BBCF/Iron Tager/Combos

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Combo Notation GuideCharacter Name Abbreviations
7 InputIcon 7.png 8 InputIcon 8.png 9 InputIcon 9.png
4 InputIcon 4.png 5 InputIcon 5.png 6 InputIcon 6.png
1 InputIcon 1.png 2 InputIcon 2.png 3 InputIcon 3.png
Numbers represent direction on a keyboard numpad. For example InputIcon 236.png+BBCF A Prompt.png becomes 236A.
> = Proceed from the previous move to the following move.
land = Indicate that the player must land at a point in the sequence.
, = Link the previous move into the following move.
->/~ = Cancel the previous special into a follow-up special.
dl./delay = Delay the following move.
whiff/(whiff) = The move must whiff (not hit).
c. = Close
f. = Far
j = Jump
hj/sj = High Jump/Super Jump
jc = Jump Cancel
hjc/sjc = High Jump Cancel/Super Jump Cancel
dc/adc = Dash Cancel/Air Dash Cancel
CH = Counter Hit
AA = Anti-Air
WS = Wall Stick/Wall Splat
[X] = Hold input.
]X[ = Release input
(move) = Move is optional.
[sequence]xN = Repeat sequence N amount of times.
(N) = Attack must deal N amount of hits.
[X] or [Y] = Perform X or Y.
RC = Rapid Cancel
OD = Overdrive
EA = Exceed Accel


Combo Theory

Most of Tager's combos are going to start off of his short-ranged normals, aside from Spark Bolt and callouts. 5A is a good poke, particularly for stagger pressure, and can lead to short combos that you usually want to use to gain magnetism. 5B is shorter ranged and slower, but hits low and leads to stronger combo routes. 5C is the longest, but also significantly slower, so while you can use it in midrange neutral you should be careful with when and how often you use it.

2A and 2C are your anti-airs, but each has its drawbacks. 2A is much faster, and while it doesn't have head invuln, it low profiles many air attacks, but it leads to middling damage. 2C is much bigger vertically and can lead to strong damage, especially on a counter hit, but it's slow and has a poor horizontal reach. You'll have to determine which one you want to use in different situations.

Tager's combo game relies heavily on whether the opponent is magnetized. If the opponent isn't magnetized, you won't have access to his more damaging routes and your main goal should be to apply magnetism. All of Tager's Drive moves apply magnetism even on block, and you'll primarily be using either Gadget Finger as a combo ender, or 4D as a blockstring ender.

Once the opponent is magnetized, you'll start to rack up damage. Tager's basic BnB is his B Starter #3, which can do around 3K regardless of the starter, so you'll want to be very familiar with this. This also gives you more opportunities to apply magnetism; sometimes it's better to use a weaker combo that applies more magnetism, especially if it's almost out.

Tager's primary combo ender is 623C , 22D, particularly after magnetized combos. Atomic Collider (623C) does a great amount of damage, even at the end of longer combos, and Gadget Finger (22D) adds a good amount of magnetism. You're +10 after Gadget Finger, which gives you many options for oki; catching a mash with 5C/3C, using 360A/B to beat blocking, backdashing to beat DP, or even using another quick Gadget Finger to beat jumping. You can also omit Gadget Finger for a safejump j.B/landing 360A mix.

Many of Tager's strongest combos involve using low 6A. This move has a special property where, if the opponent is close to the ground when it hits, you have access to more followups, specifically 6C and 236B. This is mostly used after a Spark Bolt, so it's important to get used to the timing so you can get the most damage.

Spark Bolt is an incredible projectile, and it can be used to extend combos, either if the opponent is too far out or if you're out of cancel options. For example, after 5D your combo often can't continue, but you can extend it and tack on a lot of extra damage with Spark Bolt. Since it applies magnetism as well, it's an easy way to get big damage off a stray normal without starting magnetism. It also sets up low 6A confirms, which is where Tager's highest damaging combos come in. It's a valuable neutral tool as well, and it can be a combo starter from fullscreen, so you'll need to gauge when you want to use it.

Tager excels at punishing opponents' mistakes. His 5C has great proration, and is fast enough to punish a lot of DP's and blocked supers. 5C > 6C > ... can do over 4.5K without resources, and can end a round with them. Of course, be cautious if you think the opponent is going to RC a blocked attack, but it's important to know your CH 5C routes. His command grabs also have invuln frames: 360A can beat fast buttons from opponents, while 360B has longer invuln to catch committal options. Utilizing these effectively in different situations can lead to big damage and magnetism.

Another important part of Tager's combos is resets. Delayed Gadget Finger can pull the opponent right next to you for low/throw oki, and it can loop into itself. Of course, you'll want to vary this with standard combos as to not get predictable, and these resets can be beaten if the opponent delay techs. However, this can open up more damaging combo routes for Tager as well; if you predict the delay tech, you can get a blue beat combo. In general, use resets as a supplement to your gameplan, and don't be afraid to experiment.

Tager also has the infamous timeout strategy, which can be good if you have the lead but does take quite a bit of practice.
Gadget Finger RC Timeout Routes

Combo List

For the purpose of listed combos, small characters are Noel, Rachel, Amane, Kokonoe, Naoto, Es, Mai

Common Combo Pieces
# Combo Position Magnetism Difficulty Notes
1 6A > 6B(B) > 236A , 5A > 5B > 3C > (236A ,) 22D Anywhere No Easy Works best early in combos and magnetizes opponent.
2 (5B >) 5C > 6A > 2C > 623C , 22D Anywhere No Easy Useful for ending longer combos.
3 (airborne) (5B >) 5C > 6A > 2C > 22D (whiff) , 2A > 5B > 5C > 623C , 22D Anywhere Yes Medium Hold 22D (whiff) slightly longer to get a sideswap reset.
4 (airborne) (5B >) 5C > 6A > 2C > 22D (whiff) , 2A > 5B > 5C > 6A > 2C > 623C , 22D Anywhere Yes Medium Most damage, but prone to dropping at the end of long combos.
5 6C > 5D , 6C > 5D , 6C > 5D > 236B , 6A > 6C > 5D > 236B , 6BB > 22D Facing Corner Yes Medium Corner combo loop for massive damage. Can end with 6B > 2D for slightly better oki.
6 (on FCH, airborne) 6C/5B > 9jc j.C > j.D , land > 9jc j.C j.D , land 5C > 6A > 2C > 623C , 22D Anywhere No Medium You can hold 9 to jump as soon as possible.
7 41236D/623D , (6A > 236B ,) 6A > 6C > 9jc j.2C , 3C > 623C , 22D Not facing corner No Hard Spark Bolt extension, requires low 6A. Can be added in almost any combo for more damage.
8 6C > 9jc j.2C , 5B > 623D , 6A > 6C > 9jc j.2C , 3C > 623C , 22D Not facing corner No Hard Uses Spark Bolt, requires low 6A, adds good damage.
9 623C > RC 6C > 9jc j.2C , 3C > 623C , 22D Anywhere No Medium Primary RC extension, sideswaps, RC window is fairly generous.
10 623C > RC 236B , 6A > 6C > 9jc j.2C , 3C > 623C , 22D Anywhere No Hard Sideswaps, more damage but tighter RC window.



Ground Combos

5A/2A Starter
# Combo Position Magnetism SB Damage Heat Gain Works on: Difficulty Notes
1A 5A > 5B > 3C > (236A* , ) 22D Anywhere No No 1104 / 1566 12 / 15 All Very Easy Short combo to start magnetism. *Prone to whiffing on small characters w/o starting magnetism.
1B 5A > 5B > 3C > 236A~236A Anywhere No No 1935 13 All Very Easy Most damage, does not apply magnetism.
2 [Crouching] 5A > 5B > 5C > 6A > 6B > 2C > 623C , 22D Anywhere No No 2631 23 All Very Easy 6A whiffs at max range.
3 5A > 5B > 3C > 623C (whiff) , 5C > 6A > 2C > 623C , 22D Anywhere Yes No 2699 23 All Easy Common magnetized combo.
4 5A > 3C > 623C (whiff) , 5C > 4D , 5B > 5C > 6A > 2C > 623C , 22D Anywhere Yes No 3133 26 All Easy More damage, usually works best at max 5A range.
5A 5A, 5B > 5C > 41236D , 5C > 6A > 2C > 623C , 22D Midscreen No Yes 3109 26 All Easy Easy Spark Bolt combo.
5B 5A > 5B > 5C > 41236D , low 6A > 236B , low 6A > 6C > 9jc j.2C , 3C > 623C , 22D Midscreen No Yes 3710 30 All Medium Slightly harder, requires low 6A.
6 [AA] 5A / 2A > 9jc j.A > j.B > j.C > j.63214A Anywhere No No 1902 / 1852 13 All Easy 5A / 2A > j.A window is very tight.
7A [AA] 5A > 623D , 5C > 6A > 2C > 623C , 22D Midscreen No Yes 2850 24 All Easy Easy AA Spark Bolt combo.
7B [AA] 5A > 623D , walk back , low 6A > 236B , low 6A > 6C > 9jc j.2C , 3C > 623C , 22D Midscreen No Yes 3583 30 All Hard Harder version, requires low 6A.
8A [CH AA] 5A > 9jc j.2C , 5B > 5C > 6A > 2C > 623C , 22D Anywhere No No 2982 25 All Medium Only try this if you know you're getting a counter hit.
8B [CH AA] 5A / 2A > 9jc j.2C , 5B > 5C > 6A > 2C > 623D , walk back , low 6A > 6C > 9jc j.2C , 3C > 623C , 22D Anywhere No Yes 3835 31 All Hard Spark Bolt variant.


6A Starter
# Combo Position Magnetism SB Damage Heat Gain Works on: Difficulty Notes
1 6A > 6BB > 2C > 623C , 22D Anywhere N/A No 2581 22 All Very Easy Good combo to start magnetism.
2 6A > 6BB > 236A , 5A > 5B > 3C > (236A* ,) 22D Anywhere N/A No 2392 (2470) 21 All Easy *Prone to whiffing on small characters w/o starting magnetism.
3 6A > 6BB > 236A , 5A > 5B > 3C > 623C (whiff) , 5C > 6A > 2C > 623C , 22D Anywhere Yes No 3231 27 All Easy Magnetized version.
4A 6A > 2C > 623D , 5C > 236A , 5B > 5C > 6A > 2C > 3C > 623C , 22D Midscreen N/A Yes 3812 31 All Medium Standard Spark Bolt combo.
4B 6A > 2C > 623D , walk back , low 6A > 6C > 9jc j.D , 5B > 5C > 6A > 2C > 3C > 623C , 22D Midscreen N/A Yes 4057 33 All Hard Slightly more damage, requires low 6A.
5 6A > 2C > 623C > RC dl.6C > 9jc j.2C , 5B > 5C > 6A > 2C 623D , > 9jc j.2C , 6BB > 236A~236A Midscreen N/A Yes 4629 -28 All Hard Requires 35 Heat, hit j.2C when you're close to the ground.
6 [CH AA] 6A > 6C > 9jc dl.j.D > 5C > 6A > 2C > 22D (whiff) , 2A > 5B > 5C > 6A > 2C > 623C , 22D Anywhere N/A No 4335 35 All Hard
7 [CH AA] 6A > 236B, low 6A > 6C > 9jc j.2C , 5B > 5C > 6A > 2C > 623C , 22D Anywhere N/A No 4301 35 All Medium Easier than #8, but less magnetism.
8 [CH] 6A (max hold) > 6C > 9jc dl. j.D , land 5C > 6A > 2C > 22D (whiff) , 2A > 5B > 5C > 6A > 2C > 623C , 22D Anywhere N/A No 4747 38 All Hard Holding 6A is a bad idea, but here's the combo for it.


B Starter
# Combo Position Magnetism SB Damage Heat Gain Works on: Difficulty Notes
1 5B > 5C > 6A > 6B > 236A , 5A > 5B > 3C > (236A* ,) 22D Anywhere N/A No 2573 (2645) 22 All Easy W/o magnetism, 6A whiffs at mid-max 5B range. *Prone to whiffing on small characters w/o starting magnetism.
2 5B > 3C > 623C (whiff) , 5C > 6A > 2C > 22D (whiff) , 2A > 5B > 5C > 6A > 2C > 623C , 22D Anywhere Yes No 3252 27 All Medium Staple magnetized combo.
3 5B > 5C > 6A > 6B > 236A , 5A > 5B > 3C > 623C (whiff) , 5C > 6A > 2C > 623C , 22D Anywhere Yes No 3400 28 All Medium
4 5B > 5C > 41236D , low 6A > 236B , low 6A > 6C > 9jc j.2C , 3C > 623C , 22D Midscreen N/A No 3959 32 All Medium Sparkbolt confirm. Used to kill if they aren't magnetized.
5 6BB > 236A , 5A > 5B > 3C > 623C (whiff) , 5C > 6A > 2C > 623C , 22D Midscreen Yes No 3073 26 All Medium Consistent magnetized 6B combo.
6A [CH] 6B > 6C > 9jc j.2C , land 5B > 5C > 6A > 2C > 623C . 22D Anywhere Yes No 3760 31 All Medium Easier version. Great for calling out long-range lows.
6B [CH] 6B > 6C > 9jc dl. j.D , land 5C > 6A > 2C > 22D (whiff) , 2A > 5B > 5C > 6A > 2C > 623C , 22D Anywhere Yes No 4137 34 All Medium Harder version, more damage.


C Starter
# Combo Position Magnetism SB Damage Heat Gain Works on: Difficulty Notes
1 5C > 6A > 6BB > 236A , 5A > 5B > 3C > (236A* , ) 22D Anywhere No No 3067 (3146) 26 All Medium Good combo to start magnetism. *Prone to whiffing on small characters w/o starting magnetism.
2 5C > 6A > 6BB > 236A , 5A > 5B > 3C > 623C (whiff) , 5C > 6A > 2C > 623C , 22D Anywhere Yes No 3986 32 All Medium Magnetized version of #1
3 5C > 41236D , low 6A > 6C > 9jc j.2C , 5B > 5C > 6A > 2C > 623C , 22D Midscreen N/A No 4783 38 All Hard Useful confirm for a far hit 5C.
4A [AA] 2C > 623C , 22D Anywhere N/A No 2196 20 All Easy 2C is risky, and this is the only combo w/o resources.
4B [AA] 2C > 623C > RC 6C > jc j.D , land 5B > 2C > 22D (whiff) , 5B > 5C > 6A > 6BB > 236A~236A Anywhere N/A No 4485 -28 All Medium Requires 35 Heat.
4C [AA] 2C > 623C > RC [6C > 5D]x3 > 236B , 6A > 6C > 5D > 236B , 6B > 2D Anywhere Back to Corner No 4862  -24 All Medium Corner route, requires 35 Heat.
4D [AA] 2C > 623C , 5A > 623D , low 6A > 236B , low 6A > 6C > jc j.2C , 3C > 236A~236A Not Back to corner N/A Yes 4123 29 All Hard Spark Bolt variant.
5A [CH] 5C > 6C > 9jc j.D , land 5B* > 5C > 6A > 2C > 22D (whiff) , 2A > 5B > 5C > 623C , 22D Anywhere Yes No 4827 39 All Medium This is your go-to punish combo. *first 5B whiffs on small characters w/o starting magnetism.
5B [CH] 5C > 6C > 9jc j.D , land 5C > 6A > 2C > 22D (whiff) , 2A > 5B > 5C > 6A > 2C > 623C , 22D Anywhere No* No 5057 40 All Hard Works farther than above combo, requires precise slight delay j.D. *Starting magnetism necessary at max range.
5C [CH] 5C > 6C > 9jc j.D > j.63214A > RC 236B , 6A > 6C > 9jc j.2C , 3C > 623C , 22D Anywhere N/A No 5920 -13 All Medium Requires 25 Heat.
9 [CH AA] 2C > 236B , 5C > 236A , 5B > 5C > 6A > 2C > 623C , 22D Anywhere N/A No 4075 33 All Medium 2C > 236B cancel window is incredibly lenient, you can 236B on reaction to a 2C CH.
10 [FCH] 6C > 9jc j.C > j.D , land > 9jc j.C > j.D , land > 9jc j.C > j.D > land 5C > 236A , 5B > 5C > 6A > 2C , 22D Anywhere N/A No 5747 45 All Medium Biggest resourceless combo. Slight delay before first jump cancel if starting magnetism.
11A [CH] 5C > ODC > 236236B > 236236B , 6C > j.2C , 3C > 236A~236A Not in corner N/A No 8246 -88 All Medium Short OD version, Terra Break when opponent is at the peak to land 6C after.
11B [CH] 5C > ODC > 236236B > 236236B , 6C > j.2C , 3C > 623D , 5C > 623C , 22D Not in corner N/A Yes 8701 -84 All Medium More damaging version with Spark Bolt.
11C [CH] 5C > ODC > 236236B > 236236B , 6C > EA Not in corner N/A No 9248 -99 All Medium Long OD version, at least 4 seconds. OD MTW > TB grants Active Flow.


D Starter
# Combo Position Magnetism SB Damage Heat Gain Works on: Difficulty Notes
1 5D > 41236D , 5C > 236A , 5B > 5C > 6A > 2C > 623C , 22D Midscreen N/A Yes 4251 34 All Easy 5D's only non-CH confirm is Spark Bolt.
2 [CH] 5D , 6A (charge) > 6BB > 2C > 623C , 22D Anywhere N/A No 3282 27 All Easy Hold 6A as long as possible to connect 2C.
3 [FCH] 2D , 5C > 6A > 6BB > 236A , 5A > 3C > 623C (whiff) , 5C > 6A > 2C > 22D (whiff) , 2A > 5B > 5C > 6A > 2C > 623C , 22D Anywhere N/A No 4228 34 All Medium Easiest 2D FCH confirm.
4 [FCH] 2D , 3C > 623C (whiff) , 5B > 9jc j.C > j.D , land microwalk 5C > 236A , 5B > 5C > 6A > 2C > 22D (whiff) , 2A > 5B > 5C > 6A > 2C > 623C , 22D Anywhere N/A No 4737 38 All Hard
5 [FCH] 2D , 3C > 623C (whiff) , 5B > 9jc j.C > j.D , land > 9jc j.C > j.D , land > 5C > 236A , 5B > 5C > 6A > 2C > 623C , 22D Anywhere N/A No 4929 38 Not on small characters Hard Slightly more damage and magnetism, doesn't work on small characters.
7 [CH] 4D , 3C > 623C (whiff) , 5C > 6A > 2C > 22D (whiff) , 2A > 5B > 5C > 623C , 22D Anywhere N/A No 3635 30 All Medium Basic combo, no resources needed. Whiffs at max 4D range.
8 [CH] 4D , 3C > 623C (whiff) , 5C > 6A > 2C > 623D , walk back low 6A > 6C > 9jc j.2C , 3C > 623C , 22D Anywhere N/A Yes 4448 36 All Hard

Air-to-Air Combos

j.A / j.B / j.C Starter
# Combo Position Magnetism SB Damage Heat Gain Works on: Difficulty Notes
1 j.A > j.B > j.C > j.63214A Anywhere N/A No 1720 12 All Easy Basic air-to-air combo, works starting with j.A / j.B / j.C.
2 j.A > j.B > j.C > j.63214A > RC 236B , low 6A > 6C > 623C , 22D Anywhere N/A No 3096 -31 All Easy RC version. Requires 38 Heat.
3 [CH] j.A > j.D , land 5C > 6A > 2C > 22D (whiff) , 2A > 5B > 5C > 6A > 2C > 623C , 22D Anywhere N/A No 2818 24 All Easy
4 [CH] j.B , land 5C > 6A > 2C* > 22D (whiff) , 2A > 5B > 2C > 22D (whiff) , 5B > 5C > 6A > 2C > 623C , 22D Anywhere Yes No 3146 26 All Medium CH combo if you can't connect j.D. *End here with 623C if no starting magnetism.
5 [CH] j.B , land low 6A > 6C > jc j.D , land 5B > 2C > 22D (whiff) , 5B > 5C > 6A > 2C > 623C , 22D Anywhere Yes No 3689 30 All Hard Requires low 6A, but can be done from almost anywhere Combo #6 cannot.
6 [CH] j.B > j.D , land low 6A > 6C > 9jc j.2C , 5B > 5C > 6A > 2C > 623C , 22D Anywhere N/A No 3882 32 All Hard Optimal route, must be ascending j.B.
7 [CH] j.C , land 5B > 5C > 236A , 5B > 5C > 6A > 2C > 623C , 22D Anywhere N/A No 3121 26 All Easy Easiest combo to connect from almost any height.
8 [CH] j.C > j.D , land 5C > 6A > 2C > 22D (whiff) , 2A > 5B > 5C > 6A > 2C > 623C , 22D Anywhere Yes No 3878 32 All Medium Works best after a jump, especially w/o starting magnetism.
j.D Starter
# Combo Position Magnetism SB Damage Heat Gain Works on: Difficulty Notes
1 j.D , land (5B) > 5C > 6A > 2C > 22D (whiff) , 2A > 5B > 2C > 22D (whiff) , 5C > 6A > 623C , 22D Anywhere N/A No 3625 (3599) 30 All Medium 5B is sometimes necessary for a pickup, otherwise omit it.
2 j.D , land low 6A > 6C > 9jc j.2C , 5B 2C > 22D (whiff) , 5B > 5C > 6A > 2C > 623C , 22D Anywhere N/A No 4066 33 All Hard Works best on descending j.D.
3 j.D , land (5B) > 5C > 623C > RC 6C > 9jc j.D , land 5B > 5C > 6A > 6BB > 236A~236A Anywhere Yes No 4641 (4495) -26 All Medium Requires 32 Heat. 5B is sometimes necessary for a pickup, otherwise omit it.
3 [CH] j.D , land 5C > 236A , 5B > *5C > 6A > 2C > 22D (whiff) , 2A > 5B > 5C > 6A > 2C > 623C , 22D Anywhere No No 4163 34 All Medium *At max range, go straight into 5C > 6A... combo.
j.2C starter
# Combo Position Magnetism SB Damage Heat Gain Works on: Difficulty Notes
1 j.2C > RC > 5B > 5C > 6A > 2C* > 22D (whiff) , 2A > 5B > 5C > 6A > 2C > 623C , 22D Anywhere Yes No 3553 -31 Medium Requires 42 Heat. *End here with 623C if no starting magnetism.
3 [FCH] j.2C , 5B > 9jc j.C > j.D , land > 9jc j.C > j.D , land 5C > 236A , 5B > 5C > 6A > 2C > 623C , 22D Anywhere N/A No 4684 37 Not on small characters Medium
4 [FCH] j.2C , 5B > 9jc j.C > j.D , land > 9jc j.C > j.D , land > 9jc j.C > j.D , land 5C > 236A , 5B > 5C > 6A > 2C > 623C , 22D Anywhere No No 4684 37 Not on small characters Hard Only works with NO starting magnetism.
6 [FCH] j.2C , low 6A > 6C > 9jc j.C > j.D > land > 8jc j.C > j.D , land > 9jc j.C > j.D > land 236A , 5B > 5C > 6A > 2C > 623C , 22D Anywhere N/A No 5491 43 All Very Hard Highest damage, universal, sideswaps. For double sideswap do 9jc for all j.C's.


360A and 360B Starter
# Combo Position Magnetism SB Damage Heat Gain Works on: Difficulty Notes
1 360A , 22D > RC 6C > 623C , 22D Anywhere N/A No 3660 -26 All Medium Requires 27 Heat.
2A 360B , 6C > 9jc j.2C , 5B > 5C > 6A > 2C > 623C , 22D Midscreen N/A No 3530 29 All Easy Standard meterless 360B combo.
2B 360B , 6C > 9jc j.D , land 5B > 5C > 6A > 2C > 623C , 22D Midscreen Yes No 3531 29 All Medium More difficult variation, but gives about 7 seconds (400F) of magnetism.
4 360B , 5D , 6C > 5D , 6C > 5D , 6C > 5D > 236B , 6BB > 236A > 236A Back to Corner N/A No 3792 27 Medium Corner version.
5 360B , 5D , 6C > 5D , 6C > 5D > 236B , 6A > 6C > 5D > 236B , 6BB > 22D Back to Corner N/A No 3801 31 Hard Harder route, but ends with much better oki.


Spark Bolt
# Combo Position Magnetism SB Damage Heat Gain Works on: Difficulty Notes
1 41236D , 5C > 6A > 2C > 22D (whiff) , 2A > 5B > 5C > 6A > 2C > 623C , 22D Midscreen N/A Yes 3619 30 Medium
2 41236D, 6A > 6C > j.2C, 5B > 5C > 6A > 2C > 623C , 22D Not facing corner N/A Yes 4082 33 Hard Requires low 6A.


Sledge
# Combo Position Magnetism SB Damage Heat Gain Works on: Difficulty Notes
1A 236B , 5A > 5B > 3C > (236A , ) 22D Anywhere N/A No 2000 (2328) 18 (21) Easy Good combo to start magnetism.
1B 236B , 5A > 5B > 3C > 623C (whiff) , 5C > 6A > 2C > 623C , 22D Anywhere Yes No 3135 26 Medium Magnetized version.
2 [CH] 236B , 6C > 9jc j.D , land 5B > 5C > 6A > 2C > 623C , 22D Anywhere N/A No 4177 34 Medium Don't throw out Sledge too carelessly.

Video Examples

BBCF2 Tager combo collections


Examples of Tager Combos by Evira


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