BBTag/Iron Tager/Frame Data

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System Data[edit]

Health:20,000
Prejump:6F
Backdash:29F (1~20F Inv All)
Unique Movements:No Run, No Double Jump, No Air Dash
  • Backdash can cancel into all actions except back walk 30F onwards


Normal Moves[edit]

Name Damage GuardHow this attack can be guarded 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 betwen hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame Adv.The 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. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.Attribute and Hitbox Invincibility information. 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. CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
J - jump cancellable
P - partner cancellable
DD - distortion cancellable only
(X) - X cancellable on hit only
LevelAttack Level determines how much hitstun, blockstun, hitstop, etc. the attack inflicts. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. 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 experences 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 experences 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 the attack, how much additional hitstop the opponent experiences.
HitboxHitbox link for this move
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 -
  • Values in [] are for max charge
  • On Guard Point, hitstop for Tager is 14F. Opponent hitstop unchanged
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 -
  • Values in [] are for max charge
  • On Guard Point, hitstop for Tager is 0F. Opponent hitstop unchanged
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 -
  • On Guard Point, hitstop for Tager is 0F. Opponent hitstop unchanged
2B 2000 All 26 6 22 +2 F - 80 90 - 5 20 21 31 + Slide 10 27 47 + Slide 10 15 +0 +8 -
  • Tager immediately enters 18F recovery on hit/block
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 1700x2 All 15 3 16+3L - H - 80 85 - 4 18 Launch, 19 60 + Down 53, 19 + Down 39 Launch, 24 75 + Down 53, 34 + Down 39 12 +0 +5 -

Universal Mechanics[edit]

Name Damage GuardHow this attack can be guarded 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 betwen hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame Adv.The 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. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.Attribute and Hitbox Invincibility information. 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. CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
J - jump cancellable
P - partner cancellable
DD - distortion cancellable only
(X) - X cancellable on hit only
LevelAttack Level determines how much hitstun, blockstun, hitstop, etc. the attack inflicts. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. 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 experences 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 experences 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 the attack, how much additional hitstop the opponent experiences.
HitboxHitbox link for this move
Ground Throw 0, 2000 Throw 7~30 3 23 - T - 100 50 (Once) - 0, 4 - Launch 100 + GBounce - - - 0, 12 +0 -
  • Minimum Damage 100% (2000)
Charged Lightning
Reversal Action
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[edit]

Name Damage GuardHow this attack can be guarded 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 betwen hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame Adv.The 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. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.Attribute and Hitbox Invincibility information. 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. CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
J - jump cancellable
P - partner cancellable
DD - distortion cancellable only
(X) - X cancellable on hit only
LevelAttack Level determines how much hitstun, blockstun, hitstop, etc. the attack inflicts. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. 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 experences 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 experences 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 the attack, how much additional hitstop the opponent experiences.
HitboxHitbox link for this move
A Atomic Collider
236A
0, 3500 Air Unblockable 16 4 19 - T 4~15 H 90 100,60 - 0, 4 18 - 62 + GBounce + Down 23 - - - 0, 8 +0 -
B Atomic Collider
236B
0, 3500 Air Unblockable 29 4~46 23 - T 5~34 H 90 100, 60 - 0, 4 - - 62 + GBounce - - - 0, 12 +0 -
A Gigantic Tager Driver
214A
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 -
  • Minimum Damage 100% (4200)
Wedge Catapult
214B
0*2,800 Throw 30 4 30 - T 6~29 All 100 100 - 0*3 - Launch 200 + WBounce - - - 0*2, 6 +0 -
A Air Driver
j.214A
0*3,4500 Throw 6 3 41+12L - T - 100 100*3, 50 - 0*3, 4 - - 100 + Down 23 - - - 0*3, 12 +0 -
  • Minimum Damage 100% (4500)
B Air Driver
j.214B
0*3,4500 Throw 23 10 42+12L - T - 100 100*3, 50 - 0*3, 4 - - 100 + Down 23 - - - 0*3, 12 +0 -
  • Minimum Damage 100% (4500)
Gadget Finger
After certain moves > A/B/C
0*2,100 - 7 19 9 +5 on hit - - 100 65 (Once) - 0*3 - - - - - - 0 - -
  • Minimum Damage 100% (100)

Extra Skills[edit]

  • All Extra Skills have the following properties unless otherwise stated:
    • Cost 1 Skill Gauge on 4F
    • Skill Gauge Cooldown 180F (starting on 5F)
Name Damage GuardHow this attack can be guarded 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 betwen hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame Adv.The 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. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.Attribute and Hitbox Invincibility information. 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. CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
J - jump cancellable
P - partner cancellable
DD - distortion cancellable only
(X) - X cancellable on hit only
LevelAttack Level determines how much hitstun, blockstun, hitstop, etc. the attack inflicts. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. 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 experences 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 experences 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 the attack, how much additional hitstop the opponent experiences.
HitboxHitbox link for this move
Spark Bolt
236C
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 -
EX Gigantic Tager Driver
214C
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 -
EX Air Driver
j.214C
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[edit]

  • 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.
Name Damage GuardHow this attack can be guarded 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 betwen hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame Adv.The 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. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.Attribute and Hitbox Invincibility information. 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. CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
J - jump cancellable
P - partner cancellable
DD - distortion cancellable only
(X) - X cancellable on hit only
LevelAttack Level determines how much hitstun, blockstun, hitstop, etc. the attack inflicts. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. 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 experences 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 experences 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 the attack, how much additional hitstop the opponent experiences.
HitboxHitbox link for this move
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[edit]

  • All Distortion Skills have the following properties unless otherwise stated:
    • Cost 2 Skill Gauge at the beginning of superflash
    • Skill Gauge Cooldown 180F (starts frame after superflash starts)
Name Damage GuardHow this attack can be guarded 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 betwen hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame Adv.The 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. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.Attribute and Hitbox Invincibility information. 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. CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
J - jump cancellable
P - partner cancellable
DD - distortion cancellable only
(X) - X cancellable on hit only
LevelAttack Level determines how much hitstun, blockstun, hitstop, etc. the attack inflicts. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. 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 experences 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 experences 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 the attack, how much additional hitstop the opponent experiences.
HitboxHitbox link for this move
Magna Tech Wheel
236B+C
250*19, 4200
[250*19, 4200, 2600]
All 7+(38 Flash)+6 4,2*18 (15) 3 33 -56 B 1~34 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 -
  • Values in [] are for Enhanced version
  • Enhanced version only does the wall punch on hit
  • On Guard Point, hitstop for Tager is 0F. Opponent hitstop unchanged
  • Minimum Damage 50*19, 966 (1916) [50*19, 966, 208 (2124)]
Genesic Emerald Tager Buster
214B+C
0*3, 6120
[0*3, 7120]
Throw 10+(28 Flash)+0 1~25 41 - T 1~11 All 100 100*3, 60 - - - Launch 100 + Down 65 - - - 0*3, 20 +0 -
  • Values in [] are for Enhanced version
  • Minimum Damage 6120 [7120]
  • Can also be inputted as a 720. In this case, final hit's damage increased by 500
Air Genesic Emerald Tager Buster
j.214B+C
0*3, 6120
[0*3, 7120]
Throw 6+0 1~45 41+12L - T 1~6 All 100 100*3, 60 - - - Launch 100 + Down 65 - - - 0*3, 20 +0 -
  • Values in [] are for Enhanced version
  • Minimum Damage 6850 [7850]
  • Can also be inputted as a j.720. In this case, final hit's damage increased by 500
Terra Break
Distortion Skill Duo
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 -
  • Values in [] are for Enhanced version
  • Minimum Damage 2000 [2500]

Astral Heat[edit]

Name Damage GuardHow this attack can be guarded 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 betwen hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame Adv.The 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. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.Attribute and Hitbox Invincibility information. 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. CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
J - jump cancellable
P - partner cancellable
DD - distortion cancellable only
(X) - X cancellable on hit only
LevelAttack Level determines how much hitstun, blockstun, hitstop, etc. the attack inflicts. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. 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 experences 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 experences 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 the attack, how much additional hitstop the opponent experiences.
HitboxHitbox link for this move
King of Tager
222B+C
- - 5+(50 Flash)+23 4 76 - - 1~15 All - - - - - - - - - - - - -

Revolver Action Table[edit]

Ground Revolver Action Table
A B C Cancel
4A 4AA, 5A, 2A 5B, 2B 5C, 2C Throw, Jump, Special, Super
4AA 4AAA, 5A, 2A 5B, 2B 5C, 2C Throw, Jump, Special, Super
4AAA - 5B, 2B 5C, 2C Special, Super
5A[1] 5AA, 2A 5B, 2B 5C, 2C Throw, Jump, Special, Super
5AA 5AAA, 2A 5B, 2B 5C, 2C Throw, Special, Super
5AAA 5AAAA 5B 5C Special, Super
5AAAA - - - Special, Super
2A 5A 5B, 2B 5C, 2C Special, Super
5B 2A[-] 5BB[+] 5C[-], 2C[-] -
5BB - - - -
2B 2A 5B 5C, 2C Special, Super
5C - - - -
2C - 5B - Special, Super
Air Revolver Action Table
A B C Cancel
j.A j.AA j.B j.C -
j.AA - j.B j.C -
j.B - - j.C -
j.C - - - -
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

Sources[edit]

Early Proration Data from Hima based on the beta Link

Navigation[edit]

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