BBCF/Iron Tager/Frame Data

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System Data

Health:13,000
Prejump:6F
Backdash:27F (1~20F Inv All)
Unique Movements: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

Name Damage GuardHow this attack can be guarded. Throw range is listed in parentheses
All strikes can be air Barrier Blocked unless otherwise stated
StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps between hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. 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. For example a projectile that is Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information. CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
Dr - drive/distortion cancellable
O - overdrive cancellable
J - jump cancellable
R - rapid cancellable
Da - dash cancellable
(X) - X cancellable on hit only
P1Proration value that is applied only when the corresponding move is used as a starter. Click the link for the full article. P2Proration value that is applied to the combo proration value when the corresponding move is used. Click the link for the full article. StarterCombo time modifier when used as the starting hit of a combo. LevelAttack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. Air blocking adds 2 frames of blockstun. HitstunWhen hitting a grounded opponent, how much hitstun they experience. UntechWhen hitting an airborne opponent, how long they can't air tech. Hitstun CHWhen Counter Hitting a grounded opponent, how much hitstun they experience Untech CHWhen Counter Hitting an airborne opponent, how long they can't air tech. BlockstopWhen an opponent blocks the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experiences Y additional frames of blockstop.
HitstopWhen an opponent gets hit by the attack, how long 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.
CHstopWhen an opponent gets Counter Hit by the attack, how much additional hitstop the opponent experiences.
HitboxHitbox link for this move
5ABBCS Tager 5A.png 400 All 7 3 11 0 B - STOJR 100 80 Short 2 13 14 14 18 26 10 +0 +1 Click!
5BBBCS Tager 5B.png 540 Low 10 3 14 0 F - STOJR 90 89 Long 3 16 17 17 22 31 11 +0 +2 Click!
5CBBCS Tager 5C.png 1000 Mid 15 7 15 -3 B - SOR 100 92 Long 4 18 19 23 24 38 12 +0 +5 Click!
2ABBCS Tager 2A.png 350 All 8 3 10 1 B - STORJ 100 80 Short 2 13 14 14 18 26 10 +0 +1 Click!
2BBBCS Tager 2B.png 580 Low 11 3 9 5 F - SOR 90 89 Long 3 16 17 17 22 31 11 +0 +2 Click!
2CBBCS Tager 2C.png 1100 Mid 15 2 37 -20 B 11~14 H SOR 90 82 Long 4 18 Launch 40 Launch 55 12 +0 +5 Click!
6ABBCS Tager 6A.png 800 All 21~52 7 37 -27 B 16~(26~58) Guard HBP SOR 90 89 Long 3 16 17 22 + Slide 20 22 36 + Slide 20 11 +0 +2 Click!
  • Guard ends at the end of active frames
  • On Guard Point, hitstop for Tager 14F. Opponent hitstop unchanged
  • Can guard point up to 2000 damage.
  • +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][[File:BBCS_Tager_6[A].png|200x200px]] 1000 All 52 7 37 -27 B 16~58 Guard HBP SOR 90 89 Long 4 16 20 22 + Slide 20 26 38 + Slide 20 11 +0 +8 Click!
  • 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)
6BBBCS Tager 6B.png 620 All 16 2 18 -3 B 4~18 F SOR 90 89 Long 3 16 19 17 + Down 23 24 31 + Down 23 11 +0 +2 Click!
  • Forces crouch on standing hit.
6CBBCS Tager 6C.png 1500 High 28 2 33 -18 B - SORJ* 80 84 Normal 5 20 Launch 33 + GBounce Launch 52 + GBounce 13 +0 +8 Click!
  • Fatal Counter
  • Bonus Proration 110%
  • Jump cancel on hit only
3CBBCS Tager 3C.png 810 Low 13 3 22 -8 F - SOR 80 82 Long 4 18 Launch 58 Launch 73 + Down 16 12 +0 +5 Click!
  • Bonus Proration 110%
  • Hard knockdown on grounded Counterhit
j.ABBCS Tager jA.png 400 High/Air 7 3 9 - H - STOR 80 80 Normal 2 13 14 14 18 26 10 +0 +1 Click!
j.BBBCS Tager jB.png 700 High/Air 10 16 20 - H - SOR 80 89 Long 3 16 17 17 + GBounce 22 31 + GBounce 60 11 +0 +2 Click!
  • Floorbounces on air counterhit, Untechable time is 60F after floorbounce.
j.CBBCS Tager jC.png 1050 High/Air 13 5 12 - H - SOR 80 92 Long 4 18 19 22 24 37 12 +0 +5 Click!
j.2CBBCS Tager j2C.png 1200 High/Air 18 [3] Until L+2 18 - H - R 80 92 Long 4 18 Launch 32 + Down 23 Launch 50 + GBounce 12 +0 +5 Click!
  • Fatal Counter
  • Floor Bounces on Counterhit instead of hard knockdown.
  • Startup is three frames if performed just prior to landing.

Drive Moves

Name Damage GuardHow this attack can be guarded. Throw range is listed in parentheses
All strikes can be air Barrier Blocked unless otherwise stated
StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps between hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. 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. For example a projectile that is Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information. CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
Dr - drive/distortion cancellable
O - overdrive cancellable
J - jump cancellable
R - rapid cancellable
Da - dash cancellable
(X) - X cancellable on hit only
P1Proration value that is applied only when the corresponding move is used as a starter. Click the link for the full article. P2Proration value that is applied to the combo proration value when the corresponding move is used. Click the link for the full article. StarterCombo time modifier when used as the starting hit of a combo. LevelAttack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. Air blocking adds 2 frames of blockstun. HitstunWhen hitting a grounded opponent, how much hitstun they experience. UntechWhen hitting an airborne opponent, how long they can't air tech. Hitstun CHWhen Counter Hitting a grounded opponent, how much hitstun they experience Untech CHWhen Counter Hitting an airborne opponent, how long they can't air tech. BlockstopWhen an opponent blocks the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experiences Y additional frames of blockstop.
HitstopWhen an opponent gets hit by the attack, how long 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.
CHstopWhen an opponent gets Counter Hit by the attack, how much additional hitstop the opponent experiences.
HitboxHitbox link for this move
5DBBCS Tager 5D.png 1100 All 23 7 20 -6 B OD: 15-26 Guard BP SOR 100 84 Long 5 20 Crumple 31 40 + Slide 15 Crumple 84 56 + Slide 22 15 +0 +8 Click!
  • 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
2DBBCS Tager 2D.png 1200 All 26 10 18 +2 F OD: 12-35 Guard FP R 90 84 Long 5 20 21 32 + Slide 10 30 51 + Slide 10 15 +0 +8 Click!
  • 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
4DBBCS Tager 4D.png 800 All 13 4 14 -1 B OD: 5-12 Guard BP R 100 89 Normal 3 16 17 30 28 44 + WBounce 50 11 +0 +2 Click!
  • 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.DBBCS Tager jD.png 1120 High/Air 23 4 28+7L - H OD: 6-26 Guard HP SOR 80 94 Long 5 20 25 38 31 54 15 +0 +8 Click!
  • 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.
Name Damage GuardHow this attack can be guarded. Throw range is listed in parentheses
All strikes can be air Barrier Blocked unless otherwise stated
StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps between hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. 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. For example a projectile that is Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information. CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
Dr - drive/distortion cancellable
O - overdrive cancellable
J - jump cancellable
R - rapid cancellable
Da - dash cancellable
(X) - X cancellable on hit only
P1Proration value that is applied only when the corresponding move is used as a starter. Click the link for the full article. P2Proration value that is applied to the combo proration value when the corresponding move is used. Click the link for the full article. StarterCombo time modifier when used as the starting hit of a combo. LevelAttack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. Air blocking adds 2 frames of blockstun. HitstunWhen hitting a grounded opponent, how much hitstun they experience. UntechWhen hitting an airborne opponent, how long they can't air tech. Hitstun CHWhen Counter Hitting a grounded opponent, how much hitstun they experience Untech CHWhen Counter Hitting an airborne opponent, how long they can't air tech. BlockstopWhen an opponent blocks the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experiences Y additional frames of blockstop.
HitstopWhen an opponent gets hit by the attack, how long 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.
CHstopWhen an opponent gets Counter Hit by the attack, how much additional hitstop the opponent experiences.
HitboxHitbox link for this move
Forward ThrowBBCS Tager FThrow.png 1500 Throw 7 3 23 - T - SOR 100 50 (Once) Normal 0, 4 - Launch 100 - - - 0, 12 +0 Click!
  • 100% minimum damage
  • Counterhit state for entire move
Back ThrowBBCS Tager BThrow.png 0, 1500 Throw 7 3 23 - T - R 100 50 (Once) Normal 0, 4 - Launch 100 - - - 0, 12 +0 Click!
  • 100% minimum damage
  • Counterhit state for entire move
Air ThrowBBCS Tager AThrow.png 0, 1500 Throw 7 3 23+3L - T - R 100 50 (Once) Normal 0, 4 - - 60 - - - 0 +0 Click!
  • 100% minimum damage
  • Counterhit state for entire move
Counter AssaultBBCS Tager 6B.png 0 All 16 2 31 -14 B 1~20 All R 50 92 Very Short 4 18 Launch 19 Launch 34 12 +0 +5 Click!
Crush TriggerBBCP Tager CrushTrigger.png 1000 Guard Break 32/Barrier 20 1 25 0 B - R 80 60 Normal 4 24 Launch 60 + GBounce + Down 23 Launch 74 + GBounce + Down 23 11 +0 +2 Click!
1000 Guard Break 60/Barrier 30~61 1 25 0 B - R 80 100 Long 4 24 Launch 60 + GBounce + Down 23 Launch 74 + GBounce + Down 23 11 +0 +2 Click!

Specials

Name Damage GuardHow this attack can be guarded. Throw range is listed in parentheses
All strikes can be air Barrier Blocked unless otherwise stated
StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps between hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. 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. For example a projectile that is Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information. CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
Dr - drive/distortion cancellable
O - overdrive cancellable
J - jump cancellable
R - rapid cancellable
Da - dash cancellable
(X) - X cancellable on hit only
P1Proration value that is applied only when the corresponding move is used as a starter. Click the link for the full article. P2Proration value that is applied to the combo proration value when the corresponding move is used. Click the link for the full article. StarterCombo time modifier when used as the starting hit of a combo. LevelAttack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. Air blocking adds 2 frames of blockstun. HitstunWhen hitting a grounded opponent, how much hitstun they experience. UntechWhen hitting an airborne opponent, how long they can't air tech. Hitstun CHWhen Counter Hitting a grounded opponent, how much hitstun they experience Untech CHWhen Counter Hitting an airborne opponent, how long they can't air tech. BlockstopWhen an opponent blocks the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experiences Y additional frames of blockstop.
HitstopWhen an opponent gets hit by the attack, how long 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.
CHstopWhen an opponent gets Counter Hit by the attack, how much additional hitstop the opponent experiences.
HitboxHitbox link for this move
A SledgehammerBBCS Tager Sledge.png
236A
1200 All 20 3 18 -4 B 1~23 Guard P R 80 89 Normal 3 16 26 44 31 58 11 +0 +2 Click!
  • Can cancel into Additional attack for an 8F window after active frames end
  • On Guard Point, hitstop for Tager is 0F. Opponent hitstop unchanged
  • Can guard point up to 20000 damage.
B SledgehammerBBCS Tager Sledge.png
236B
1300 (1500) All 35~56 4 20 -7 B 1~1F after Active Guard P
11~5F before Active Guard HBP
R 80 89 Normal 3 16 Crumple 31 50 Crumple 62 64 11 +0 +2 Click!
  • 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
  • Can guard point up to 20000 damage.
  • Delaying move also extends both guardpoint durations
Additional AttackBBCS Tager Hammer.png
Sledge > 236A
1370 High 22 6 30 -17 B 1~21 Guard HBP R 70 92 Very Short 4 18 Launch 54 + Down 23 Launch 69 + GBounce + Down 23 12 +0 +5 Click!
  • 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 DriverBBCS Tager Buster.png
360A
0*2, 2500 Throw 6 1~20 29 (Miss), 44 (Hit) - T 3~6 All - 100 60 (Once) Very Short 0*2, 4 - Launch 100 + Down 23 - - - 0*2, 12 +0 Click!
  • 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 CatapultBBCF Tager WedgeCatapult2.png
360B
0*2, 1200 Unblockable 30 4 30 (Miss), 41 (Hit) - T 6~30 All - 60 100 Normal 0*2, 4 - Launch 200 + WBounce - - - 0*2, 6 +0 Click!
  • 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 DriverBBCF Tager ImpactDriver.png
Wedge > 360B
0, 1400 - - - 44 - T - - - 100 - 4 - Launch 100 + Down 23 - - - 0, 8 +0 Click!
  • 100% minimum damage if following the Wedge Catapault that started the combo, 50% otherwise.
Air DriverBBCF Tager Air Driver.png
j.360C
0*2, 2700 Throw 6 3-35 Until L+12 (Miss), 44 (Hit) - T - - 100 60 (Once) Very Short 0*2, 4 - - 100 + Down 23 - - - 0*2, 12 +0 Click!
  • 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
  • Attracts towards Tager's hand rather than his body.
Gadget FingerBBCS Tager Finger.png
22D
0, 100 Unblockable 7 8-47 16 (Whiff), 27 (Hit) +10 T - - 100 80 Long 0 - Until L+10 Stand - - - 0 +0 Click!
  • 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 - - 1000(250) - - - - - - - - - - - - - - - - - - Click!
  • 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 BoltBBCP Tager SparkBolt.png
41236D
1500 All 12 Until Hit Total 47 -1 P2* - R 80 82 Long 4 18 Launch 80 + WBounce Launch 95 + WBounce 0/+16 +18 +18 Click!
  • Magnetises for 480F (1000F in Overdrive)
  • Electricity meter set to zero on 1st frame
  • Counterhit state for entire move
Diagonal Spark BoltBBCP Tager SparkBolt.png
623D
1500 All 12 Until Hit Total 47 -1 P2 - R 80 82 Long 4 18 Launch 80 + WBounce Launch 95 + WBounce 0/+16 +18 +18 Click!
  • Magnetises for 480F (1000F in Overdrive)
  • Electricity meter set to zero on 1st frame
  • Counterhit state for entire move
Crimson PunishBBCP Tager CrimsonPunish.png
j.63214A
800 All 15 3 13+3L - H - R 80 92 Long 4 18 Launch 60 + Down 53 Launch 75 + Down 53 12 +0 +5 Click!
  • 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 DropBBCP Tager CrimsonPunish.png
Automatic
1500 All Until L 9 33 - H 1~End All R 100 92 Long 4 - 19 19 + Down 39 24 34 + Down 39 12 +0 +5 Click!
  • 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 ChargeBBCS Tager Charge.png
214D
- - - - 39-113 - - 6~(21~95) Guard HBP - - - - - - - - - - - - - Click!
  • 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 AttackBBCS Tager Hammer.png
Voltic > 236A
1370 High 13 6 30 -17 F 1~12 Guard HBP R 70 92 Very Short 4 18 Launch 54 + Down 23 Launch 69 + GBounce + Down 23 12 +0 +5 Click!
  • 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 ColliderBBCS Tager Collider.png
623C
0, 2250 Air Unblockable 17~59 3 19 - T 4~15 H R 100 100, 82 Long 0, 4 - Launch 62 + GBounce Launch 77 + GBounce - 0, 12 +0 Click!
  • 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.
  • Attracts towards Tager's hand rather than his body.

Distortion Drives

  • All Distortion Drives have the following properties unless otherwise stated:
    • Cost 50 Heat
    • Heat Gauge Cooldown 180F
Name Damage GuardHow this attack can be guarded. Throw range is listed in parentheses
All strikes can be air Barrier Blocked unless otherwise stated
StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps between hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. 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. For example a projectile that is Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information. CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
Dr - drive/distortion cancellable
O - overdrive cancellable
J - jump cancellable
R - rapid cancellable
Da - dash cancellable
(X) - X cancellable on hit only
P1Proration value that is applied only when the corresponding move is used as a starter. Click the link for the full article. P2Proration value that is applied to the combo proration value when the corresponding move is used. Click the link for the full article. StarterCombo time modifier when used as the starting hit of a combo. LevelAttack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. Air blocking adds 2 frames of blockstun. HitstunWhen hitting a grounded opponent, how much hitstun they experience. UntechWhen hitting an airborne opponent, how long they can't air tech. Hitstun CHWhen Counter Hitting a grounded opponent, how much hitstun they experience Untech CHWhen Counter Hitting an airborne opponent, how long they can't air tech. BlockstopWhen an opponent blocks the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experiences Y additional frames of blockstop.
HitstopWhen an opponent gets hit by the attack, how long 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.
CHstopWhen an opponent gets Counter Hit by the attack, how much additional hitstop the opponent experiences.
HitboxHitbox link for this move
Genesic Emerald Tager BusterBBCS Tager GETB2.png
720C
0*3, 4620 [0*3, 5220] Throw 5+(28 Flash)+0 3~58 41 - T 1~6 All - 100 100 Long 0*3, 4 - Launch 100 + Down 65 - - - 0*3, 20 +0 Click!
  • 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 WheelBBCS Tager MTW.png
236236B
220*19, 1800 All*19, High/Air 7+(38 Flash)+12 4,2*18 (15) 3 72 -56 B 1~58 Guard All R 80 82 (once) Normal 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 Click!
  • 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 ODBBCS Tager MTW.png
236236B
180*31, 1800 All*31, High/Air 7+(38 Flash)+12 4,2*30 (15) 3 72 -56 B 1~82 Guard All R 80 82 (once) Normal 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 Click!
  • 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 BreakBBCS Tager TerraBreak.png
MTW > 236236B
3600 [4200] All 9+(20 Flash)+25 9 35 -25 B 1~9 All (R) 80 82 Normal 4 18 Launch 80 + WBounce [80 + WBounce + Down 23] Launch 95 + WBounce [95 + WBounce + Down 23] 18 +0 +5 Click!
  • 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

Name Damage GuardHow this attack can be guarded. Throw range is listed in parentheses
All strikes can be air Barrier Blocked unless otherwise stated
StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps between hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. 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. For example a projectile that is Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information. CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
Dr - drive/distortion cancellable
O - overdrive cancellable
J - jump cancellable
R - rapid cancellable
Da - dash cancellable
(X) - X cancellable on hit only
P1Proration value that is applied only when the corresponding move is used as a starter. Click the link for the full article. P2Proration value that is applied to the combo proration value when the corresponding move is used. Click the link for the full article. StarterCombo time modifier when used as the starting hit of a combo. LevelAttack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. Air blocking adds 2 frames of blockstun. HitstunWhen hitting a grounded opponent, how much hitstun they experience. UntechWhen hitting an airborne opponent, how long they can't air tech. Hitstun CHWhen Counter Hitting a grounded opponent, how much hitstun they experience Untech CHWhen Counter Hitting an airborne opponent, how long they can't air tech. BlockstopWhen an opponent blocks the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experiences Y additional frames of blockstop.
HitstopWhen an opponent gets hit by the attack, how long 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.
CHstopWhen an opponent gets Counter Hit by the attack, how much additional hitstop the opponent experiences.
HitboxHitbox link for this move
Charged LightningBBCF Tager ChargedLightning.png
ABCD during OD
600, 0, 70*21, 1150
{600, 0, 75*30, 3300}
All 20 [10] 3 34 -10 B 1~22 All
[1~12 All]
- 100 100 Long 2 26 Launch 120 + Down 23 - - 20 20, 8*21 {*30}, 20 +0 Click!
  • 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

Name Damage GuardHow this attack can be guarded. Throw range is listed in parentheses
All strikes can be air Barrier Blocked unless otherwise stated
StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps between hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. 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. For example a projectile that is Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information. CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
Dr - drive/distortion cancellable
O - overdrive cancellable
J - jump cancellable
R - rapid cancellable
Da - dash cancellable
(X) - X cancellable on hit only
P1Proration value that is applied only when the corresponding move is used as a starter. Click the link for the full article. P2Proration value that is applied to the combo proration value when the corresponding move is used. Click the link for the full article. StarterCombo time modifier when used as the starting hit of a combo. LevelAttack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. Air blocking adds 2 frames of blockstun. HitstunWhen hitting a grounded opponent, how much hitstun they experience. UntechWhen hitting an airborne opponent, how long they can't air tech. Hitstun CHWhen Counter Hitting a grounded opponent, how much hitstun they experience Untech CHWhen Counter Hitting an airborne opponent, how long they can't air tech. BlockstopWhen an opponent blocks the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experiences Y additional frames of blockstop.
HitstopWhen an opponent gets hit by the attack, how long 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.
CHstopWhen an opponent gets Counter Hit by the attack, how much additional hitstop the opponent experiences.
HitboxHitbox link for this move
King of TagerBBCS Tager Astral2.png
1080D
16000 Unblockable 5+(50 Flash)+16~89 4 76 - T 1~9 All - - - - 5 - - - - - - 13 - Click!
  • 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

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