BBTag/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
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
T throw cancellable
J jump cancellable
P can call Partner during this attack
(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.
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.


System Data

name health prejump backdash forwarddash Unique Movement Options
Iron Tager 20,000 6F 28F (1~20F Inv All) No Run
No Double Jump
No Air Dash
  • Backdash is 40F total, but can cancel into all actions except back walk on 29F

Normal Moves

input damage guard startup active recovery onBlock attribute invuln p1 p2 cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input damage guard startup active recovery onBlock attribute invuln p1 p2 cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
4A 1000 All 8 3 11 0 B 100 75 2 13 14 14 18 26 10 +0 +1
4AA 1000 Low 10 3 14 -3 F 90 75 2 13 14 14 18 26 10 +0 +1
4AAA 1500 All 13 4 19 -1 B 100 80 3 21 17 29 22 43 11 +0 +2
5A 1700 All 15 4 18 -3 B 100 80 4 18 21 23 26 38 12 +0 +5
5AA 1700 [2500] All 21 [52] 7 27 -15 B 16~27 [16~58] Guard HBP 90 80 4 18 21 [30] 25 + Slide 25
[26 + Slide 26]
26 [35] 40 + Slide 25
[41 + Slide 26]
12 [15] +0 +5
5AAA 2000 All 20 9 30 -18 B 100 85 5 20 Launch 30 Launch 46 13 +0 +8
5AAAA 2000 High 24 2 33 -14 B 80 85 5 20 Launch 60 + GBounce Launch 76 + GBounce 13 +0 +8
2A 1700 All 13 2 29 -12 B 9~12 H 90 75 4 18 Launch 25 Launch 40 12 +0 +5
5B 2000 [2500] All 32 [61] 4 19 -4 B 1~36 [1~65] Guard P
9-26 [9~55] Guard HBP
80 85 4 18 21 40 26 55 12 +0 +5
5BB 1700 High 19 6 30 -17 B 1~18 Guard HBP 90 85 4 18 Launch 19 + Down 23 Launch 34 + Down 23 12 +0 +5
2B 2000 All 26 6 22 +2 F 80 90 5 20 21 31 + Slide 10 27 47 + Slide 10 15 +0 +8
5C 800 High 22 3 24 -10 B 100 100 3 16 17 + Down 23 31 + Down 23 11 +0 +2
2C 1700 Low 13 3 22 -6 F 90 85 4 18 Launch 30 Launch 45 12 +0 +5
j.A 1500 High 7 16 20 H 80 80 3 16 17 17 + GBounce 22 31 + GBounce + WBounce 60 11 +0 +2
j.AA 1700 High 13 5 12 H 80 85 4 18 19 22 24 37 12 +0 +5
j.B 2000 High 22 4 18+7L H 80 90 5 20 25 25 31 41 15 +0 +8
j.C 1700×2 All 15 3 16+3L -4~0 H 80 85×2 4 18 Launch, 19 60 + Down 53, 19 + Down 39 Launch, 24 75 + Down 53, 34 + Down 39 12 +0 +5


Universal Mechanics

input name damage guard startup active recovery onBlock attribute invuln p1 p2 cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock attribute invuln p1 p2 cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
BC Forward Throw 0, 2000 Throw 7~30 3 23 T 100 50 0, 4 Launch 100 + GBounce 0, 12 +0
4BC Back Throw 0, 2000 Throw 7~30 3 23 T 100 50 0, 4 Launch 100 + GBounce 0, 12 +0
AD Charged Lightning 2760 Air Unblockable 16 5 46 -32 B 1~20 Guard All 80 60 4 18, None×2 Launch 70 Launch 85 12 +0 +5


Skills

input name damage guard startup active recovery onBlock attribute invuln p1 p2 cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock attribute invuln p1 p2 cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
236A A Atomic Collider 0, 3500 Air Unblockable 16 4 19 T 4~15 H 90 100,60 0, 4 18 62 + GBounce + Down 23 0, 8 +0
236B B Atomic Collider 0, 3500 Air Unblockable 29 4~46 23 T 5~34 H 90 100, 60 0, 4 62 + GBounce 0, 12 +0
214A Gigantic Tager Driver 0×3,4200 Throw 6 2 33 T 1~7 T 100 100×3, 50 0×3, 4 Launch 100 + Down 23 0×3, 12 +0
214B Wedge Catapult 0×2,800 Throw 30 4 30 T 6~29 All 100 100 0×3 Launch 200 + WBounce 0×2, 6 +0
j.214A A Air Driver 0×3,4500 Throw 6 3 41+12L T 100 100×3, 50 0×3, 4 100 + Down 23 0×3, 12 +0
j.214B B Air Driver 0×3,4500 Throw 23 10 42+12L T 100 100×3, 50 0×3, 4 100 + Down 23 0×3, 12 +0
Gadget Finger Gadget Finger 0×2,100 7 19 9 +5 on hit 100 65 0×3 0


Extra Skills

  • All Extra Skills have the following properties unless otherwise stated:
    • Cost 1 Skill Gauge on 4F
    • Skill Gauge Cooldown 180F (starting on 5F)

input name damage guard startup active recovery onBlock attribute invuln p1 p2 cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock attribute invuln p1 p2 cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
236C Spark Bolt 1700 All 12 Until Hit Total: 47 -1 P2 80 85 4 18 Launch 80 + WBounce 35 Launch 95 + WBounce 35 0/+16 +18 +18
214C EX Gigantic Tager Driver 0×3,4200 Throw 6 2~10 33 T 1~7 T 100 100×3, 50 0×3, 4 Launch 100 + Down 23 0×3, 12 +0
j.214C EX Air Driver 0×3,4500 Throw 6 2~35 41+12L T 100 100×3, 50 0×3, 4 Launch 100 + Down 23 0×3, 12 +0


Partner Skills

  • Startup includes the 18F needed to come onscreen. The character is invincible 1-18F.
  • During Cross Combo, startup is reduced by 18F and this invincibility is removed.

input name damage guard startup active recovery onBlock attribute invuln p1 p2 cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock attribute invuln p1 p2 cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
5P Sledgehammer 2000 All (18)+17 9 19 -9 B 70 85 4 18 Launch 50 12 +0
6P Spark Bolt 1700 All (18)+92 Total: (18)+127 -1 P2 70 85 4 18 Launch 80 + WBounce 30 0/+16 +18
4P Up Spark Bolt 1700 All (18)+55 Total: (18)+93 -4 P2 70 85 4 18 Launch 80 + WBounce 0/+16 +18


Distortion Skills

  • All Distortion Skills have the following properties unless otherwise stated:
    • Cost 2 Skill Gauge the frame before superflash
    • Skill Gauge Cooldown 180F (starts frame after superflash starts)

input name damage guard startup active recovery onBlock attribute invuln p1 p2 cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock attribute invuln p1 p2 cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
236BC Magna Tech Wheel 250×19, 4200
[250×19, 4200, 2600]
All 7+(38 Flash)+6 4,2×18 (15) 3 33 -56 B 1~52 Guard All 80 100×19, 60
[100×19, 60×2]
4 18 19×19, Launch [×2] 60×19, 80 [, 80 + WBounce] 24×19, Launch [×2] 75×19, 95 [, 95 + WBounce] 0×19, 28 +0 [0×19, 28, 18] +5
214BC Genesic Emerald Tager Buster 0×3, 6120
[0×3, 7120]
Throw 10+(28 Flash)+0 1~52 41 T 1~11 All 100 100×3, 60 Launch 100 + Down 65 0×3, 20 +0
j.214BC Air Genesic Emerald Tager Buster 0×3, 6120
[0×3, 7120]
Throw 6+(28 Flash)+0 1~38 41+12L T 1~6 All 100 100×3, 60 100 + Down 65 0×3, 20 +0
Distortion Skill Duo Terra Break 2000 [2500] All 1+(68 Flash)+1 9 42 -32 B 1~7 All 100 100 4 18 Launch 80 + WBounce Launch 95 + WBounce 18 +0 +5


Astral Heat

input name damage guard startup active recovery onBlock attribute invuln p1 p2 cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock attribute invuln p1 p2 cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
222BC King of Tager 5+(50 Flash)+16~84 4 76 1~15 All


Revolver Action Table

Ground Revolver Action Table
A B C Cancel
4ABBCS Tager 5A.pngGuard:
All
Startup:
8
Recovery:
11
Advantage:
0
4AA, 5A, 2A 5B, 2B 5C, 2C Throw, Jump, Special, Super
4AABBCS Tager 5B.pngGuard:
Low
Startup:
10
Recovery:
14
Advantage:
-3
4AAA, 5A, 2A 5B, 2B 5C, 2C Throw, Jump, Special, Super
4AAABBCS Tager 4D.pngGuard:
All
Startup:
13
Recovery:
19
Advantage:
-1
- 5B, 2B 5C, 2C Special, Super
5ABBCS Tager 5C.pngGuard:
All
Startup:
15
Recovery:
18
Advantage:
-3
[1]
5AA, 2A 5B, 2B 5C, 2C Throw, Jump, Special, Super
5AABBCS Tager 6A.pngGuard:
All
Startup:
21 [52]
Recovery:
27
Advantage:
-15
5AAA, 2A 5B, 2B 5C, 2C Throw, Special, Super
5AAABBCS Tager 5D.pngGuard:
All
Startup:
20
Recovery:
30
Advantage:
-18
5AAAA 5B 5C Special, Super
5AAAABBCS Tager 6C.pngGuard:
High
Startup:
24
Recovery:
33
Advantage:
-14
- - - Special, Super
2ABBCS Tager 2C.pngGuard:
All
Startup:
13
Recovery:
29
Advantage:
-12
5A 5B, 2B 5C, 2C Special, Super
5BBBCS Tager Sledge.pngGuard:
All
Startup:
32 [61]
Recovery:
19
Advantage:
-4
2A[-] 5BB[+] 5C[-], 2C[-] -
5BBBBCS Tager Hammer.pngGuard:
High
Startup:
19
Recovery:
30
Advantage:
-17
- - - -
2BBBCS Tager 2D.pngGuard:
All
Startup:
26
Recovery:
22
Advantage:
+2
2A 5B 5C, 2C Special, Super
5CBBCP Tager CrushTrigger2.pngGuard:
High
Startup:
22
Recovery:
24
Advantage:
-10
- - - -
2CBBCS Tager 3C.pngGuard:
Low
Startup:
13
Recovery:
22
Advantage:
-6
- 5B - Special, Super
Air Revolver Action Table
A B C Cancel
j.ABBCS Tager jB.pngGuard:
High
Startup:
7
Recovery:
20
Advantage:
-
j.AA j.B j.C -
j.AABBCS Tager jC.pngGuard:
High
Startup:
13
Recovery:
12
Advantage:
-
- j.B j.C -
j.BBBCS Tager jD.pngGuard:
High
Startup:
22
Recovery:
18+7L
Advantage:
-
- - j.C -
j.CBBCP Tager CrimsonPunish.pngGuard:
All
Startup:
15
Recovery:
16+3L
Advantage:
-4~0
- - - -
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

Sources

Early Proration Data from Hima based on the beta Link

Navigation

Iron Tager
Ambox notice.png To edit frame data, edit values in BBTag/Iron Tager/Data.
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