BBCF/Iron Tager: Difference between revisions

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===Drive: Voltic Battler===
===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.<br/>
Tager can magnetize opponents for a small duration by landing these attacks on hit or block. If the opponent is already magnetized and gets hit by a magnetism attack, the duration increases (max 1000F). 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 in hitstun, the rate halves to 1 point per 2 frames (when they perform a tech, the rate goes back to normal). Magnetism duration does not decrease during superflash or hitstop.<br/>
<br/>
<br/>
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.<br/>
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 1000 points. When the gauge is full, Tager can use the Spark Bolt attack.<br/>
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<br/>
While grounded, the pull effect is fairly controllable and has a fairly low maximum speed it can pull in at (About walking pace) and the effect ends very shortly after the move pulling your opponent stops doing so. However in the air the velocity added can stack up to a very high value and in any direction, only resetting once they touch the ground. This can lead to some strange results, such as opponents being flung, airdashing to cancel their momentum slightly and then going back to their fling velocity once the airdash ends. It can also mess up air moves and spacing.<br/>
<br/>
In all cases, players performing distortion drives are completely unaffected by magnetism.
===Overdrive: Voltic Field===
===Overdrive: Voltic Field===
*Magnetized opponents are constantly pulled towards Tager,  
*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)  
*All normal drive moves all gain projectile guardpoints (As well as attribute specific guardpoints depending on the move)  
*Spark Bolt Gauge fills up quicker.
*Spark Bolt Gauge fills up four times as fast
*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.
Unlike most other overdrives, Tager's focuses more on taking advantage during neutral, with much stronger methods of applying and keeping magnetism. This isn't to say that it doesn't boost his combo damage, but this is limited to just what the overdrive cancel allows and greatly enhanced distortion drives, rather than boosted normals.
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<br/>
===Strengths/Weaknesses===
===Strengths/Weaknesses===
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* Possesses the fastest projectile in the game
* Possesses the fastest projectile in the game
| style="width: 50%;"|
| 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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{{MoveData
{{MoveData
|name=5A
|name=5A
|image=BBCS_Tager_5A.png
|image=BBCS_Tager_5A.png |caption=The jab of science.
|caption=The jab of science.
|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
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{{MoveData
{{MoveData
|name=5B
|name=5B
|image=BBCS_Tager_5B.png
|image=BBCS_Tager_5B.png |caption=Now with color. And jump cancel.
|caption=Now with color. And jump cancel.
|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
  |cancel= SOJR |damage=540 |starter= |guard= L
  |cancel= SOJR |damage=540 |guard=Low
  |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
*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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{{MoveData
{{MoveData
|name=5C
|name=5C
|image=BBCS_Tager_5C.png
|image=BBCS_Tager_5C.png |caption=Chops! Very good starter as well.
|caption=Chops! Very good starter as well.
|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
  |cancel= SOR |damage=1000 |starter= |guard= HL
  |cancel= SOR |damage=1000  |guard=Mid
  |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.
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{{MoveData
{{MoveData
|name=2A
|name=2A
|image=BBCS_Tager_2A.png
|image=BBCS_Tager_2A.png |caption=Kind of an anti air.
|caption=Kind of an anti air.
|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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{{MoveData
{{MoveData
|name=2B
|name=2B
|image=BBCS_Tager_2B.png
|image=BBCS_Tager_2B.png |caption=The monkey kick that's surprisingly fast and safe.
|caption=The monkey kick that's surprisingly fast and safe.
|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
  |cancel= SOR |damage=580 |starter= |guard= L
  |cancel= SOR |damage=580 |guard=Low
  |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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{{MoveData
{{MoveData
|name=2C
|name=2C
|image=BBCS_Tager_2C.png
|image=BBCS_Tager_2C.png |caption=Most manly launcher
|caption=Most manly launcher
|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
  |cancel= SOR |damage=1100 |starter= |guard= HL
  |cancel= SOR |damage=1100 |guard=Mid
  |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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|name=6A
|name=6A
|image=BBCF_Tager_6A.png
|image=BBCF_Tager_6A.png
|image2=BBCS_Tager_6A.png
|image2=BBCS_Tager_6A.png |caption=Pose when delaying the move... |caption2=...And release
|caption=Pose when delaying the move...
|caption2=...And release
|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
  |version=Uncharged |cancel= SOR |damage=800 |starter= |guard= HL
  |version=Uncharged |cancel= SOR |damage=800 |guard=Mid
  |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=Mid |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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|name=6B
|name=6B
|image=BBCS_Tager_6B.png
|image=BBCS_Tager_6B.png
|image2=BBCS_Tager_6B_2.png
|image2=BBCS_Tager_6B_2.png |caption2=No longer an overhead, but faster and safer
|caption2=No longer an overhead, but faster and safer
|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
  |cancel= SOR |damage=620 |starter= |guard= HL
  |damage=620 |guard=Mid |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
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{{MoveData
{{MoveData
|name=6C
|name=6C
|image=BBCS_Tager_6C.png
|image=BBCS_Tager_6C.png |caption=Slow long range overhead. SMASH!!!
|caption=Slow long range overhead. SMASH!!!
|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
  |cancel= SORJ |damage=1500 |starter= |guard= H
  |damage=1500 |guard=High |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
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*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.  
*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 the first time it's 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 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.
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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{{MoveData
{{MoveData
|name=3C
|name=3C
|image=BBCS_Tager_3C.png
|image=BBCS_Tager_3C.png |caption=I'mma trip you, and then I'mma make you fly!
|caption=I'mma trip you, and then I'mma make you fly!
|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
  |cancel= SOR |damage=810 |starter= |guard= L
  |cancel= SOR |damage=810 |guard=Low |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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{{MoveData
{{MoveData
|name=j.A
|name=j.A
|image=BBCS_Tager_jA.png
|image=BBCS_Tager_jA.png |caption=The best move nobody uses.
|caption=The best move nobody uses.
|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
  |cancel= SR |damage=400 |starter= |guard= HA
  |damage=400 |guard=High/Air |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
*Combo filler needed when using 5A's jump cancel to make a combo.
*Combo filler needed when using 5A's jump cancel to make a combo.
A fantastic but often overlooked move, used to win air to air battles, particularly ones your opponent didn't expect when trying to jump-in towards you.


}}
}}
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{{MoveData
{{MoveData
|name=j.B
|name=j.B
|image=BBCS_Tager_jB.png
|image=BBCS_Tager_jB.png |caption=#TheClassic
|caption=#TheClassic
|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
  |cancel= SR |damage=700 |starter= |guard= HA
  |damage=700 |guard=High/Air |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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{{MoveData
{{MoveData
|name=j.C
|name=j.C
|image=BBCS_Tager_jC.png
|image=BBCS_Tager_jC.png |caption=The indiscriminate headbutt. Good for closing in on the opponent.
|caption=The indiscriminate headbutt. Good for closing in on the opponent.
|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
  |cancel= SR |damage=1050 |starter= |guard= HA
  |damage=1050 |guard=High/Air |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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*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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{{MoveData
{{MoveData
|name=j.2C
|name=j.2C
|image=BBCS_Tager_j2C.png
|image=BBCS_Tager_j2C.png |caption=The cries of anguish you will hear when this hits.
|caption=The cries of anguish you will hear when this hits.
|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
  |cancel= SR |damage=1200 |starter= |guard= HA
  |version=Normal |damage=1200 |guard=High/Air |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=
}}
{{AttackData-BBCF
|header=no |version=Fast |damage=1200 |guard=High/Air |attribute=H
|startup=? |active=Until L+2 |recovery=18 |frameAdv=
  |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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{{MoveData
{{MoveData
|name=5D
|name=5D
|image=BBCS_Tager_5D.png
|image=BBCS_Tager_5D.png |caption=The punch of science.
|caption=The punch of science.
|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 (1000F during OD) and also attracts magnetised opponents during startup and active frames.  
*His only grounded drive that is special cancellable.
*Hitbox encompasses Tager's entire arm and an area larger than his already large fist would suggest.
*Hitbox encompasses Tager's entire arm and an area larger than his already large fist would suggest.
*On grounded counterhit, opponent is staggered for quite some time. If they're not at max range, it's possible to link into Wedge Catapault for a massive damage combo.
*On grounded counterhit, opponent is staggered for quite some time. If they're not at max range, it's possible to link into Wedge Catapault for a massive damage combo.
*On air counterhit, opponent is blown away and floorslides. Followups are only possible with spark bolt, unless you're near the corner, where you can use B sledge. Hitting your opponent into the corner while they're very high up with 5D allows 6C to be used as well.
*On air hit, opponent is blown away and floorslides. Followups are only possible with spark bolt, unless you're near the corner, where you can use B sledge. Hitting your opponent into the corner while they're very high up with 5D allows 6C to be used as well.
*Gains Body and Projectile guard point during overdrive.
*Gains Body and Projectile guard point during overdrive.
*Technically unsafe on instant block, but the pushback will always take them out of range of fast jabs.


Tager's 5D is one of his more important tools. It is an all around useful normal, which can be used in combos, a long range big poke, counter hit fishing (trying to force a counter hit), sometimes also for frame traps and as a situational anti-air. However, overusing 5D too much will lead to painful CH combos against Tager because of its slow speed, so use but don't abuse. If used as a combo ender, it's worth cancelling into voltic charge to get a free boost to your spark bolt meter.
Tager's 5D is one of his more important tools. It is an all around useful normal, which can be used in combos, a long range big poke, counter hit fishing (trying to force a counter hit), sometimes also for frame traps and as a situational anti-air. However, overusing 5D too much will lead to painful CH combos against Tager because of its slow speed, so use but don't abuse. If used as a combo ender or on a random hit you cannot follow up, it's worth cancelling into voltic charge to get a free boost to your spark bolt meter.




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{{MoveData
{{MoveData
|name=2D
|name=2D
|image=BBCS_Tager_2D.png
|image=BBCS_Tager_2D.png |caption=Be careful of using this move. Whiffing this move can result in unwanted situations.
|caption=Be careful of using this move. Whiffing this move can result in unwanted situations.
|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 (1000F during OD) and is also attractive on magnetised opponents, effectively extends the range of this already long ranged move.
* Fatal Counter, followup with 3C > 623C (whiff) or 5C > 6A to start the combo.
* Fatal Counter, followup with 3C > 623C (whiff) or 5C > 6A to start the combo.
* 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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{{MoveData
{{MoveData
|name=4D
|name=4D
|image=BBCS_Tager_4D.png
|image=BBCS_Tager_4D.png |caption=Nice blockstring ender because of its speed and frame advantage.
|caption=Nice blockstring ender because of its speed and frame advantage.
|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 (1000F during OD) and is attractive on magnetised opponents, but not greatly due to the rapid startup.
* Low risk, Low reward defensive move. Fast startup, big hitbox and safe even on instant block, but can be low profiled.
* Low risk, Low reward defensive move. Fast startup, big hitbox and safe even on instant block, but can be low profiled.
* Applies a shorter magnetism than all other drive moves.
* Applies a shorter magnetism than all other drive moves.
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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. Very effective tick throw setup, but don't get too predictable else they'll jump in response to blocking or being hit with it.
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, but that leads to its own mixup.
}}
}}
}}
}}
Line 407: Line 406:
{{MoveData
{{MoveData
|name=j.D
|name=j.D
|image=BBCS_Tager_jD.png
|image=BBCS_Tager_jD.png |caption=Hot damn that clap hurts.
|caption=Hot damn that clap hurts.
|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
  |cancel= SOR |damage=1120 |starter= |guard= HA
  |damage=1120 |guard=High/Air |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.
*Magnetises for 300F (960F during OD) and is attractive on magnetised opponents, can easily stuff up air spacing.
*Magnetises for 300F (1000F during OD) and is attractive on magnetised opponents, can easily stuff up air spacing.
*Often used in Fatal Counter combos, or after 6C for combos.
*Often used in Fatal Counter combos, or after 6C for combos.
*Does not combo after Tager's other air moves without a counterhit, with the exception of j.C on fatal counter combos.
*Does not combo after Tager's other air moves without a counterhit, with the exception of j.C on fatal counter combos.
Line 431: Line 429:
{{MoveData
{{MoveData
|name=Forward Throw
|name=Forward Throw
|image=BBCS_Tager_FThrow.png
|image=BBCS_Tager_FThrow.png |caption=Powerbomb
|caption=Yes, Tager actually does have normal throws.
|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
  |damage=0, 1500 |cancel=--, SOR |starter=S |guard=T (140)
  |damage=0, 1500 |guard=Throw(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.
Line 448: Line 445:
{{MoveData
{{MoveData
|name=Back Throw
|name=Back Throw
|image=BBCS_Tager_BThrow.png
|image=BBCS_Tager_BThrow.png |caption=Suplex
|caption=Recovery on his normal throws is scarily fast.
|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
  |damage=0, 1500 |cancel=--, OR |starter=S |guard=T (140)
  |damage=0, 1500 |guard=Throw(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.
Line 464: Line 460:
{{MoveData
{{MoveData
|name=Air Throw
|name=Air Throw
|image=BBCS_Tager_AThrow.png
|image=BBCS_Tager_AThrow.png |caption=Body slam
|caption=This probably won't ever happen.
|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
  |damage=0, 1500 |cancel=--, R |starter=S |guard=T (160)
  |damage=0, 1500 |guard=Throw(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.
*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.
  }}
  }}
}}
}}
Line 481: Line 478:
{{MoveData
{{MoveData
|name=Counter Assault
|name=Counter Assault
|image=BBCS_Tager_6B.png
|image=BBCS_Tager_6B.png |caption=Turn the tables
|caption=Turn the tables
|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.
Line 495: Line 491:
{{MoveData
{{MoveData
|name=Crush Trigger
|name=Crush Trigger
|image=BBCP_Tager_CrushTrigger.png
|image=BBCP_Tager_CrushTrigger.png |caption=
|caption=
|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
  |version=Uncharged |cancel= |damage=1000 |starter= |guard= B
  |version=Uncharged |damage=1000 |guard=Barrier |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=Barrier |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.
*Useful in some combos, can be followed up with 6B.
*Useful in some combos, can be followed up with 6B.
*Not the most useful move for Tager since has much better ways of dealing with people who guard too much can cost no Meter
*Not the most useful move for Tager since has much better ways of dealing with people who guard too much that cost no Meter
*Basic CT combo route is 5c 6a 6bb CT, can follow with 5b 5c spark bolt for good damage
*Basic CT combo route is 5c 6a 6bb CT, can follow with 5b 5c spark bolt for good damage
  }}
  }}
Line 520: Line 515:
|name=Gigantic Tager Driver  
|name=Gigantic Tager Driver  
|input=360A
|input=360A
|image=BBCS_Tager_Buster.png
|image=BBCS_Tager_Buster.png |caption=Make your opponent feels stupid for getting grabbed by this.
|caption=Make your opponent feels stupid for getting grabbed by this.
|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
Line 546: Line 540:
|input=360B
|input=360B
|image=BBCF_Tager_WedgeCatapult1.png
|image=BBCF_Tager_WedgeCatapult1.png
|image2=BBCF_Tager_WedgeCatapult2.png
|image2=BBCF_Tager_WedgeCatapult2.png |caption= Grab 'em and dab 'em
|caption= Grab 'em and dab 'em
|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
*Comand throw, catches grounded opponents only
*Attractive to magnetised opponents during startup.
*Attractive to magnetised opponents during startup.
*Long startup but generous invulnerability between frames 6-24.
*Long startup but generous invulnerability between frames 6-30.
*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.
Line 564: Line 557:
*Tager is immune to external push forces during this move (Such as Wind or another Tager's magnetism)
*Tager is immune to external push forces during this move (Such as Wind or another Tager's magnetism)


Wedge Catapult is Tager's new command throw in CF, replacing the B version Tager Driver. It sees most usage as a tool for calling out moves and even an anti-jump in due to the generous invulnerability window between frames 6-30. However it has a slow, 30 frame startup, and 30 frames of recovery, meaning that abusing it or whiffing it will lead to eating a painful punish.  
Wedge Catapult is Tager's new command throw in CF, replacing the B version Tager Driver and leading to better overall damage with the appropriate combo. It sees most usage as a tool for calling out moves and even an anti-jump in due to the generous invulnerability window between frames 6-30. However it has a slow, 30 frame startup, and 30 frames of recovery, meaning that abusing it or whiffing it will lead to eating a painful punish.
 
Wedge Catapault, like Atomic Collider, doesn't purple throw mid-combo, meaning that you can use it as a combo tool in some situations (After a 5D standing Counterhit for example). As a starter, it allows for followup combos with 6c or a delayed 5c, though the overall damage from a combo with Wedge as the starter is somewhat low. The Catapult itself prevents the opponent from teching whilst they're spinning in midair, meaning that until they hit the ground there's no way to get away from the follow-up combo, or the follow-up, Impact Driver. Which route you go will depend largely on how much health they have left, with the combo giving more damage overall.


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.
While it has an excellent P2, making it great for use in combos, be aware that the move requires a lot of time to fully perform, meaning that the remaining combo will be cut short due to hitstun decay.


Whilst it's not a great move to use on wakeup, you can use Wedge immediately after Gadget Finger to punish players who don't respect your grabs and remain grounded. 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.
 
The moves this can be comboed into are as follows:
Gadget Finger (needs Rapid cancel)
5D Counter hit
j.D Counterhit (When performed very low to the ground)
B Sledgehammer counterhit.


   }}
   }}
Line 577: Line 578:
|name=Impact Driver  
|name=Impact Driver  
|input=360B After wedge catapault
|input=360B After wedge catapault
|image=BBCF_Tager_ImpactDriver.png
|image=BBCF_Tager_ImpactDriver.png |caption=Basically turns the move into 360A
|caption=Basically turns the move into 360A
|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 599: Line 599:
|name=Air Driver  
|name=Air Driver  
|input=360C
|input=360C
|image=BBCF_Tager_Air_Driver.png
|image=BBCF_Tager_Air_Driver.png |caption=How does he jump up after them when this move hits?
|caption=How does he jump up after them when this move hits?
|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
  |cancel= None |damage=2700 |starter= |guard= U
  |damage=2700 |guard=Throw |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
Line 621: Line 620:
|name=Atomic Collider  
|name=Atomic Collider  
|input=623C
|input=623C
|image=BBCS_Tager_Collider.png
|image=BBCS_Tager_Collider.png |caption= Make your opponent jump then snatch them out the air with this.
|caption= Make your opponent jump then snatch them out the air with this.
|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
  |cancel= R (second hit only) |damage=0, 1350 |starter= |guard= U
  |damage=0, 2250 (1350) |guard=Unblockable|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.
*Cannot hit grounded opponents, regardless of hitboxes.
*Cannot hit grounded opponents, regardless of hitboxes.
*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.
*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.
*Ignores Tager's Character Combo Rate.
*Base damage can never be inflicted due to the first hit casuing the second hit (where the damage actually happens) to always be scaled with the character combo rate.
*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.
Line 645: Line 643:
|name=A Sledgehammer
|name=A Sledgehammer
|input=236A
|input=236A
|image=BBCS_Tager_Sledge.png
|image=BBCS_Tager_Sledge.png |caption= Slap projectiles and your opponent silly with this sledge
|caption= Slap projectiles and your opponent silly with this sledge
|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
  |cancel= R |damage=1200 |starter= |guard= HL
  |damage=1200 |guard=Mid |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 664: Line 661:
|name=B Sledgehammer
|name=B Sledgehammer
|input=236B
|input=236B
|image=BBCS_Tager_Sledge.png
|image=BBCS_Tager_Sledge.png |caption= Good at closing the distance against zoners...sometimes
|caption= Good at closing the distance against zoners...sometimes
|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
  |version=Uncharged |cancel= R |damage=1300 |starter= |guard= HL
  |version=Uncharged |damage=1300 |guard=Mid |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=Mid |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.
Line 691: Line 687:
|name=Additional Attack  
|name=Additional Attack  
|input=236A after Sledge or Voltic charge guardpoint
|input=236A after Sledge or Voltic charge guardpoint
|image=BBCS_Tager_Hammer.png
|image=BBCS_Tager_Hammer.png |caption= CRUSH THEIR SKULLS!
|caption= CRUSH THEIR SKULLS!
|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
  |version=Sledge|cancel= R |damage=1370 |starter= |guard= H
  |version=Sledge |damage=1370 |guard=High |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=High |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.
*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.
Line 715: Line 710:
|name=Gadget Finger  
|name=Gadget Finger  
|input=22D on downed opponent
|input=22D on downed opponent
|image=BBCS_Tager_Finger.png
|image=BBCS_Tager_Finger.png |caption=Get Fingered.
|caption=Get Fingered.
|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
  |cancel= R (Second hit only) |damage=100 |starter= |guard= U
  |cancel= R (Second hit only) |damage=100 |guard=Unblockable |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.
Line 727: Line 721:
*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:
Line 752: Line 746:
|name=Voltec Charge  
|name=Voltec Charge  
|input=214D
|input=214D
|image=BBCS_Tager_Charge.png
|image=BBCS_Tager_Charge.png |caption= Guard point the world then hammer their skulls afterward
|caption= Guard point the world then hammer their skulls afterward
|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.
*Stance, hold button to remain in stance for longer. After stance ends normally, extra charge is added to your spark bolt meter based on how long you were charging for.
*On a successful guard point, you can use Additional attack to punish it. In this instance Voltic charge loses its bonus spark bolt gain.
*Blocks Head, Body and Projectile atribute moves while held.  
*If your opponent activates the guardpoint, you can input Additional attack while still holding D to punish it. In this instance Voltic charge loses its bonus spark bolt gain.
*A special move, therefore other moves can be cancelled into this to bait bursts and also a gimmicky way to make some moves "safe" on block.
*A special move, therefore other moves can be cancelled into this to bait bursts and also a gimmicky way to make some moves "safe" on block.
*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 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.  
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.  
  }}
  }}
Line 771: Line 765:
|name=Spark Bolt  
|name=Spark Bolt  
|input=41236D / 623D
|input=41236D / 623D
|image=BBCP_Tager_SparkBolt.png
|image=BBCP_Tager_SparkBolt.png |caption= The great equaliser.
|caption= Now with wall bound property.
|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.
*Requires a full Spark bolt guage to fire and consumes all of it on the first startup frame, therefore getting this move stuffed will cause you to lose the spark bolt.
*Requires a full Spark bolt guage to fire and consumes all of it on the first startup frame, therefore getting this move stuffed will cause you to lose the spark bolt.
*Charges up in 20 seconds normally.
*Charges up in 1000 frames (16 2/3 seconds) normally.
*Charges five times as fast during Overdrive (Charges in approximately 4 seconds).
*Charges four 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.
Line 796: Line 789:
|name=Crimson Punisher  
|name=Crimson Punisher  
|input=63214A
|input=63214A
|image=BBCP_Tager_GrandPunish.png
|image=BBCP_Tager_GrandPunish.png |caption= Whoa! Air combo oki ender :O
|caption= Whoa! Air combo oki ender :O
|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
  |cancel= R |damage=800, 1500 |starter= |guard= HA
  |damage=800, 1500 |guard= All |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 807: Line 799:
*Disables bursts on hit.
*Disables bursts on hit.
*Can only be used once per jump.
*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 loses all previous jumping 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 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).
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).
Line 819: Line 811:
|name=Magna Tech Wheel  
|name=Magna Tech Wheel  
|input=236236B
|input=236236B
|image=BBCS_Tager_MTW.png
|image=BBCS_Tager_MTW.png |caption=
|image2=BBCS_Tager_MTW_2.png |caption2=
|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, High/Air |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, High/Air |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 836: Line 829:
*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.
*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.


Line 849: Line 842:
|name=Terra Break  
|name=Terra Break  
|input=MTW -> 236236B
|input=MTW -> 236236B
|image=BBCS_Tager_TerraBreak.png
|image=BBCS_Tager_TerraBreak.png |caption=
|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.
*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.


Line 877: Line 870:
|name=Genesic Emerald Tager Buster  
|name=Genesic Emerald Tager Buster  
|input=720C
|input=720C
|image=BBCS_Tager_GETB.png
|image=BBCS_Tager_GETB.png |caption=
|image2=BBCS_Tager_GETB2.png
|image2=BBCS_Tager_GETB2.png |caption2=
|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
  |version=Normal |cancel= |damage=4620 |starter= |guard= U
  |version=Normal |damage=4620 |guard=Throw |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=Throw |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 898: Line 891:
*Moves forward and swaps sides after use, meaning it's impossible to corner someone with this.
*Moves forward and swaps sides after use, meaning it's impossible to corner someone with this.
*No followups possible.
*No followups possible.
*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 1000F in addition to dealing much more damage.


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.
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.
Line 911: Line 904:
|name=Charged Lightning  
|name=Charged Lightning  
|input=ABCD during Overdrive
|input=ABCD during Overdrive
|image=BBCF_Tager_ChargeLightning.png
|image=BBCF_Tager_ChargeLightning.png |caption=
|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.
* Launches opponent far away from Tager, unfortunately.
* 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 overdrive super flash to buffer any move and can mix this move up with his throws and atomic collider to cover all possibilities.
 
During combos the damage this deals is fairly weak, so it's only really worth using if you're in active flow or need an unburstable finish since it leaves your opponents far away from you.
 


  }}
  }}
Line 936: Line 934:
|name=King of Tager  
|name=King of Tager  
|input=1080D
|input=1080D
|image=BBCS_Tager_Astral.png
|image=BBCS_Tager_Astral.png |caption=
|image2=BBCS_Tager_Astral2.png
|image2=BBCS_Tager_Astral2.png |caption2=
|image3=BBCS_Tager_Astral3.png
|image3=BBCS_Tager_Astral3.png |caption3=
|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
  |damage=DESTROY |cancel= |starter= |guard=UNB
  |damage=16000 |guard=Unblockable |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.
*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.
*Extremely attractive towards magnetised opponents, including during extended startup.

Revision as of 12:05, 18 February 2018

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 1000F). 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 in hitstun, the rate halves to 1 point per 2 frames (when they perform a tech, the rate goes back to normal). Magnetism duration does not decrease during superflash or hitstop.

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 1000 points. When the gauge is full, Tager can use the Spark Bolt attack.

While grounded, the pull effect is fairly controllable and has a fairly low maximum speed it can pull in at (About walking pace) and the effect ends very shortly after the move pulling your opponent stops doing so. However in the air the velocity added can stack up to a very high value and in any direction, only resetting once they touch the ground. This can lead to some strange results, such as opponents being flung, airdashing to cancel their momentum slightly and then going back to their fling velocity once the airdash ends. It can also mess up air moves and spacing.

In all cases, players performing distortion drives are completely unaffected by magnetism.

Overdrive: Voltic Field

  • Magnetized opponents are constantly pulled towards Tager,
  • All normal drive moves all gain projectile guardpoints (As well as attribute specific guardpoints depending on the move)
  • Spark Bolt Gauge fills up four times as fast
  • All moves that apply magnetism apply the maximum amount on hit or block.

Unlike most other overdrives, Tager's focuses more on taking advantage during neutral, with much stronger methods of applying and keeping magnetism. This isn't to say that it doesn't boost his combo damage, but this is limited to just what the overdrive cancel allows and greatly enhanced distortion drives, rather than boosted normals.

Strengths/Weaknesses

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 Low 10 3 14 - F -
5C
5C
BBCS Tager 5C.png
Chops! Very good starter as well.
1000 Mid 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 Low 11 3 9 - F -
2C
2C
BBCS Tager 2C.png
Most manly launcher
1100 Mid 15 2 37 - B -
6A
6A
BBCF Tager 6A.png
Pose when delaying the move...
BBCS Tager 6A.png
...And release
800 Mid 19 7 37 - B - 1000 Mid 52 7 37 - B -
6B
6B
BBCS Tager 6B.png
BBCS Tager 6B 2.png
No longer an overhead, but faster and safer
620 Mid 16 2 18 - B -
6C
6C
BBCS Tager 6C.png
Slow long range overhead. SMASH!!!
1500 High 28 2 33 - B -
3C
3C
BBCS Tager 3C.png
I'mma trip you, and then I'mma make you fly!
810 Low 13 3 22 - F -
j.A
j.A
BBCS Tager jA.png
The best move nobody uses.
400 High/Air 7 3 9 - H -
j.B
j.B
BBCS Tager jB.png
#TheClassic
700 High/Air 10 16 20 - H -
j.C
j.C
BBCS Tager jC.png
The indiscriminate headbutt. Good for closing in on the opponent.
1050 High/Air 13 5 12 - H -
j.2C
j.2C
BBCS Tager j2C.png
The cries of anguish you will hear when this hits.
1200 High/Air 18 Until L+2 18 - H - 1200 High/Air ? 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 High/Air 23 4 28+7L - H -


Universal Mechanics

Forward Throw
Forward Throw
BBCS Tager FThrow.png
Powerbomb
0, 1500 Throw(140) 7 3 23 - T -
Back Throw
Back Throw
BBCS Tager BThrow.png
Suplex
0, 1500 Throw(140) 7 3 23 - T -
Air Throw
Air Throw
BBCS Tager AThrow.png
Body slam
0, 1500 Throw(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 Barrier 20 1 25 - B - 1000 Barrier 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 Throw 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, 2250 (1350) Unblockable 17 5-?? 19 - T -
A Sledge
A Sledgehammer
236A
BBCS Tager Sledge.png
Slap projectiles and your opponent silly with this sledge
1200 Mid 20 3 18 - B -
B Sledge
B Sledgehammer
236B
BBCS Tager Sledge.png
Good at closing the distance against zoners...sometimes
1300 Mid 35 4 20 - B - 1500 Mid 56 4 20 - B -
Hammer
Additional Attack
236A after Sledge or Voltic charge guardpoint
BBCS Tager Hammer.png
CRUSH THEIR SKULLS!
1370 High 22 6 30 - B - 1370 High 13 6 30 - B -
Gadget Finger
Gadget Finger
22D on downed opponent
BBCS Tager Finger.png
Get Fingered.
100 Unblockable 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 All 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, High/Air 7+12 4,2*18 (15) 3 72 - B - 180*31, 1800 All, High/Air 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 Throw 5+0 2-?? 41 - T - 5220 Throw 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
16000 Unblockable 5+16 4 76 - T -

External References