BBCF/Iron Tager: Difference between revisions

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Line 82: Line 82:
|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
  |cancel= SOJR |damage=400 |starter= |guard= All
  |cancel= SOJR |damage=400 |guard= All
  |level=2 |attribute= |startup=7 |active=3 |recovery=11 |frameAdv=1 |invul= |blockstun=13
  |startup=7 |active=3 |recovery=11 |frameAdv=+1 |attribute=B
  |description=
  |description=
*Tager's fastest grounded normal
*Tager's fastest grounded normal
Line 101: Line 101:
|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
  |cancel= SOJR |damage=540 |starter= |guard= L
  |cancel= SOJR |damage=540 |guard= L
  |level=3 |attribute= |startup=10 |active=3 |recovery=14 |frameAdv=0 |invul= |blockstun=16
  |startup=10 |active=3 |recovery=14 |frameAdv=0 |attribute=F
  |description=
  |description=
*Standing low
*Standing low
Line 118: Line 118:
|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
  |cancel= SOR |damage=1000 |starter= |guard= HL
  |cancel= SOR |damage=1000  |guard= HL
  |level=4 |attribute= |startup=15 |active=7 |recovery=15 |frameAdv=-3 |invul= |blockstun=18
  |startup=15 |active=7 |recovery=15 |frameAdv=-3 |attribute=B
  |description=
  |description=
*Tager's best P1/P2 combination at 100/92 making it the best opener for DD combos.
*Tager's best P1/P2 combination at 100/92 making it the best opener for DD combos.
Line 135: Line 135:
|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
  |cancel= SOJR |damage=350 |starter= |guard= ALL
  |cancel= SOJR |damage=350 |guard= ALL
  |level=2 |attribute= |startup=8 |active=3 |recovery=10 |frameAdv=1 |invul= |blockstun=13
  |startup=8 |active=3 |recovery=10 |frameAdv=1 |attribute=B
  |description=
  |description=
Like a worse 5A without the jump cancel but a lower profile, 2A sees some use as a ghetto anti air and a mashable button, since it can self cancel up to three times but 5A cannot self cancel at all.
Like a worse 5A without the jump cancel but a lower profile, 2A sees some use as a ghetto anti air and a mashable button, since it can self cancel up to three times but 5A cannot self cancel at all.
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|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
  |cancel= SOR |damage=580 |starter= |guard= L
  |cancel= SOR |damage=580 |guard= L
  |level=3 |attribute= |startup=11 |active=3 |recovery=9 |frameAdv=5 |invul= |blockstun=16
  |startup=11 |active=3 |recovery=9 |frameAdv=+5 |attribute=F
  |description=
  |description=
*After doing 2B > 5B >2B you cannot cancel into 5B again for that string.
*After doing 2B > 5B >2B you cannot cancel into 5B again for that string.
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|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
  |cancel= SOR |damage=1100 |starter= |guard= HL
  |cancel= SOR |damage=1100 |guard= HL
  |level=4 |attribute= |startup=15 |active=2 |recovery=37 |frameAdv=-20 |invul=11-14 H |blockstun=18
  |startup=15 |active=2 |recovery=37 |frameAdv=-20 |attribute=B
  |description=
  |description=
*High risk, high reward anti-air that can lead to some hilarious damage, but will mostly see use in combos, pretty much always following 6A.
*High risk, high reward anti-air that can lead to some hilarious damage, but will mostly see use in combos, pretty much always following 6A.
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|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
  |version=Uncharged |cancel= SOR |damage=800 |starter= |guard= HL
  |version=Uncharged |cancel= SOR |damage=800 |guard= HL
  |level=3 |attribute= |startup=19 |active=7 |recovery=37 |frameAdv=-27 |invul=16-26~58 Guard HBP |blockstun=16
  |startup=19 |active=7 |recovery=37 |frameAdv=-27 |attribute=B
  |description=
  |description=
*Hold button to delay.  
*Hold button to delay.  
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  {{AttackData-BBCF
  {{AttackData-BBCF
  |header=no
  |header=no
  |version=Max Charge |cancel= SOR |damage=1000 |starter= |guard= HL
  |version=Max Charge |damage=1000 |guard= HL |attribute=B
|level=3 |attribute= |startup=52 |active=7 |recovery=37 |frameAdv=-27 |invul=16-26~58 Guard HBP |blockstun=16
|startup=52 |active=7 |recovery=37 |frameAdv=-27
  |description=
  |description=
Charging 6A simply extends the armor frames and attractive time allows you to delay the attack for a bit more damage. Charging fully is generally useless, except if you read that a hit is coming and you want to guard point through it. Charging 6A gives a bit more hitstun to confirm the hit with, but doesn't open up any more combo paths other than a very strict 6[A] CH > 360B which is basically impossible to confirm.
Charging 6A simply extends the armor frames and attractive time allows you to delay the attack for a bit more damage. Charging fully is generally useless, except if you read that a hit is coming and you want to guard point through it. Charging 6A gives a bit more hitstun to confirm the hit with, but doesn't open up any more combo paths other than a very strict 6[A] CH > 360B which is basically impossible to confirm.
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|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
  |cancel= SOR |damage=620 |starter= |guard= HL
  |damage=620 |guard= HL |attribute=B
|level=3 |attribute= |startup=16 |active=2 |recovery=18 |frameAdv=-3 |invul= |blockstun=16
|startup=16 |active=2 |recovery=18 |frameAdv=-3  
  |description=
  |description=
*Stomp attack
*Stomp attack
Line 239: Line 239:
|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
  |cancel= SORJ |damage=1500 |starter= |guard= H
  |damage=1500 |guard= H |attribute=B
|level=4 |attribute= |startup=28 |active=2 |recovery=33 |frameAdv=-18 |invul= |blockstun=18
|startup=28 |active=2 |recovery=33 |frameAdv=-18  
  |description=
  |description=
*Fatal Counter
*Fatal Counter
Line 258: Line 258:
|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
  |cancel= SOR |damage=810 |starter= |guard= L
  |cancel= SOR |damage=810 |guard= L |attribute=F
|level=4 |attribute= |startup=13 |active=3 |recovery=22 |frameAdv=-8 |invul= |blockstun=18
|startup=13 |active=3 |recovery=22 |frameAdv=-8  
  |description=
  |description=
*Massive untech time, allowing Tager to hit his opponent and then lift them unto the air with a whiffed atomic collider to continue the combo.  
*Massive untech time, allowing Tager to hit his opponent and then lift them unto the air with a whiffed atomic collider to continue the combo.  
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|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
  |cancel= SR |damage=400 |starter= |guard= HA
  |damage=400 |guard= HA |attribute=H
|level=2 |attribute= |startup=7 |active=3 |recovery=9 |frameAdv= |invul= |blockstun=13
|startup=7 |active=3 |recovery=9 |frameAdv=  
  |description=
  |description=
*Useful air to air poke, much larger range than other air 5As
*Useful air to air poke, much larger range than other air 5As
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|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
  |cancel= SR |damage=700 |starter= |guard= HA
  |damage=700 |guard= HA |attribute=H
|level=3 |attribute= |startup=10 |active=16 |recovery=20 |frameAdv= |invul= |blockstun=16
|startup=10 |active=16 |recovery=20 |frameAdv=  
  |description=
  |description=
*Can cross-up enemy
*Can cross-up enemy
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|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
  |cancel= SR |damage=1050 |starter= |guard= HA
  |damage=1050 |guard= HA |attribute=H
|level=4 |attribute= |startup=13 |active=5 |recovery=12 |frameAdv= |invul= |blockstun=18
|startup=13 |active=5 |recovery=12 |frameAdv=  
  |description=
  |description=
*Doesn't look like it has as much range as it really does due to the way Tager's body goes horizontal.
*Doesn't look like it has as much range as it really does due to the way Tager's body goes horizontal.
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|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
  |version=Normal|cancel= SR |damage=1200 |starter= |guard= HA
  |version=Normal |damage=1200 |guard= HA |attribute=H
|level=4 |attribute= |startup=18 |active=Until L+2 |recovery=18 |frameAdv= |invul= |blockstun=18
|startup=18 |active=Until L+2 |recovery=18 |frameAdv=  
  |description=
  |description=
}}
}}
  {{AttackData-BBCF
  {{AttackData-BBCF
  |header=no|version=Fast|cancel= SR |damage=1200 |starter= |guard= HA
  |header=no |version=Fast |damage=1200 |guard= HA |attribute=H
|level=4 |attribute= |startup=? |active=Until L+2 |recovery=18 |frameAdv= |invul= |blockstun=18
|startup=? |active=Until L+2 |recovery=18 |frameAdv=  
  |description=
  |description=
*Fatal Counter
*Fatal Counter
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|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
  |cancel= SOR |damage=1100 |starter= |guard= All
  |damage=1100 |guard= All |attribute=B
|level=5 |attribute= B |startup=23 |active=7 |recovery=20 |frameAdv=-6 |invul=OD: 15-26 Guard BP |blockstun=20
|startup=23 |active=7 |recovery=20 |frameAdv=-6
  |description=
  |description=
*A big poke used to get magnetism in neutral. Causes the enemy to be magnetised for 300F (960F during OD) and also attracts magnetised opponents during startup and active frames. Special cancellable on hit or block, not jump cancelable.
*A big poke used to get magnetism in neutral. Causes the enemy to be magnetised for 300F (960F during OD) and also attracts magnetised opponents during startup and active frames. Special cancellable on hit or block, not jump cancelable.
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|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
  |cancel= R |damage=1200 |starter= |guard= All
  |damage=1200 |guard= All |attribute=F
|level=5 |attribute= |startup=26 |active=10 |recovery=18 |frameAdv=+1 |invul=OD: 12-35 Guard FP |blockstun=
|startup=26 |active=10 |recovery=18 |frameAdv=+1  
|hitbox=tager/2D
  |description=
  |description=
* Magnetises for 300F (960F during OD) and is also attractive on magnetised opponents, effectively extends the range of this already long ranged move.
* Magnetises for 300F (960F during OD) and is also attractive on magnetised opponents, effectively extends the range of this already long ranged move.
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|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
  |cancel= R |damage=800 |starter= |guard= ALL
  |damage=800 |guard= ALL |attribute=B
|level=3 |attribute= |startup=13 |active=4 |recovery=14 |frameAdv=-1 |invul=OD: 5-12 Guard BP |blockstun=16
|startup=13 |active=4 |recovery=14 |frameAdv=-1  
  |description=
  |description=
* Magnetises for 180F (960F during OD) and is attractive on magnetised opponents, but not greatly due to the rapid startup.
* Magnetises for 180F (960F during OD) and is attractive on magnetised opponents, but not greatly due to the rapid startup.
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|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
  |cancel= SOR |damage=1120 |starter= |guard= HA
  |damage=1120 |guard= HA |attribute=H
|level=5 |attribute= |startup=23 |active=4 |recovery=28+7L |frameAdv= |invul=OD: 6-26 Guard HP |blockstun=20
|startup=23 |active=4 |recovery=28+7L |frameAdv=  
  |description=
  |description=
*A slow move with huge untechable time. Causes opponent to be magnetized.
*A slow move with huge untechable time. Causes opponent to be magnetized.
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|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
  |damage=0, 1500 |cancel=--, SOR |starter=S |guard=T (140)
  |damage=0, 1500 |guard=T (140) |attribute=T
|level=0, 4 |attribute=T |startup=7 |active=3 |recovery=23 |frameAdv= |invul= |hitbox=tager/groundThrow
|startup=7 |active=3 |recovery=23 |frameAdv= |invul=  
  |description=
  |description=
*Leads to higher damage, heat gain and is much safer on whiff than 360A, but has no startup invulnerability or magnetic attraction. Your best choice as punish tool if you haven't got much advantage to work with.
*Leads to higher damage, heat gain and is much safer on whiff than 360A, but has no startup invulnerability or magnetic attraction. Your best choice as punish tool if you haven't got much advantage to work with.
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|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
  |damage=0, 1500 |cancel=--, OR |starter=S |guard=T (140)
  |damage=0, 1500 |guard=T (140) |attribute=T
|level=0, 4 |attribute=T |startup=7 |active=3 |recovery=23 |frameAdv= |invul= |hitbox=Tager/groundThrow
|startup=7 |active=3 |recovery=23 |frameAdv=  
  |description=
  |description=
*Similar to forward throw and with the same comparisons to 360A, however is not special cancellable. Your opponent isn't bounced away very far however, allowing you to follow up with 5B or, more ideally, a low sliding 6A > 6C.
*Similar to forward throw and with the same comparisons to 360A, however is not special cancellable. Your opponent isn't bounced away very far however, allowing you to follow up with 5B or, more ideally, a low sliding 6A > 6C.
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|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
  |damage=0, 1500 |cancel=--, R |starter=S |guard=T (160)
  |damage=0, 1500 |guard=T (160) |attribute=T
|level=0, 3 |attribute=T |startup=7 |active=3 |recovery=23+3L |frameAdv= |invul= |hitbox=tager/airThrow
|startup=7 |active=3 |recovery=23+3L |frameAdv=  
  |description=
  |description=
*Cancellable from j.A in a way that Air Driver is not. So usable in Throw Reject Miss setups.
*Cancellable from j.A in a way that Air Driver is not. So usable in Throw Reject Miss setups.
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|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
  |damage=0 |starter= |guard= ALL
  |damage=0 |guard= ALL |attribute=B
|level=4 |attribute= |startup=16 |active=2 |recovery=31 |frameAdv=-14 |invul=1-20 All |blockstun=18
|startup=16 |active=2 |recovery=31 |frameAdv=-14
  |description=
  |description=
*Sometimes the only way to end the endless pressure games you often face, particularly from low air dashes. Use it to disrupt the flow of your opponent and get back to neutral, where you often have the advantage.
*Sometimes the only way to end the endless pressure games you often face, particularly from low air dashes. Use it to disrupt the flow of your opponent and get back to neutral, where you often have the advantage.
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|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
  |version=Uncharged |cancel= |damage=1000 |starter= |guard= B
  |version=Uncharged |damage=1000 |guard= B |attribute=B
  |level= |attribute= |startup=20 |active=1 |recovery=25 |frameAdv=0 |invul= |blockstun=24
  |startup=20 |active=1 |recovery=25 |frameAdv=0  
}}
}}
  {{AttackData-BBCF
  {{AttackData-BBCF
  |header=no
  |header=no
  |version=Charged |cancel= |damage=1000 |starter= |guard= B
  |version=Charged |damage=1000 |guard= B |attribute=B
  |level= |attribute= |startup=30~61 |active=1 |recovery=25 |frameAdv=0 |invul= |blockstun=24
  |startup=30~61 |active=1 |recovery=25 |frameAdv=0  
  |description=
  |description=
*Gives a small floorbounce followed by a hard knockdown, essentally giving it a long knockdown time.
*Gives a small floorbounce followed by a hard knockdown, essentally giving it a long knockdown time.
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|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
  |cancel= None |damage=0, 2500 |starter= |guard= U
  |damage=0, 2500 |guard=T |attribute=T
  |level=4 |attribute= T |startup=6 |active=1-10 |recovery=29 |frameAdv= |invul=3-6 All |blockstun=
|startup=6 |active=1-10 |recovery=29 |frameAdv=  
  |description=
  |description=
*High damage command grab
*High damage command grab
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|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
  |cancel= None |damage=0, 1200 |starter= |guard= U
  |cancel= None |damage=0, 1200 |guard=T |attribute=T
  |level= |attribute= |startup=30 |active=4 |recovery=30 |frameAdv= |invul=6-30 All |blockstun=
  |startup=30 |active=4 |recovery=30 |frameAdv=
  |description=
|description=
*Punish throw / risky reversal
*Punish throw / risky reversal
*Attractive to magnetised opponents during startup.
*Attractive to magnetised opponents during startup.
Line 590: Line 589:
|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
  |cancel= None |damage=0, 1400 |starter= |guard=
  |cancel= None |damage=0, 1400 |guard= |attribute=T
|level=4 |attribute= T |startup= |active= |recovery= |frameAdv= |invul= |blockstun=
|startup= |active= |recovery= |frameAdv=  
  |description=
  |description=
*Burst-proof followup to Wedge Captapault
*Burst-proof followup to Wedge Captapault
Line 612: Line 611:
|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
  |cancel= None |damage=2700 |starter= |guard= U
  |damage=2700 |guard= T |attribute=T
|level=4 |attribute= T |startup=6 |active=1-11 |recovery=Until L+12 |frameAdv= |invul= |blockstun=
|startup=6 |active=1-11 |recovery=Until L+12 |frameAdv=  
  |description=
  |description=
*Hold button to extend active frames
*Hold button to extend active frames
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|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
  |cancel= R (second hit only) |damage=0, 1350 |starter= |guard= U
  |damage=0, 1350 |guard=U |attribute=T
|level=4 |attribute= T |startup=17 |active=5-?? |recovery=19 |frameAdv= |invul=4-15 H |blockstun=
|startup=17 |active=5-?? |recovery=19 |frameAdv=  
  |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.
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|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
  |cancel= R |damage=1200 |starter= |guard= HL
  |damage=1200 |guard= HL |attribute=B
|level=3 |attribute= |startup=20 |active=3 |recovery=18 |frameAdv=-4 |invul=1-23 Guard P |blockstun=
|startup=20 |active=3 |recovery=18 |frameAdv=-4  
  |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.
Line 677: Line 676:
|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
  |version=Uncharged |cancel= R |damage=1300 |starter= |guard= HL
  |version=Uncharged |damage=1300 |guard= HL |attribute=B
|level=3 |attribute= |startup=35 |active=4 |recovery=20 |frameAdv=-7 |invul=1-39 P Guard P<br/>11-29 Guard HBP |blockstun=
|startup=35 |active=4 |recovery=20 |frameAdv=-7
  }}
  }}
  {{AttackData-BBCF
  {{AttackData-BBCF
  |header=no
  |header=no
  |version=Max Charge |cancel= R |damage=1500 |starter= |guard= HL
  |version=Max Charge |damage=1500 |guard= HL |attribute=B
|level=3 |attribute= |startup=56 |active=4 |recovery=20 |frameAdv=-7 |invul=1-60 P Guard P<br/>11-50 Guard HBP |blockstun=
|startup=56 |active=4 |recovery=20 |frameAdv=-7
  |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 Crumple stun on grounded hit. On Counterhit gives a crumple stun similar to 5D's standing counterhit, allowing all manner of followups.
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|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
  |version=Sledge|cancel= R |damage=1370 |starter= |guard= H
  |version=Sledge |damage=1370 |guard= H |attribute=B
|level=4 |attribute= |startup=22 |active=6 |recovery=30 |frameAdv=-17 |invul=1-21 Guard HBP |blockstun=
|startup=22 |active=6 |recovery=30 |frameAdv=-17  
}}
}}
  {{AttackData-BBCF
  {{AttackData-BBCF
  |header=no
  |header=no
  |version=Voltic|cancel= R |damage=1370 |starter= |guard= H
  |version=Voltic |damage=1370 |guard= H |attribute=B
|level=4 |attribute= |startup=13 |active=6 |recovery=30 |frameAdv=-17 |invul=1-12 Guard HBP |blockstun=
|startup=13 |active=6 |recovery=30 |frameAdv=-17  
  |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.
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|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
  |cancel= R (Second hit only) |damage=100 |starter= |guard= U
  |cancel= R (Second hit only) |damage=100 |guard= U |attribute=
|level=0 |attribute= T |startup=7 |active=8-47 |recovery=16 |frameAdv=+10 on hit |invul= |blockstun=
|startup=7 |active=8-47 |recovery=16 |frameAdv=+10 on hit  
  |description=
  |description=
*Tager picks up the opponent from the floor, magnetises them (360F, 960F during OD) and drops them back down, now further then previous versions. Used for okizeme, combos and timeouts.
*Tager picks up the opponent from the floor, magnetises them (360F, 960F during OD) and drops them back down, now further then previous versions. Used for okizeme, combos and timeouts.
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|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
  |cancel= None |damage= N/A |starter= |guard= N/A
  |damage= |guard= |attribute=
  |level= N/A |attribute= N/A |startup= |active= |recovery=39-113 |frameAdv= |invul=6-21~95 Guard HBP |blockstun=
  |startup= |active= |recovery=39-113 |frameAdv=  
  |description=
  |description=
*Used during long distance standoffs to charge up your spark bolt. Can be held to extend duration. Spark bolt gain is only added after the guard point ends and is lost if you get successfully attacked.
*Used during long distance standoffs to charge up your spark bolt. Can be held to extend duration. Spark bolt gain is only added after the guard point ends and is lost if you get successfully attacked.
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|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
  |cancel= R |damage=1500 |starter= |guard= All
  |damage=1500 |guard= All  |attribute=P2*
  |level=4 |attribute= P |startup=12 |active=Until Offscreen |recovery=Total 47 |frameAdv=-1 |invul= |blockstun=34+0
|startup=12 |active=Until Offscreen |recovery=Total 47 |frameAdv=-1  
  |description=
  |description=
*Magnetises for 420F (960F during OD). Does not attract magnetised opponents, unlike other drive moves.
*Magnetises for 420F (960F during OD). Does not attract magnetised opponents, unlike other drive moves.
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|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
  |cancel= R |damage=800, 1500 |starter= |guard= HA
  |damage=800, 1500 |guard= HA |attribute=H
|level=4 |attribute= H |startup=15 |active=3 |recovery=13+3L |frameAdv= |invul= |blockstun=
|startup=15 |active=3 |recovery=13+3L |frameAdv=  
  |description=
  |description=
*Two stage attack, if the initial arm sweep hits, his opponent is hit straight down with a hard knockdown and Tager immediately follows up with a bellyflop on the stricken opponent.  
*Two stage attack, if the initial arm sweep hits, his opponent is hit straight down with a hard knockdown and Tager immediately follows up with a bellyflop on the stricken opponent.  
Line 832: Line 831:
|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
  |version=Normal |cancel= R |damage=220*19, 1800 |starter= |guard= All, HA
  |version=Normal |damage=220*19, 1800 |guard= All, HA |attribute=B
|level=4 |attribute= HBF |startup=7+12 |active=4,2*18 (15) 3 |recovery=72 |frameAdv=-56 |invul=1-58 Guard All |blockstun=
|startup=7+12 |active=4,2*18 (15) 3 |recovery=72 |frameAdv=-56  
  |description=
  |description=
}}
}}
  {{AttackData-BBCF
  {{AttackData-BBCF
  |header=no
  |header=no
  |version=Overdrive |cancel= R |damage=180*31, 1800 |starter= |guard= All, HA
  |version=Overdrive |damage=180*31, 1800 |guard= All, HA |attribute=B
|level=4 |attribute= HBF |startup=7+12 |active=4,2*30 (15) 3 |recovery=72 |frameAdv=-56 |invul=1-82 Guard All |blockstun=
|startup=7+12 |active=4,2*30 (15) 3 |recovery=72 |frameAdv=-56  
  |description=
  |description=
*15% Minimum damage
*15% Minimum damage
Line 862: Line 861:
|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
  |version=Normal |cancel= - |damage=3600 |starter= |guard= All
  |version=Normal |damage=3600 |guard= All |attribute=B
|level=4 |attribute= B |startup=9+46 |active=9 |recovery=35 |frameAdv=-25 |invul=1-13 All |blockstun=
|startup=9+46 |active=9 |recovery=35 |frameAdv=-25  
}}
}}
  {{AttackData-BBCF
  {{AttackData-BBCF
  |header=no
  |header=no
  |version=Overdrive |cancel= - |damage=4200 |starter= |guard= All
  |version=Overdrive |damage=4200 |guard= All |attribute=B
|level=4 |attribute= B |startup=9+46 |active=9 |recovery=35 |frameAdv=-25 |invul=1-13 All |blockstun=
|startup=9+46 |active=9 |recovery=35 |frameAdv=-25  
  |description=
  |description=
*Followup to Magna Tech Wheel to add even more damage.
*Followup to Magna Tech Wheel to add even more damage.
Line 891: Line 890:
|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
  |version=Normal |cancel= |damage=4620 |starter= |guard= U
  |version=Normal |damage=4620 |guard=T |attribute=T
|level= |attribute= T |startup=5+0 |active=2-?? |recovery=41 |frameAdv= |invul=1-6 All |blockstun=
|startup=5+0 |active=2-?? |recovery=41 |frameAdv=  
  |description=
  |description=
}}
}}
  {{AttackData-BBCF
  {{AttackData-BBCF
  |header=no
  |header=no
  |version=Overdrive |cancel= |damage=5220 |starter= |guard= U
  |version=Overdrive |cancel= |damage=5220 |guard=T |attribute=T
|level= |attribute= T |startup=5+0 |active=2-?? |recovery=41 |frameAdv= |invul=1-6 All |blockstun=
|startup=5+0 |active=2-?? |recovery=41 |frameAdv=  
  |description=
  |description=
*A true reversal command throw with absurd range (especially with magnetism).
*A true reversal command throw with absurd range (especially with magnetism).
Line 924: Line 923:
|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
  |version=Normal |cancel= |damage= 600, 0, 70*21, 1150|starter= |guard= All
  |version=Normal |cancel= |damage= 600, 0, 70*21, 1150|guard= All |attribute=B
|level= |attribute= |startup=Fast: 10<br/>Slow: 20 |active=3 |recovery=34 |frameAdv=-10 |invul=Fast: 1-12 All<br/>Slow: 1-22 All |blockstun=26
|startup=Fast: 10<br/>Slow: 20 |active=3 |recovery=34 |frameAdv=-10  
}}
}}
  {{AttackData-BBCF
  {{AttackData-BBCF
  |header=no
  |header=no
  |version=Active Flow |cancel= |damage= 600, 0, 75*30, 3300|starter= |guard=
  |version=Active Flow |cancel= |damage= 600, 0, 75*30, 3300 |guard= |attribute=B
  |level= |attribute= |startup=Fast: 10<br/>Slow: 20 |active=3 |recovery=34 |frameAdv=-10 |invul=Fast: 1-12 All<br/>Slow: 1-22 All |blockstun=26
  |startup=Fast: 10<br/>Slow: 20 |active=3 |recovery=34  
  |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.
Line 953: Line 952:
|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
  |damage=DESTROY |cancel= |starter= |guard=UNB
  |damage=DESTROY |guard=UNB |attribute=T
|level=5 |attribute=T |startup=5+16 |active=4 |recovery=76 |frameAdv= |invul=1-9 Inv |hitbox=--
|startup=5+16 |active=4 |recovery=76 |frameAdv=  
  |description=
  |description=
*Cannot be cancelled into from anything.
*Cannot be cancelled into from anything.

Revision as of 00:28, 1 December 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 - B -
5B
5B
BBCS Tager 5B.png
Now with color. And jump cancel.
540 L 10 3 14 - F -
5C
5C
BBCS Tager 5C.png
Chops! Very good starter as well.
1000 HL 15 7 15 - B -
2A
2A
BBCS Tager 2A.png
Kind of an anti air.
350 ALL 8 3 10 - B -
2B
2B
BBCS Tager 2B.png
The monkey kick that's surprisingly fast and safe.
580 L 11 3 9 - F -
2C
2C
BBCS Tager 2C.png
Most manly launcher
1100 HL 15 2 37 - B -
6A
6A
BBCF Tager 6A.png
Pose when delaying the move...
BBCS Tager 6A.png
...And release
800 HL 19 7 37 - B - 1000 HL 52 7 37 - B -
6B
6B
BBCS Tager 6B.png
BBCS Tager 6B 2.png
No longer an overhead, but faster and safer
620 HL 16 2 18 - B -
6C
6C
BBCS Tager 6C.png
Slow long range overhead. SMASH!!!
1500 H 28 2 33 - B -
3C
3C
BBCS Tager 3C.png
I'mma trip you, and then I'mma make you fly!
810 L 13 3 22 - F -
j.A
j.A
BBCS Tager jA.png
The best move nobody uses.
400 HA 7 3 9 - H -
j.B
j.B
BBCS Tager jB.png
#TheClassic
700 HA 10 16 20 - H -
j.C
j.C
BBCS Tager jC.png
The indiscriminate headbutt. Good for closing in on the opponent.
1050 HA 13 5 12 - H -
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 - H - 1200 HA ? Until L+2 18 - H -


Drive Moves

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


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 - B -
Crush Trigger
Crush Trigger
BBCP Tager CrushTrigger.png
1000 B 20 1 25 - B - 1000 B 30~61 1 25 - B -


Specials

Gigantic Tager Driver
Gigantic Tager Driver
360A
BBCS Tager Buster.png
Make your opponent feels stupid for getting grabbed by this.
0, 2500 T 6 1-10 29 - T -
Wedge Catapult
Wedge Catapult
360B Grab 'em and dab 'em
0, 1200 T 30 4 30 - T -
Impact Driver
Impact Driver
360B After wedge catapault
BBCF Tager ImpactDriver.png
Basically turns the move into 360A
0, 1400 - T -
Air Gigantic Tager Driver
Air Driver
360C How does he jump up after them when this move hits?
2700 T 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 -
B Sledge
B Sledgehammer
236B
BBCS Tager Sledge.png
Good at closing the distance against zoners...sometimes
1300 HL 35 4 20 - B - 1500 HL 56 4 20 - B -
Hammer
Additional Attack
236A after Sledge or Voltic charge guardpoint
BBCS Tager Hammer.png
CRUSH THEIR SKULLS!
1370 H 22 6 30 - B - 1370 H 13 6 30 - B -
Gadget Finger
Gadget Finger
22D on downed opponent
BBCS Tager Finger.png
Get Fingered.
100 U 7 8-47 16 - -
Voltec Charge
Voltec Charge
214D
BBCS Tager Charge.png
Guard point the world then hammer their skulls afterward
39-113 - -
Spark Bolt
Spark Bolt
41236D / 623D
BBCP Tager SparkBolt.png
The great equaliser.
1500 All 12 Until Offscreen Total 47 - P2* -
Crimson Punisher
Crimson Punisher
63214A
BBCP Tager GrandPunish.png
Whoa! Air combo oki ender :O
800, 1500 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 - B - 180*31, 1800 All, HA 7+12 4,2*30 (15) 3 72 - B -
Terra Break
Terra Break
MTW -> 236236B
BBCS Tager TerraBreak.png
3600 All 9+46 9 35 - B - 4200 All 9+46 9 35 - B -
Genesic Emerald Tager Buster
Genesic Emerald Tager Buster
720C
BBCS Tager GETB.png
BBCS Tager GETB2.png
4620 T 5+0 2-?? 41 - T - 5220 T 5+0 2-?? 41 - T -


Exceed Accel

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


Astral Heat

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

External References