BBCF/Iron Tager/Frame Data

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System Data

name health prejump backdash forwarddash Unique Movement Options
Iron Tager 13,000 6F 27F (1~20F Inv All) No Double Jump
No Air Dash
No Run
Magnetism

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

input damage guard startup active recovery onBlock invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input damage guard startup active recovery onBlock invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
5A 400 All 7 3 11 0 100 80 Short STOJR 2 13 14 14 18 26 10 +0 +1
5B 540 Low 10 3 14 0 90 89 Long STOJR 3 16 17 17 22 31 11 +0 +2
5C 1000 Mid 15 7 15 -3 100 92 Long SOR 4 18 19 23 24 38 12 +0 +5
2A 350 All 8 3 10 1 100 80 Short STORJ 2 13 14 14 18 26 10 +0 +1
2B 580 Low 11 3 9 5 90 89 Long SOR 3 16 17 17 22 31 11 +0 +2
2C 1100 Mid 15 2 37 -20 11~14 H 90 82 Long SOR 4 18 Launch 40 Launch 55 12 +0 +5
6A 800 All 21~52 7 37 -27 16~(26~58) Guard HBP 90 89 Long SOR 3 16 17 22 + Slide 20 22 36 + Slide 20 11 +0 +2
6[A] 1000 All 52 7 37 -27 16~58 Guard HBP 90 89 Long SOR 4 16 20 22 + Slide 20 26 38 + Slide 20 11 +0 +8
6B 620 All 16 2 18 -3 4~18 F 90 89 Long SOR 3 16 19 17 + Down 23 24 31 + Down 23 11 +0 +2
6C 1500 High 28 2 33 -18 80 84 Normal SORJ* 5 20 Launch 33 + GBounce Launch 52 + GBounce 13 +0 +8
3C 810 Low 13 3 22 -8 80 82 Long SOR 4 18 Launch 58 Launch 73 + Down 16 12 +0 +5
j.A 400 High/Air 7 3 9 80 80 Normal STOR 2 13 14 14 18 26 10 +0 +1
j.B 700 High/Air 10 16 20 80 89 Long SOR 3 16 17 17 + GBounce 22 31 + GBounce 60 11 +0 +2
j.C 1050 High/Air 13 5 12 80 92 Long SOR 4 18 19 22 24 37 12 +0 +5
j.2C 1200 High/Air 18 [3] Until L+2 18 80 92 Long R 4 18 Launch 32 + Down 23 Launch 50 + GBounce 12 +0 +5


Drive Moves

input name damage guard startup active recovery onBlock invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
5D 1100 All 23 7 20 -6 OD: 15-26 Guard BP 100 84 Long SOR 5 20 Crumple 31 40 + Slide 15 Crumple 84 56 + Slide 22 15 +0 +8
2D 1200 All 26 10 18 +2 OD: 12-35 Guard FP 90 84 Long R 5 20 21 32 + Slide 10 30 51 + Slide 10 15 +0 +8
4D 800 All 13 4 14 -1 OD: 5-12 Guard BP 100 89 Normal R 3 16 17 30 28 44 + WBounce 50 11 +0 +2
j.D 1120 High/Air 23 4 28+7L OD: 6-26 Guard HP 80 94 Long SOR 5 20 25 38 31 54 15 +0 +8


Universal Mechanics

  • All Universal Mechanic moves are in a counterhit state for the entire move.

input name damage guard startup active recovery onBlock invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
BC Forward Throw 1500 Throw 7 3 23 100 50 (Once) Normal SOR 0, 4 Launch 100 0, 12 +0
4BC Back Throw 0, 1500 Throw 7 3 23 100 50 (Once) Normal R 0, 4 Launch 100 0, 12 +0
j.BC Air Throw 0, 1500 Throw 7 3 23+3L 100 50 (Once) Normal R 0, 4 60 0 +0
6AB Counter Assault 0 All 16 2 31 -14 1~20 All 50 92 Very Short R 4 18 Launch 19 Launch 34 12 +0 +5
5AB Crush Trigger 1000 Guard Break 32/Barrier 20 1 25 0 80 60 Normal R 4 24 Launch 60 + GBounce + Down 23 Launch 74 + GBounce + Down 23 11 +0 +2
5[AB] Crush Trigger 1000 Guard Break 60/Barrier 30~61 1 25 0 80 100 Long R 4 24 Launch 60 + GBounce + Down 23 Launch 74 + GBounce + Down 23 11 +0 +2


Specials

input name damage guard startup active recovery onBlock invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
236A A Sledgehammer 1200 All 20 3 18 -4 1~23 Guard P 80 89 Normal R 3 16 26 44 31 58 11 +0 +2
236B B Sledgehammer 1300 (1500) All 35~56 4 20 -7 1~1F after Active Guard P
11~5F before Active Guard HBP
80 89 Normal R 3 16 Crumple 31 50 Crumple 62 64 11 +0 +2
Sledge 236A Additional Attack 1370 High 22 6 30 -17 1~21 Guard HBP 70 92 Very Short R 4 18 Launch 54 + Down 23 Launch 69 + GBounce + Down 23 12 +0 +5
360A Gigantic Tager Driver 0×2, 2500 Throw 6 1~20 29 (Miss), 44 (Hit) 3~6 All 100 60 (Once) Very Short 0×2, 4 Launch 100 + Down 23 0×2, 12 +0
360B Wedge Catapault 0×2, 1200 Throw 30 4 30 (Miss), 41 (Hit) 6~30 All 60 100 Normal 0×2, 4 Launch 200 + WBounce 0×2, 6 +0
360B 360B Impact Driver 0, 1400 44 100 4 Launch 100 + Down 23 0, 8 +0
j.360C Air Driver 0×2, 2700 Throw 6 3-35 Until L+12 (Miss), 44 (Hit) 100 60 (Once) Very Short 0×2, 4 100 + Down 23 0×2, 12 +0
22D Gadget Finger 0, 100 Unblockable 7 8-47 16 (Whiff), 27 (Hit) +10 100 80 Long 0 Until L+10 Stand 0 +0
41236D Spark Bolt 1500 All 12 Until Hit Total 47 -1 80 82 Long R 4 18 Launch 80 + WBounce Launch 95 + WBounce 0/+16 +18 +18
623D Diagonal Spark Bolt 1500 All 12 Until Hit Total 47 -1 80 82 Long R 4 18 Launch 80 + WBounce Launch 95 + WBounce 0/+16 +18 +18
j.63214A Crimson Punish 800, 1500 All 15 3 13+3L (Whiff) 33 (Hit) 80 92 Long R 4 18 Launch, 19 60 + Down 53, 19 + Down 39 Launch, 24 75 + Down 53, 34 + Down 39 12 +0 +5
214D Voltic Charge 39-113 6~(21~95) Guard HBP
214D 236A Additional Attack 1370 High 13 6 30 -17 1~12 Guard HBP 70 92 Very Short R 4 18 Launch 54 + Down 23 Launch 69 + GBounce + Down 23 12 +0 +5
623C Atomic Collider 0, 2250 Air Unblockable 17~59 3 19 4~15 H 100 100, 82 Long R 0, 4 Launch 62 + GBounce Launch 77 + GBounce 0, 12 +0
Electricity Meter
  • Required to use Spark Bolt
  • 1000 Units
    • Gains 1 unit per frame. Gains 4 units per frame during OD
  • Does not gain during Hitstop
  • Gauge empties frame 1 of using Spark Bolt

Distortion Drives

  • All Distortion Drives have the following properties unless otherwise stated:
    • Cost 50 Heat
    • Heat Gauge Cooldown 180F

input name damage guard startup active recovery onBlock invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
720C Genesic Emerald Tager Buster 0×3, 4620 [0×3, 5220] Throw 5+(28 Flash)+0 3~58 41 1~6 All 100 100 Long 0×3, 4 Launch 100 + Down 65 0×3, 20 +0
236236B Magna Tech Wheel 220×19, 1800 All×19, High/Air 7+(38 Flash)+12 4,2×18 (15) 3 72 -56 1~58 Guard All 80 82 (once) Normal R 4 18 19×7, Launch 60 + Down 23×7, 80 + GBounce 24×7, Launch 75 + Down 23×7, 95 + GBounce 0×19, 28 +0 +5
236236B OD Magna Tech Wheel OD 180×31, 1800 All×31, High/Air 7+(38 Flash)+12 4,2×30 (15) 3 72 -56 1~82 Guard All 80 82 (once) Normal R 4 18 19×7, Launch 60 + Down 23×7, 80 + GBounce 24×7, Launch 75 + Down 23×7, 95 + GBounce 0×31, 28 +0 +5
236236B 236236B Terra Break 3600 [4200] All 9+(20 Flash)+25 9 35 -25 1~9 All 80 82 Normal (R) 4 18 Launch 80 + WBounce [80 + WBounce + Down 23] Launch 95 + WBounce [95 + WBounce + Down 23] 18 +0 +5


Exceed Accel

input name damage guard startup active recovery onBlock invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
ABCD Charged Lightning 600, 0, 70×21, 1150
{600, 0, 75×30, 3300}
All 20 [10] 3 34 -10 1~22 All
[1~12 All]
100 100 Long 2 26 Launch 120 + Down 23 20 20, 8×21 {×30}, 20 +0


Astral Heat

input name damage guard startup active recovery onBlock invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
1080D King of Tager 16000 Throw 5+(50 Flash)+16~89 4 76 1~9 All 5 13


Revolver Action Table

Ground Revolver Action Table
A B C D Cancels
5A
BBCS Tager 5A.png
Guard:
All
Startup:
7
Recovery:
11
Advantage:
0
2A, 6A 5B, 2B, 6B 5C, 2C, 6C, 3C 5D, 2D, 4D Throw, Jump, Special
5B
BBCS Tager 5B.png
Guard:
Low
Startup:
10
Recovery:
14
Advantage:
0
[3*]
6A 2B, 6B 5C, 2C, 6C, 3C 5D, 2D, 4D Throw, Jump, Special
5C
BBCS Tager 5C.png
Guard:
Mid
Startup:
15
Recovery:
15
Advantage:
-3
6A 6B 6C, 3C 5D, 2D, 4D Special
5D
BBCS Tager 5D.png
Guard:
All
Startup:
23
Recovery:
20
Advantage:
-6
- - - - Special
2A
BBCS Tager 2A.png
Guard:
All
Startup:
8
Recovery:
10
Advantage:
1
[3]
2A 5B, 2B 2C, 3C 5D, 2D, 4D Throw, Jump, Special
2B
BBCS Tager 2B.png
Guard:
Low
Startup:
11
Recovery:
9
Advantage:
5
[3*]
- 5B 2C, 3C 2D Special
2C
BBCS Tager 2C.png
Guard:
Mid
Startup:
15
Recovery:
37
Advantage:
-20
- - 3C - Special
2D
BBCS Tager 2D.png
Guard:
All
Startup:
26
Recovery:
18
Advantage:
+2
- - - - -
6A
BBCF Tager 6A.png
Guard:
All
Startup:
21~52
Recovery:
37
Advantage:
-27
- 6B 2C, 6C 5D, 2D, 4D Command Throw, Special
6B
BBCS Tager 6B.png
Guard:
All
Startup:
16
Recovery:
18
Advantage:
-3
[2]
- 6B 2C, 6C 5D, 2D, 4D Special
6C
BBCS Tager 6C.png
Guard:
High
Startup:
28
Recovery:
33
Advantage:
-18
- - - 5D, 2D, 4D Jump[-], Special
3C
BBCS Tager 3C.png
Guard:
Low
Startup:
13
Recovery:
22
Advantage:
-8
- - - - Special
4D
BBCS Tager 4D.png
Guard:
All
Startup:
13
Recovery:
14
Advantage:
-1
- - - - -
Air Revolver Action Table
A B C D Cancels
j.A
BBCS Tager jA.png
Guard:
High/Air
Startup:
7
Recovery:
9
Advantage:
-
j.A j.B j.C j.D Throw, Special
j.B
BBCS Tager jB.png
Guard:
High/Air
Startup:
10
Recovery:
20
Advantage:
-
j.A - j.C j.D Jump***, Special
j.C
BBCS Tager jC.png
Guard:
High/Air
Startup:
13
Recovery:
12
Advantage:
-
- j.B - j.D Special
j.D
BBCS Tager jD.png
Guard:
High/Air
Startup:
23
Recovery:
28+7L
Advantage:
-
- - - - Special
j.2C
BBCS Tager j2C.png
Guard:
High/Air
Startup:
18 [3]
Recovery:
18
Advantage:
-
- - - - -
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
***j.B is listed as jump cancellable in the frame data, but this is not possible in normal play

External References

Navigation

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