< BBCF | Iron Tager
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For all moves that are marked with "Attractive", the forces are given in the form (1000G, | For all moves that are marked with "Attractive", the forces are given in the form (1000G, 1000A) where G refers to the force on grounded opponents and A on airborne opponents. | ||
==Normal Moves== | ==Normal Moves== | ||
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{{Description | {{Description | ||
|18|text={{ColumnList |text=*Guard ends at the end of active frames | |18|text={{ColumnList |text=*Guard ends at the end of active frames | ||
*On Guard Point, hitstop for Tager 14F. Opponent hitstop unchanged | |||
*+20 slide frames if opponent is hit close to the ground | *+20 slide frames if opponent is hit close to the ground | ||
*Attractive from frame 16 to one frame before active frames | *Attractive from frame 16 to one frame before active frames | ||
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{{Description | {{Description | ||
|18|text={{ColumnList |text=*Guard ends at the end of active frames | |18|text={{ColumnList |text=*Guard ends at the end of active frames | ||
*On Guard Point, hitstop for Tager 14F. Opponent hitstop unchanged | |||
*+20 slide frames if opponent is hit close to the ground | *+20 slide frames if opponent is hit close to the ground | ||
*Attractive from frame 16 to one frame before active frames | *Attractive from frame 16 to one frame before active frames | ||
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|18|text={{ColumnList |text= | |18|text={{ColumnList |text= | ||
*Applies 300F of magnetism (1000F in Overdrive) | *Applies 300F of magnetism (1000F in Overdrive) | ||
* | *On Guard Point, hitstop for Tager reduced by 1F. Opponent hitstop unchanged | ||
*Attractive between 6-23 | *Attractive between 6-23 | ||
*Attraction strength starts at (1500G, 1500A) before going to (4000G, 3600A) on frame 18 | *Attraction strength starts at (1500G, 1500A) before going to (4000G, 3600A) on frame 18 | ||
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*On hit/block, Tager skips remaining active frames and goes into recovery | *On hit/block, Tager skips remaining active frames and goes into recovery | ||
*Guard Point ends when Tager starts recovery. | *Guard Point ends when Tager starts recovery. | ||
* | *On Guard Point, hitstop for Tager reduced by 1F. Opponent hitstop unchanged | ||
*Attractive from 12 until start of recovery | *Attractive from 12 until start of recovery | ||
*Attraction strength starts at (800G, 800A) before going to (5000G, 4000A) on frame 26 | *Attraction strength starts at (800G, 800A) before going to (5000G, 4000A) on frame 26 | ||
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{{Description | {{Description | ||
|18|text={{ColumnList |text=*Applies 180F of magnetism (1000F in Overdrive) | |18|text={{ColumnList |text=*Applies 180F of magnetism (1000F in Overdrive) | ||
* | *On Guard Point, hitstop for Tager reduced by 1F. Opponent hitstop unchanged | ||
*Attractive between 9-15 | *Attractive between 9-15 | ||
*Attraction strength starts at (6000G, 3000A) before going to (4000G, 2000A) on frame 13 | *Attraction strength starts at (6000G, 3000A) before going to (4000G, 2000A) on frame 13 | ||
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{{Description | {{Description | ||
|18|text={{ColumnList |text=*Applies 300F of magnetism (1000F in Overdrive) | |18|text={{ColumnList |text=*Applies 300F of magnetism (1000F in Overdrive) | ||
* | *On Guard Point, hitstop for Tager reduced by 1F. Opponent hitstop unchanged | ||
*Attractive between 11-23 | *Attractive between 11-23 | ||
*Attraction strength starts at (2500G, 2500A) before going to (5000G, 5000A) on frame 19, then going back to (2500G, 2500A) on frame 23 | *Attraction strength starts at (2500G, 2500A) before going to (5000G, 5000A) on frame 19, then going back to (2500G, 2500A) on frame 23 | ||
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{{Description | {{Description | ||
|18|text={{ColumnList |text=*Can cancel into Additional attack for an 8F window after active frames end | |18|text={{ColumnList |text=*Can cancel into Additional attack for an 8F window after active frames end | ||
* | *On Guard Point, hitstop for Tager is 0F. Opponent hitstop unchanged | ||
}} | }} | ||
}} | }} | ||
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|18|text={{ColumnList |text=*Can cancel into Additional attack for a 13F window after active frames end | |18|text={{ColumnList |text=*Can cancel into Additional attack for a 13F window after active frames end | ||
*If delayed to maximum duration, damage increases to 1500 | *If delayed to maximum duration, damage increases to 1500 | ||
* | *On Guard Point, hitstop for Tager is 0F. Opponent hitstop unchanged | ||
*Delaying move also extends both guardpoint durations | *Delaying move also extends both guardpoint durations | ||
}} | }} | ||
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*Considered a different move when done from each starter for Same Move proration purposes. | *Considered a different move when done from each starter for Same Move proration purposes. | ||
*Counterhit state for entire move | *Counterhit state for entire move | ||
*On Guard Point, hitstop for Tager reduced by 1F. Opponent hitstop unchanged | |||
}} | }} | ||
}} | }} | ||
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{{Description | {{Description | ||
|18|text={{ColumnList |text=*Guard Point lasts until button is released. | |18|text={{ColumnList |text=*Guard Point lasts until button is released. | ||
*On Guard Point, hitstop for Tager is 0F. Opponent hitstop is 9F | |||
*If guard point is activated, can cancel into Additional Attack. | *If guard point is activated, can cancel into Additional Attack. | ||
*Can be cancelled into Genesic Emerald Tager Buster before frame 16. | *Can be cancelled into Genesic Emerald Tager Buster before frame 16. | ||
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|18|text={{ColumnList |text=*Counterhit state for entire move | |18|text={{ColumnList |text=*Counterhit state for entire move | ||
*Considered a different move from the versions performed after Sledgehammer for Same Move proration purposes. | *Considered a different move from the versions performed after Sledgehammer for Same Move proration purposes. | ||
*On Guard Point, hitstop for Tager reduced by 1F. Opponent hitstop unchanged | |||
}} | }} | ||
}} | }} |
Revision as of 20:01, 12 July 2020
Overview | Combos | Strategy/Counter Strategy | Full Frame Data | Discord | Forums | Videos |
System Data
For all moves that are marked with "Attractive", the forces are given in the form (1000G, 1000A) where G refers to the force on grounded opponents and A on airborne opponents.
Normal Moves
Drive Moves
Universal Mechanics
- All Universal Mechanic moves are in a counterhit state for the entire move.
Specials
Damage | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. | ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. | RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. | Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. | On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body F - Foot P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2 T - Throw D - Doll attack, such as Carl's or Relius' doll Burst - Burst, which has its own unique attribute |
Invuln | |||||||||
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A Sledgehammer 236A | |||||||||||||||||
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B Sledgehammer 236B | |||||||||||||||||
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Additional Attack Sledge > 236A | |||||||||||||||||
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Gigantic Tager Driver 360A | |||||||||||||||||
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Wedge Catapult 360B | |||||||||||||||||
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Impact Driver Wedge > 360B | |||||||||||||||||
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Air Driver j.360C | |||||||||||||||||
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Gadget Finger 22D | |||||||||||||||||
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Electricity meter | |||||||||||||||||
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Spark Bolt 41236D | |||||||||||||||||
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Diagonal Spark Bolt 623D | |||||||||||||||||
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Crimson Punish j.63214A | |||||||||||||||||
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Crimson Punish Drop Automatic | |||||||||||||||||
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Voltic Charge 214D | |||||||||||||||||
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Additional Attack Voltic > 236A | |||||||||||||||||
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Atomic Collider 623C | |||||||||||||||||
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Distortion Drives
- All Distortion Drives have the following properties unless otherwise stated:
- Cost 50 Heat
- Heat Gauge Cooldown 180F
Exceed Accel
Astral Heat
Revolver Action Table
A | B | C | D | Cancels | |
---|---|---|---|---|---|
5A | 2A, 6A | 5B, 2B, 6B | 5C, 2C, 6C, 3C | 5D, 2D, 4D | Throw, Jump, Special |
5B[3*] | 6A | 2B, 6B | 5C, 2C, 6C, 3C | 5D, 2D, 4D | Throw, Jump, Special |
5C | 6A | 6B | 6C, 3C | 5D, 2D, 4D | Special |
5D | - | - | - | - | Special |
2A[3] | 2A | 5B, 2B | 2C, 3C | 5D, 2D, 4D | Throw, Jump, Special |
2B[3*] | - | 5B | 2C, 3C | 2D | Special |
2C | - | - | 3C | - | Special |
2D | - | - | - | - | - |
6A** | - | 6B | 2C, 6C | 5D, 2D, 4D | Special |
6B[2] | - | 6B | 2C, 6C | 5D, 2D, 4D | Special |
6C | - | - | - | 5D, 2D, 4D | Jump[-], Special |
3C | - | - | - | - | Special |
4D | - | - | - | - | - |
A | B | C | D | Cancels | |
---|---|---|---|---|---|
j.A | j.A | j.B | j.C | j.D | Throw, Special |
j.B | j.A | - | j.C | j.D | Jump***, Special |
j.C | - | j.B | - | j.D | Special |
j.D | - | - | - | - | Special |
j.2C | - | - | - | - | - |
- X = X is available on hit or block
- X[-] = X is available only on hit
- X[+] = X is available on whiff
- X[#] = X can be used only # times per string
- Special = Specials and Supers
- Super = Supers only
- 5B and 2B can be used a combined total of 3 times per string
- **6A is the only move that can be special cancelled into Tager's command throws
- ***j.B is listed as jump cancellable in the frame data, but this is not possible in normal play
To edit frame data, edit values in BBCF/Iron Tager/Data. Be sure to update both the
move
and the move Full
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Click [★] for character's full frame data
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Controls •
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• Movement/Canceling •
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Defense •
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Attack Attributes •
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Misc •