameAdv= |invul= |hitbox=tager/airThrow
  |description=
  |description=
*Cancellable from j.A in a way that Air Driver is not.
*Cancellable from j.A in a way that Air Driver is not. So usable in Throw Reject Miss setups.
*Swaps sides.
*Swaps sides.
*Hard knockdown after a small bounce. Follow up by landing a lowest-possible j.2C, 5B...
*Hard knockdown after a small bounce. Follow up by landing a lowest-possible j.2C, 5B... or j.C, 5C.
*Has a longer reach than all other air throws.
*Has a longer reach than all other air throws.
Not exactly a useful move for Tager since he doesn't have many opportunities to get close mid air, or set up airthrow traps since Air Driver does these things much better. But it does at least recover much more quickly than Air Driver if you miss and does lead to slightly more damage.
  }}
  }}
}}
}}
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|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
  |version=Wedge Catapult |subtitle=360B |cancel= None |damage=0, 1200 |starter= |guard= U
  |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=
   |description=
*Punish throw / risky reversal
*Punish throw / risky reversal
*Attractive to magnetised opponents during startup.
*Attractive to magnetised opponents during startup.
*Long startup but generous invulnerability between frames 6-24.
*Cannnot reduce an enemy to less than 1hp
*Cannnot reduce an enemy to less than 1hp
*Cannot be special cancelled into, except from 6A.
*Cannot be special cancelled into, except from 6A.
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|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
  |header=yes
  |cancel= None |damage=0, 1400 |starter= |guard=
|version=Impact Driver |subtitle=Catapult > 360B |cancel= None |damage=0, 1400 |starter= |guard=
  |level=4 |attribute= T |startup= |active= |recovery= |frameAdv= |invul= |blockstun=
  |level=4 |attribute= T |startup= |active= |recovery= |frameAdv= |invul= |blockstun=
  |description=
  |description=
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  |level=4 |attribute= T |startup=6 |active=1-11 |recovery=Until L+12 |frameAdv= |invul= |blockstun=
  |level=4 |attribute= T |startup=6 |active=1-11 |recovery=Until L+12 |frameAdv= |invul= |blockstun=
  |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.  
*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.  
*If the move is held at all, Tager is stationary in the air throughout the move and loses all air momentum. Otherwise he remains in the same jump arc.
*If the move is held at all, Tager is stationary in the air throughout the move and loses all air momentum. Otherwise he remains in the same jump arc.
*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
*Attracts magnetised opponents during startup and active time, potentially dragging them across the entire screen, potentially punishing some air moves
*Cannot hit grounded opponents, but will still pull them along the floor.
*Cannot hit grounded opponents, but will still pull them along the floor.


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  |description=
  |description=
*Combo ender in most cases, will always connect after either sledgehammer unless the combo has prorated severely.
*Combo ender in most cases, will always connect after either sledgehammer unless the combo has prorated severely.
*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. 6C Can also be used, but the timing is much tighter.
*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, 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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*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, 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, 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.
*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:
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|input=41236D / 623D
|input=41236D / 623D
|image=BBCP_Tager_SparkBolt.png
|image=BBCP_Tager_SparkBolt.png
|caption= Now with wall bound property.
|caption= The great equaliser.
|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
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*Absurdly fast startup and projectile speed.  
*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.
*The projectile is large enough to hit floorsliding opponents (Such as from 5D's air hit), but will miss fully downed opponents.
*Tager's own chest has a hitbox at the start of the active frames, effectively removing the deadzone from where the sparkbolt spawns. If Tager hits with this chest hitbox, the projectile itself will not appear. The chest hitbox otherwise behaves identically to hitting with the bolt 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. 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.
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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*Huge hitbox underneath Tager.
*Huge hitbox underneath Tager.
*Disables bursts on hit.
*Disables bursts on hit.
*Air combo finisher with big damage. Can be Rapid cancelled on either hit to continue the combo, although this is only worth doing early in the combo.
*Can only be used once per jump.
*During the initial arm sweep, Tager is launched slightly upwards and forwards and removing all previous momentum, 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 and removing all previous momentum, enabling it to easily hit enemies slightly above him due to air hits, but also makes hitting it on standing opponents very tricky.
*Can only be used once per jump.
*Can be used as a ghetto double jump to perform crossups and bait out anti-air attacks.
*Can be used as a ghetto double jump to perform crossups and bait out anti-air attacks.
Air combo finisher with big damage. Can be Rapid cancelled on either hit to continue the combo, although this is only worth doing early in the combo. There also exists some cases where the second hit will not actually connect, either due to the smack down attack being techable (only happens in some very long combos) or some external forces causing Tager's fall to miss (such as another Tager's magnetism before the attack hit).
  }}
  }}
}}
}}
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|input=236236B
|input=236236B
|image=BBCS_Tager_MTW.png
|image=BBCS_Tager_MTW.png
|image2=BBCS_Tager_MTW_2.png
|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
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  |description=
  |description=
*15% Minimum damage
*15% Minimum damage
*General purpose combo Distortion to add good damage to your combo.
*General purpose 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.
*Counterhit bonus damage applies to all hits of the move
*Can be used as a reversal due to its guard point (Which guards against HBFP), 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 since you will eat the worst possible combo your opponent has available otherwise.
*Combos nicely after 6B air hit, 6C, 2C (If magnetised) and somewhat awkwardly in other scenarios.
*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. Bare in mind that a rapid cancel won't remove the massive hitstop on the final hit.
*Only possible to follow up with Terra Break or Rapid cancel, Opponent otherwise can tech before Tager even recovers.
*Only possible to follow up with Terra Break or Rapid cancel, Opponent otherwise can tech before Tager even recovers.


Tager's ever faithful big damage Distortion Drive. However due to the awkwardness of getting this move to actually combo without sacrificing hits like atomic collider, it's often better to learn to use Gadget Finger > RC, 360B > 360B, Gadget Finger at the end of your combo due to the larger potential damage, magnetism and oki setup that it allows.
Tager's ever faithful big damage Distortion Drive. However due to the awkwardness of getting this move to actually combo without sacrificing hits like atomic collider, it's often better to use Rapid Cancels in most combos since they tend to give more damage. It is still useful as a wakeup reveral, but be aware that opponents hitting the guard point can Rapid Cancel in response to seeing the superflash and block, making it somewhat unreliable. 
 
In Overdrive however, this move and its followup suddenly become disgustingly damaging. If you wish to use it in this way, use MTW as early as you can in the combo to maximise damage.
  }}
  }}
}}
}}
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*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, wallbounds and forces hard knockdown.
*Blows opponent away on hit, wallbounds and forces hard knockdown.
*Overdrive version causes wallbounce that allows for folloup with various moves, the higher up they are when you hit them, the more time you will get.
*Overdrive version causes wallbounce and  hard knockdown that allows for folloup with various moves, the higher up they are when you hit them, the more time you will get.
*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.
*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.
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.
  }}
  }}
}}
}}
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*Overdrive version magnetises opponent for the maximum duration of 960F in addition to dealing much more damage.
*Overdrive version magnetises opponent for the maximum duration of 960F in addition to dealing much more damage.


Tager's signature Distortion drive now Reduced 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, and take advantage of the fact that it can pull in enemies from a surprising distance before it goes active, often pulling enemies in from what seems to be a safe distance. For example you can use it to catch Ragna using his 5B at full range if he is magnetised.
Tager's signature Distortion drive, but 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, and take advantage of the fact that it can pull in enemies from a surprising distance before it goes active, often pulling enemies in from what seems to be a safe distance. 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.
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.
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* Ends the faster spark bolt gauge gain from overdrive the instant the move hits, so can't be used to pad out this gain.
* 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 go into this easily off of OD MTW > TB 6BB Exceed if you still have overdrive left.
* Can go into this easily off of OD MTW > TB 6BB Exceed.
* Combos off pretty much anything.
Can be used with overdrive raids to escape pressure and take advantage back better than most characters can. Tager can use the buffer to buffer any move and can mix this move up with his throws and atomic collider.
 


  }}
  }}

Revision as of 11:38, 16 November 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, moving the opponent instead.
Play-style
Grappler
  

Overview

Iron Tager is a Sector Seven professor who has been mechanically enhanced to perform field-work. Originally the leader of a Sector Seven assault team sent to retrive Nirvana in the 4th Hierarchical City of Naobi, Tager suffered a mortal wound during the mission, and due to being the only survivor, was forced to withdraw. He was revived as an enormous cyborg by Kokonoe, whom he pledged loyalty to afterward. After his revival, he bears a similar resemblance to a demon, which resulted in him dubbed as the "Red Devil of Sector Seven". He is feared by many, but in truth he is very calm and calculated, only engaging in violence when necessary.

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

Drive: Voltic Battler

Tager can magnetize opponents for a small duration by landing these attacks on hit or block. If the opponent is already magnetized and gets hit by a magnetism attack, the duration increases (max 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's opponent is taking damage, the rate changes to 1 point per 2 frames (when they 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,
  • All normal drive moves all gain projectile guardpoints (As well as attribute specific guardpoints depending on the move)
  • Spark Bolt Gauge fills up quicker.
  • All moves that apply magnetism apply the maximum amount on hit or block.


Strengths/Weaknesses

Strengths Weaknesses
  • 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
  • Big hurtbox, 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
BBCF Tager 6A.png
Pose when delaying the move...
BBCS Tager 6A.png
...And release
800 HL 19 7 37 - - 1000 HL 52 7 37 - -
6B
6B
BBCS Tager 6B.png
BBCS Tager 6B 2.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 - - 1200 HA ? Until L+2 18 - -


Drive Moves

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


Universal Mechanics

Forward Throw
Forward Throw
BBCS Tager FThrow.png
Powerbomb
0, 1500 T (140) 7 3 23 - T -
Back Throw
Back Throw
BBCS Tager BThrow.png
Suplex
0, 1500 T (140) 7 3 23 - T -
Air Throw
Air Throw
BBCS Tager AThrow.png
Body slam
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 20 - - 1500 HL 56 4 20 - -
Hammer
Additional Attack
236A after Sledge or Voltic charge guardpoint
BBCS Tager Hammer.png
CRUSH THEIR SKULLS!
1370 H 22 6 30 - - 1370 H 13 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
The great equaliser.
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
BBCS Tager MTW 2.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 34 - - 600, 0, 75*30, 3300 Fast: 10
Slow: 20
3 34 - -


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