BBCF/Iron Tager/Frame Data

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 Iron Tager


Glossary

How do I read frame data?

System Data Glossary  
Health The amount of damage that characters can take before losing a round.
Prejump Number of frames before a character becomes airborne from a jump, during which they are throw invincible but cannot block.
Backdash Number of frames this move is in a recovery state before returning to neutral.
Forward Dash Number of frames this move is in a recovery state before returning to neutral. Most characters have a run instead of a forward dash.
Frame Data Glossary  
Guard How this attack can be guarded. All non-throws can be air Barrier Blocked unless otherwise stated.
Startup Number of frames for this move to reach the first active frame (includes the first active frame).
Active Number of active frames in this attack. Values in () are for gaps between hits of an attack.
Recovery Number of frames this move is in a recovery state before returning to neutral.
OnBlock After blocking this attack, how soon can the attacker move compared to the defender.
  • A positive value means the attacker can move first.
  • A negative value means the defender can move first.

Assumes that the attack connects as soon as possible against a standing/crouching opponent, and that the attacker does not cancel the attack into anything else.

Attribute Some attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
Attributes
H Head
B Body
F Foot
P Projectile. Independent projectiles will have their Clash level listed. For example a projectile that is Clash level 2 will show P2
T Throw
D Doll move such as Nirvana and Ignis
Invuln Attribute and Hitbox invincibility for this attack
P1 Proration value that is applied only when this attack is used as a starter. See here for more info on P1 and P2.
P2 Proration value that is applied to the combo proration value when this attack is used.
Starter Combo time modifier when this attack is used as the starting hit of a combo.
Cancel What this attack can cancel into. Any other cases will be listed in its respective notes.
Cancels
C self cancellable
S special/distortion cancellable
Dr drive cancellable
O overdrive cancellable
J jump cancellable
R rapid cancellable
Da dash cancellable
(X) X cancellable on hit only
Level Attack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions.
Blockstun When blocked, how many frames the opponent is stuck in a blocking animation. Values shown here are for ground blocking. Air blocking adds 2 frames of blockstun.
GroundHit When hitting a grounded opponent, how many frames of hitstun they experience.
AirHit When hitting an airborne opponent, how many frames for which they cannot air tech.
GroundCH When Counter Hitting a grounded opponent, how many frames of hitstun they experience.
AirCH When Counter Hitting an airborne opponent, how many frames for which they cannot air tech.
Blockstop When an opponent blocks the attack, how many frames both characters 'freeze' in place. If numbers are in the format X/+Y, that means the defender experiences Y additional frames of blockstop.
Hitstop When an opponent gets hit by this attack, how many frames both characters 'freeze' in place. If numbers are in the format X/+Y, that means the defender experiences Y additional frames of hitstop. If numbers are in the format +Y, that means use the X number from blockstop.
CHstop When an opponent gets Counter Hit by this attack, how many frames of additional hitstop the opponent experiences.
Attack Level Values
Default Values for Attack Level
Lvl 0 Lvl 1 Lvl 2 Lvl 3 Lvl 4 Lvl 5
Hitstop/Blockstop 8 9 10 11 12 13
Hitstop (Counter Hit) +0 +0 +1 +2 +5 +8
Hitstun (Standing) 10 12 14 17 19 21
Hitstun (Ground Counter Hit) +4 +4 +4 +5 +5 +6
Crumple Duration 20 22 24 27 29 31
Crumple Fall 53 55 57 60 62 64
Crumple Fall (Counter Hit) 67 70 73 78 81 84
Untechable (Air Hit) 12 12 14 17 19 21
Untechable (Air Counter Hit) +11 +12 +12 +14 +15 +16
Blockstun (Ground) 9 11 13 16 18 20
P1 100 100 100 100 100 100
P2 75 80 85 89 92 94
  • Blockstun (Air) = Ground Blockstun + 2
  • Hitstun (Crouching) = Standing Hit Stun + 2
  • Crumple Duration (Counter Hit) = Crumple Duration × 2
  • Crumple Fall (Counter Hit) = (Crumple Fall - 24) × 1.5 + 24
    • The above formula is the non-fall part of Crumple Fall × 1.5. The fall animation is 24F.
  • Spin Fall = Standing Hit Stun + 16F Fall animation
  • Fatal Counter = Hitstun / Untechable + 3
  • Instant Block Blockstun (Ground) = Blockstun - 3
  • Instant Block Blockstun (Air) = Air Blockstun - 6
  • Barrier Guard Blockstun = Blockstun + 1
  • Additional hitstop on Counter Hit only applies to the person being hit
  • Jumping moves almost universally have an override of 80% P1 from the default.

Example: Blockstun when Air Instant Blocking + Barrier Blocking a Level 4 attack = 18 + 2 + 1 - 6 = 15

For more values, see BBCF/Frame Data


System Data

name health prejump backdash forwarddash Unique Movement Options
Iron Tager 13,000 6F 28F (1~20F Inv All, 1~27 airborne) No Double Jump
No Air Dash
No Run
Magnetism

Normal Moves

input damage guard startup active recovery onBlock onODR attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input damage guard startup active recovery onBlock onODR attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
5A 400 All 7 3 11 0 +6 B 100 80 Short STOJR 2 13 14 14 18 26 10 +0 +1
5B 540 Low 10 3 14 0 0 F 90 89 Long STOJR 3 16 17 17 22 31 11 +0 +2
5C 1000 Mid 15 4 18 -3 -10 B 100 92 Long SOR 4 18 19 23 24 38 12 +0 +5
2A 350 All 8 3 10 +1 +6 B 100 80 Short STORJ 2 13 14 14 18 26 10 +0 +1
2B 580 Low 11 3 9 +5 +4 F 90 89 Long SOR 3 16 17 17 22 31 11 +0 +2
2C 1100 Mid 15 2 39 -22 -29 B 11~14 H 90 82 Long SOR 4 18 Launch 40 Launch 55 12 +0 +5
6A 800 Mid 19~44 7 37 -27 -36 B {16~(End of Active) Guard HBP} 90 89 Long SOR 3 16 17 22 + Slide 22 36 + Slide 11 +0 +2
6[A] 1000 Mid 45~52 7 37 -23 B 16~(End of Active) Guard HBP 90 94 Long SOR 5 20 20 22 + Slide 26 38 + Slide 13 +0 +8
6B 620 Mid 16 2 18 -3 -9 B 4~17 F 90 89 Long SOR 3 16 19 17 + Down 23 24 31 + Down 23 11 +0 +2
6C 1500 High 28 2 33 -14 -36 B 80 84 Normal SORJ* 5 20 Launch 33 + GBounce Launch 52 + GBounce 13 +0 +8
3C 810 Low 13 3 22 -6 -11 F 80 82 Long SOR 4 18 Launch 58 Launch 73 + Down 16 12 +0 +5
j.A 400 High/Air 7 3 9 H 80 80 Normal STOR 2 13 14 14 18 26 10 +0 +1
j.B 700 High/Air 10 16 20 H 80 89 Long SOR 3 16 17 17 22 31 + GBounce 60 11 +0 +2
j.C 1050 High/Air 13 5 12 H 80 92 Long SOR 4 18 19 22 24 37 12 +0 +5
j.2C 1200 High/Air 18 [5] Until L+2 18 H 80 92 Long R 4 18 Launch 32 + Down 23 Launch 50 + GBounce 12 +0 +5

Drive Moves

input name damage guard startup active recovery onBlock onODR attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock onODR attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
5D 1100 All 23 7 20 -6 -23 B OD: 15~26 Guard BP 100 84 Long SOR 5 20 Crumple 40 + Slide Crumple 56 + Slide 15 +0 +8
2D 1200 All 26 10 18 +2 -27 F OD: 12~35 Guard FP 90 84 Long R 5 20 21 32 + Slide 30 51 + Slide 15 +0 +8
4D 800 All 13 4 14 -1 -4 B OD: 5~12 Guard BP 100 89 Normal R 3 16 17 30 28 44 + WBounce 50 11 +0 +2
j.D 1120 High/Air 23 4 28+7L H OD: 6~26 Guard HP 80 94 Long SOR 5 20 25 38 31 54 15 +0 +8

Universal Mechanics

  • All Universal Mechanic moves are in a counterhit state for the entire move.
input name damage guard startup active recovery onBlock onODR attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock onODR attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
B+C Forward Throw 1500 Throw reject 7 3 23 T 100 50 Normal SOR 0, 4 Launch 100 0, 12 +0
4B+C Back Throw 0, 1500 Throw reject 7 3 23 T 100 50 Normal R 0, 4 Launch 100 0, 12 +0
j.B+C Air Throw 0, 1500 Throw reject 7 3 23+3L T 100 50 Normal R 0, 4 60 0 +0
6A+B Counter Assault 0 All 16 2 31 -14 B 1~20 All 50 92 Very Short R 4 18 Launch 19 Launch 34 12 +0 +5
5A+B Crush Trigger 1000 Guard Break 32/Barrier 20 1 25 0 B 80 60 Normal R 4 24 Launch 60 + GBounce + Down 23 Launch 74 + GBounce + Down 23 11 +0 +2
5[A+B] Crush Trigger 1000 Guard Break 60/Barrier 30~61 1 25 0 B 80 100 Long R 4 24 Launch 60 + GBounce + Down 23 Launch 74 + GBounce + Down 23 11 +0 +2

Specials

input name damage guard startup active recovery onBlock onODR attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock onODR attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
236A A Sledgehammer 1200 All 20 3 18 -4 -14 B 1~23 Guard P 80 89 Normal R 3 16 26 44 31 58 11 +0 +2
236B B Sledgehammer 1300 All 35~55 4 20 -7 -32~-52 B 1~(1F after Active) Guard P
11~(6F before Active) Guard HBP
80 89 Normal R 3 16 Crumple 50 Crumple 64 11 +0 +2
236[B] B Sledgehammer (Charged) 1500 All 60 4 20 -7 -57 B 1~64 Guard P
11~50 Guard HBP
80 89 Normal R 3 16 Crumple 50 Crumple 64 11 +0 +2
236X~236A 236X Additional Attack 1370 High 22 6 30 -17 -31 B 1~21 Guard HBP 70 92 Very Short R 4 18 Launch 54 + Down 23 Launch 69 + GBounce + Down 23 12 +0 +5
360A Gigantic Tager Driver 0×2, 2500 Purple throw reject 6 2~20 29 (Miss), 44 (Hit) T 3~6 All 100 60 Very Short 0×2, 4 Launch 100 + Down 23 0×2, 12 +0
360B Wedge Catapault 0×2, 1200 None 30 4 30 (Miss), 41 (Hit) T 6~30 All 60 100 Normal 0×2, 4 Launch 200 + WBounce 0×2, 6 +0
360B~360B Impact Driver 0, 1400 None 44 T 100 4 100 + Down 23 0, 8 +0
j.360C Air Driver 0×2, 2700 Purple Throw Reject 6 3~36 Until L+12 (Miss), 44 (Hit) T 100 60 Very Short 0×2, 4 100 + Down 23 0×2, 12 +0
22D Gadget Finger 0, 100 None 7 8~47 9 (Whiff), 27 (Hit) T 100 80 Long 0 Until L+10 Stand 0 +0
41236D Spark Bolt 1500 All 12 Until Hit Total: 47 -1 -20 P2 80 82 Long R 4 18 Launch 80 + WBounce Launch 95 + WBounce 0/+16 +18 +18
623D Diagonal Spark Bolt 1500 All 12 Until Hit Total 47 -1 -20 P2 80 82 Long R 4 18 80 + WBounce 95 + WBounce 0/+16 +18 +18
j.63214A Crimson Punisher 800, 1500 All 15 3 16+3L (Whiff), 34 (Hit) H 80 92×2 Long R 4 18 Launch, 19 60 + Down 53, 19 + Down 39 Launch, 24 75 + Down 53, 34 + Down 39 12 +0 +5
214D Voltic Charge 39~113 6~(21~95) Guard HBP
214D~236A 214D Additional Attack 1370 High 13 6 30 -17 -22 B 1~12 Guard HBP 70 92 Very Short R 4 18 Launch 54 + Down 23 Launch 69 + GBounce + Down 23 12 +0 +5
623C Atomic Collider 0, 2250 None 17~60 4 19 T 4~15 H 100 100, 82 Long R 0, 4 62 + GBounce 77 + GBounce 0, 12 +0
Electricity Meter
  • Required to use Spark Bolt
  • 1000 Units
    • Gains 1 unit per frame. Gains 4 units per frame during OD
  • Does not gain during Hitstop
  • Gauge empties frame 1 of using Spark Bolt

Distortion Drives

  • All Distortion Drives have the following properties unless otherwise stated:
    • Cost 50 Heat
    • Heat Gauge Cooldown 180F
input name damage guard startup active recovery onBlock onODR attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock onODR attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
720C Genesic Emerald Tager Buster 0×3, 4620 [0×3, 5220] Throw 5+(28 Flash)+0 3~58 41 T 1~6 All 100 100,75,92 Long 0×3, 4 Launch 100 + Down 65 0×3, 20 +0
236236B Magna Tech Wheel 220×19, 1800 All×19, High/Air 7+(38 Flash)+12 4,2×18 (15) 3 72 -56 B 1~24 Guard All
25~58 Guard xP
80 82 Normal R 4 18 19×7, Launch 60 + Down 23×7, 80 + GBounce 24×7, Launch 75 + Down 23×7, 95 + GBounce 0×19, 28 +0 +5
236236B OD Magna Tech Wheel OD 180×31, 1800 All×31, High/Air 7+(38 Flash)+12 4,2×30 (15) 3 72 -56 B 1~24 Guard All
25~58 Guard xP
80 82 Normal R 4 18 19×7, Launch 60 + Down 23×7, 80 + GBounce 24×7, Launch 75 + Down 23×7, 95 + GBounce 0×31, 28 +0 +5
236236B~236236B Terra Break 3600 [4200] All 9+(20 Flash)+25 9 35 -25 B 1~13 All 80 82 Normal (R) 4 18 Launch 80 + WBounce [80 + WBounce + Down 23] Launch 95 + WBounce [95 + WBounce + Down 23] 18 +0 +5

Exceed Accel

input name damage guard startup active recovery onBlock onODR attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock onODR attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
A+B+C+D Charged Lightning 600, 0, 70×21, 1150
{600, 0, 75×30, 3300}
All 20 [10] 3 34 -10 -30 [-20] B 1~22 All
[1~12 All]
125 80 Long 2 26 Launch 120 + Down 23 20 20, 8×21 {×30}, 20 +0

Astral Heat

input name damage guard startup active recovery onBlock onODR attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock onODR attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
1080D King of Tager 16000 Unblockable 5+(50 Flash)+16~84 4 76 T 1~9 All 5 13

Revolver Action Table

Ground Revolver Action Table
A B C D Cancels
5ABBCF Iron Tager 5A.pngGuardAllStartup7Recovery11Advantage0 2A, 6A 5B, 2B, 6B 5C, 2C, 6C, 3C 5D, 2D, 4D Throw, Jump, Special/Super
5BBBCF Iron Tager 5B.pngGuardLowStartup10Recovery14Advantage0[3*] 6A 2B, 6B 5C, 2C, 6C, 3C 5D, 2D, 4D Throw, Jump, Special/Super
5CBBCF Iron Tager 5C.pngGuardMidStartup15Recovery18Advantage-3 6A 6B 6C, 3C 5D, 2D, 4D Special/Super
5DBBCF Iron Tager 5D.pngGuardAllStartup23Recovery20Advantage-6 - - - - Special/Super
2ABBCF Iron Tager 2A.pngGuardAllStartup8Recovery10Advantage+1[3] 2A 5B, 2B 2C, 3C 5D, 2D, 4D Throw, Jump, Special/Super
2BBBCF Iron Tager 2B.pngGuardLowStartup11Recovery9Advantage+5[3*] - 5B 2C, 3C 2D Special/Super
2CBBCF Iron Tager 2C.pngGuardMidStartup15Recovery39Advantage-22 - - 3C - Special/Super
2DBBCF Iron Tager 2D.pngGuardAllStartup26Recovery18Advantage+2 - - - - -
6ABBCF Iron Tager 6A 1.pngGuardMidStartup19~44Recovery37Advantage-27 - 6B 2C, 6C 5D, 2D, 4D 360A/B, Special/Super
6BBBCF Iron Tager 6B.pngGuardMidStartup16Recovery18Advantage-3[2] - 6B 2C, 6C 5D, 2D, 4D Special/Super
6CBBCF Iron Tager 6C.pngGuardHighStartup28Recovery33Advantage-14 - - - 5D, 2D, 4D Jump[-], Special/Super
3CBBCF Iron Tager 3C.pngGuardLowStartup13Recovery22Advantage-6 - - - - Special/Super
4DBBCF Iron Tager 4D.pngGuardAllStartup13Recovery14Advantage-1 - - - - -
Air Revolver Action Table
A B C D Cancels
j.ABBCF Iron Tager jA.pngGuardHigh/AirStartup7Recovery9Advantage- j.A j.B j.C j.D Throw, Special
j.BBBCF Iron Tager jB.pngGuardHigh/AirStartup10Recovery20Advantage- j.A - j.C j.D Special
j.CBBCF Iron Tager jC.pngGuardHigh/AirStartup13Recovery12Advantage- - j.B - j.D Special
j.DBBCF Iron Tager jD.pngGuardHigh/AirStartup23Recovery28+7LAdvantage- - - - - Special
j.2CBBCF Iron Tager j2C.pngGuardHigh/AirStartup18 [5]Recovery18Advantage- - - - - -
X = X is available on hit or block
X[-] = X is available only on hit
X[+] = X is available on hit, block, or whiff
X[#] = X can be used only # times per string
  • 5B and 2B are tied together - they can be used a combined total of 3 times per string
  • Tager's command throws (360A/B, j.360C, 720C) and Astral are not included in Special/Super cancels

External References

Navigation

 Iron Tager


To edit frame data, edit values in BBCF/Iron Tager/Data.
System Pages
Mechanics
Application & Advanced Information
Archived Information