BBCF/Iron Tager: Difference between revisions

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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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  |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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|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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*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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*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.



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