BBCF/Iron Tager/Frame Data: Difference between revisions

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(Undo revision 66025 by Shtkn (talk))
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==Drive Moves==
==Drive Moves==
====== <font style="visibility:hidden" size="0">5D</font> ======
{| class='wikitable' style="text-align: center; margin: lem auto lem auto;"
{{MoveData
|-
|name=5D
{{FrameDataHeader-BBCF}}
|image=BBCS_Tager_5D.png
|-
|caption=The punch of science.
{{FrameData-BBCF
|data=
|version=5D
{{AttackData-BBCF
|subtitle=
|cancel=
  |damage=Normal: 1100<br/>OD: 1200
  |damage=Normal: 1100<br/>OD: 1200
  |starter=
  |starter=
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  |blockstun=20
  |blockstun=20
  |airHit=40
  |airHit=40
  |description=
  |hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf_102/tg/
*A big poke used to get magnetism in neutral. Causes the enemy to be magnetized. Special cancellable on hit or block, not jump cancelable.
|description={{ColumnList |text=
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.
}}
}}
}}
}}
 
|-
====== <font style="visibility:hidden" size="0">2D</font> ======
{{FrameData-BBCF
{{MoveData
|version=2D
|name=2D
|subtitle=
|image=BBCS_Tager_2D.png
|caption=Be careful of using this move. Whiffing this move can result in unwanted situations.
|data=
{{AttackData-BBCF
  |cancel=
  |cancel=
  |damage=1200
  |damage=1200
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  |blockstun=
  |blockstun=
  |airHit=
  |airHit=
  |hitbox=tager/2D
  |hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf_102/tg/
  |description=
  |description={{ColumnList |text=*On hit/block, Tager goes into recovery animation 18F
*List what the move is used for
*Guard Point lasts until Recovery
*List interesting properties in bullet points like invul, floating opponents on CH, etc.
Follow the [[Help:Writing_Character_Pages]] guidelines
}}
}}
}}
}}
====== <font style="visibility:hidden" size="0">4D</font> ======
|-
{{MoveData
{{FrameData-BBCF
|name=4D
|version=4D
|image=BBCS_Tager_4D.png
|subtitle=
|caption=Nice blockstring ender because of its speed and frame advantage.
|data=
{{AttackData-BBCF
  |cancel=
  |cancel=
  |damage=Normal: 800<br/>OD: 1200
  |damage=Normal: 800<br/>OD: 1200
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  |blockstun=16
  |blockstun=16
  |airHit=30
  |airHit=30
  |description=
  |hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf_102/tg/
*List what the move is used for
|description={{ColumnList |text=
*List interesting properties in bullet points like invul, floating opponents on CH, etc.
Follow the [[Help:Writing_Character_Pages]] guidelines
}}
}}
}}
}}
====== <font style="visibility:hidden" size="0">j.D</font> ======
|-
{{MoveData
{{FrameData-BBCF
|name=j.D
|version=j.D
|image=BBCS_Tager_jD.png
|subtitle=
|caption=Hot damn that clap hurts.
|data=
{{AttackData-BBCF
  |cancel=
  |cancel=
  |damage=Normal: 1120<br/>OD: 1200
  |damage=Normal: 1120<br/>OD: 1200
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  |blockstun=20
  |blockstun=20
  |airHit=38
  |airHit=38
  |description=
  |hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf_102/tg/
*A slow move with huge untechable time. Causes opponent to be magnetized.
|description={{ColumnList |text=
*Often used in Fatal Counter combos, or after 6C for combos.
Tager's j.D is a situational move that can be used to control airspace, but Tager is usually grounded throughout the match, so it's seldom used in this fashion. However, j.D is an amazing move for combos because it has so much untechable time that Tager will usually be able to land and continue with a ground combo, even in slightly high hitstun reduction.
}}
}}
}}
}}
<br clear=all/>
|-
|}


==Universal Mechanics==
==Universal Mechanics==

Revision as of 23:47, 4 February 2017

System Data

Health: 13,000
Combo Rate: 60%
Prejump:
Backdash Time 27 / Invul: 1-20
Movement Options

Magnetism, no Double Jump, no Airdash, no Run


Normal Moves

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
400 7 3 11 - - -
540 10 3 14 - - -
1000 15 7 15 - - -
350 8 3 10 - - -
580 11 3 9 - - -
1100 15 2 37 - - -
800 19~52 7 37 - - -
620 16 2 18 - - -
1500 28 2 33 - - -
810 13 3 22 - - -
400 7 3 9 - - -
700 10 16 20 - - -
1050 13 5 12 - - -
1200 18 Until L+2 18 - - -

Drive Moves

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
Normal: 1100
OD: 1200
23 7 20 - - -
1200 26 10 18 - - -
Normal: 800
OD: 1200
13 4 14 - - -
Normal: 1120
OD: 1200
23 4 28+7L - - -

Universal Mechanics

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
1500 7 3 23 - - -
1500 7 3 23 - - -
1500 7 3 23+3L - - -
0 16 2 31 - - -
1000 20 1 25 - - -
1000 30~61 1 25 - - -

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
1200 20 3 18 - - -
1300 35 4 15 - - -
1500 56 4 15 - - -
1370 22 6 30 - - -
0, 2500 6 1-10 29 - - -
0, 1200 30 4 30 - - -
0, 1400 - - -
2700 6 1-11 Until L+12 - - -
100 7 8-47 16 - - -
1500 12 Until Offscreen Total 47 - - -
800, 1500 15 3 13+3L - - -
39-113 - - -
0, 2250 17 5-?? 19 - - -

Distortion Drives

  • All Distortion Drives have the following properties unless otherwise stated:
    • Cost 50 Heat
    • Minimum Damage 20%
    • Heat Gauge Cooldown 180F
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
Normal: 4260
OD: 5220
5+0 2-?? 41 - - -
220*19, 1800 7+12 4,2*18 (15) 3 72 - - -
180*31, 1800 7+12 4,2*30 (15) 3 72 - - -
Normal: 3600
OD: 4200
9+46 9 35 - - -

Exceed Accel

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
Fast: 10
Slow: 20
3 23 - - -

Astral Heat

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
5+?? 4 76 - - -

Revolver Action Table

Ground 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* 6A 2B, 6B 5C, 2C, 6C, 3C 5D, 2D, 4D 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* - 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 - - - - -
Air Revolver Action Table
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 combined can only be used 3 times per string