BBCF/Iron Tager/Frame Data

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System Data

Health
Combo Rate
Prejump
Backdash

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

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
5A
5B
5C
2A
2B
2C
6A
  • 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
  • Attractive from frame 16 to one frame before active frames
  • Attraction force (2300G, 650A)
6[A]
  • 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
  • Attractive from frame 16 to one frame before active frames
  • Attraction force (2300G, 650A)
6B
  • Forces crouch on standing hit.
6C
  • Fatal Counter
  • Bonus Proration 110%
  • Jump cancel on hit only
3C
  • Bonus Proration 110%
  • Hard knockdown on grounded Counterhit
j.A
j.B
  • Floorbounces on air counterhit, Untechable time is 60F after floorbounce.
j.C
j.2C
  • Fatal Counter
  • Floor Bounces on Counterhit instead of hard knockdown.
  • Startup is three frames if performed just prior to landing.

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
5D
  • Applies 300F of magnetism (1000F in Overdrive)
  • On Guard Point, hitstop for Tager reduced by 1F. Opponent hitstop unchanged
  • Attractive between 6-23
  • Attraction strength starts at (1500G, 1500A) before going to (4000G, 3600A) on frame 18
2D
  • Fatal Counter
  • Applies 300F of magnetism (1000F in Overdrive)
  • On hit/block, Tager skips remaining active frames and goes into 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
  • Attraction strength starts at (800G, 800A) before going to (5000G, 4000A) on frame 26
4D
  • Applies 180F of magnetism (1000F in Overdrive)
  • On Guard Point, hitstop for Tager reduced by 1F. Opponent hitstop unchanged
  • Attractive between 9-15
  • Attraction strength starts at (6000G, 3000A) before going to (4000G, 2000A) on frame 13
j.D
  • Applies 300F of magnetism (1000F in Overdrive)
  • On Guard Point, hitstop for Tager reduced by 1F. Opponent hitstop unchanged
  • 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

Universal Mechanics

  • All Universal Mechanic moves are in a counterhit state for the entire move.
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
Forward Throw
  • 100% minimum damage
  • Counterhit state for entire move
Back Throw
  • 100% minimum damage
  • Counterhit state for entire move
Air Throw
  • 100% minimum damage
  • Counterhit state for entire move
Counter Assault
CrushTrigger

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
A Sledgehammer
236A
  • Can cancel into Additional attack for an 8F window after active frames end
  • On Guard Point, hitstop for Tager is 0F. Opponent hitstop unchanged
B Sledgehammer
236B
  • Can cancel into Additional attack for a 13F window after active frames end
  • 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
Additional Attack
Sledge > 236A
  • Considered a different move when done from each starter for Same Move proration purposes.
  • Counterhit state for entire move
  • On Guard Point, hitstop for Tager reduced by 1F. Opponent hitstop unchanged
Gigantic Tager Driver
360A
  • 100% minimum damage
  • Hold A to extend active frames
  • On successful throw, can cancel into Gadget Finger last 5F
  • Catches Standing or Crouching only
  • Counterhit state for entire move
  • Attractive from 1-end of active frames
  • Attraction forces: (3450G, 0A) from frame 1, (1150G, 0A) from frame 8, (2300G, 0A) during extended active frames.
Wedge Catapult
360B
  • Unblockable even in combos.
  • Catches Standing or Crouching only
  • Counterhit state for entire move
  • Cannot reduce health below 1
  • Attractive from 6-31F
  • Attraction forces: (1000G, 1000A) from frame 6, (10000G, 1000A) from frame 21, (2000G, 0A) from frames 24 to 31.
Impact Driver
Wedge > 360B
  • 100% minimum damage if following the Wedge Catapault that started the combo, 50% otherwise.
Air Driver
j.360C
  • 100% minimum damage
  • On successful throw, can cancel into Gadget Finger last 5F
  • Catches airborne only
  • Counterhit state for entire move. Does not include landing.
  • Attractive from startup until recovery
  • Attraction forces (0G, 3450A) from frame 1 (1150G, 2500A) on frame 8-11 and (500G, 2500A) until end of active frames
Gadget Finger
22D
  • Magnetises for 360F (1000F in Overdrive)
  • Tager is +10 on hit.
  • Minimum Damage 100%.
  • No normal heat gain for either player
  • Fixed 5% heat gain for Tager.
  • Cannot hit standing or crouching opponents.
  • Combo must include a knockdown before this move can be activated.
  • Cannot reduce health below 1
  • Attractive for entire move
  • Attraction forces (6000G, 2000A) on frame 1 only, (4000G, 2000A) on frame 2-14 and (4000G, 3000A) thereafter.
  • 0F hitstop
Electricity meter
  • Required to use Spark Bolt
  • Startup is accelerated 4 times during OD
  • Startup is paused during Hitstop
  • Gauge empties upon use of spark bolt
Spark Bolt
41236D
  • Magnetises for 480F (1000F in Overdrive)
  • Electricity meter set to zero on 1st frame
  • Counterhit state for entire move
Diagonal Spark Bolt
623D
  • Magnetises for 480F (1000F in Overdrive)
  • Electricity meter set to zero on 1st frame
  • Counterhit state for entire move
Crimson Punish
j.63214A
  • Can only be done once per jump
  • Successful hit triggers Crimson Punish fall 3 frames after the end of active frames.
  • Disables Bursts on hit
Crimson Punish Drop
Automatic
  • Activates Automatically only when Crimson Punish hits.
  • Small Ground bounce (at least 30F overall downed time).
  • Considered a different move to Crimson Punish for counter-hit carry and same move prorate.
Voltic Charge
214D
  • 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.
  • Can be cancelled into Genesic Emerald Tager Buster before frame 16.
  • Counterhit state for entire move
Additional Attack
Voltic > 236A
  • Counterhit state for entire move
  • 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
Atomic Collider
623C
  • If held, move goes active 4F after releasing button
  • Cannot inflict max damage due to first hit causing the character combo rate to take effect
  • Cannot hit standing or crouching state.
  • Unblockable even in combos.
  • Magnetic force of (0G, 3000A) starting from the end of minimum possible startup until end of active frames.

Distortion Drives

  • All Distortion Drives have the following properties unless otherwise stated:
    • Cost 50 Heat
    • 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
Genesic Emerald Tager Buster
720C
  • Values in [] are during OD
  • Minimum Damage 100%: 4620 [5220]
  • OD Version applies 1000F of magnetism
  • Counterhit state for entire move
  • Attractive from 1-end of active frames
  • Attraction forces: (26000G, 0A) from frame 1, (1200G, 0A) from frame 3 until the end of the attractive time.
Magna Tech Wheel
236236B
  • Minimum Damage 15%: 897
  • Counterhit state for entire move
  • Hard knockdown on initial hits
  • Window to cancel into Terra Break starts immediately after active frames and lasts 35F
  • Attractive only during active frames with force (2000G, 1500A)
  • On Guard Point, hitstop for Tager is 0F. Opponent hitstop unchanged
Magna Tech Wheel OD
236236B
  • Minimum Damage 15%: 1107
  • Counterhit state for entire move
  • Window to cancel into Terra Break OD starts immediately after active frames and lasts 35F
  • Attractive only during active frames with force (2000G, 1500A)
  • On Guard Point, hitstop for Tager is 0F. Opponent hitstop unchanged
Terra Break
MTW > 236236B
  • Values in [] are during OD
  • +18 frames of hitstop.
  • Rapid cancel technically possible, but no way to have enough heat to do that.
  • Counterhit state for entire move
  • Minimum Damage 20%: 720 [840]
  • OD Version always activates if cancelled from Magna Tech Wheel OD, even if Overdrive has ended.

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
Charged Lightning
ABCD during OD
  • Values in [] are when canceled into or immediately after activating Overdrive
  • Values in {} are during Active Flow
  • Minimum Damage 10%: 322 {615+54}
  • Counterhit state for entire move

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
King of Tager
1080D
  • Unblockable even in combos
  • Counterhit state for entire move
  • Attractive force of 4500G, 3000A from end of superflash to end of delayed startup + 14F

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[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 - - - - -
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 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

Navigation

To edit frame data, edit values in BBCF/Iron Tager/Data. Be sure to update both the move and the move Full sections. One is shown on the character page, while the other is shown on the frame data page.