BBTag/Iron Tager/Frame Data

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System Data[edit]

Health: 20,000
Prejump: 6F
Backdash Time 41F / Invul: 1-20F All

*Backdash can cancel into all actions except back walk 30F onward


Normal Moves[edit]

Version Damage 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
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. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. 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. 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 a character is hit while standing or crouching, the defender is forced into a stun animation for a set period of time where they are vulnerable to further attacks. This period of time is called hitstun. UntechWhen hitting an airborne opponent, how long they can't air tech HitstopWhen hitting an opponent, how long the game 'freezes'. Values in X/Y/Z mean
X: Amount of hitstop both characters experience
Y: Amount of additional hitstop defender experiences on block
Z: Amount of additional hitstop defender experiences on hit
Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to. HitboxHitbox link for this move
4A 1000 - 100 75 B All 8 3 11 0 2 13 14 14 10 - -
4AA 1000 - 90 75 F Low 10 3 14 -3 2 13 14 14 10 - -
4AAA 1500 - 100 80 B All 13 4 19 -1 3 21 17 29 11 - -
5A 1700 - 100 80 B All 15 4 18 -3 4 18 21 23 12 - -
5AA 1700 [2500] - 90 80 B All 21 [52] 7 27 -15 4 [5] 21 [30] 17 [18] 25 + Slide 44
[26 + Slide 45]
12 [15] 16-27 [16-58] Guard HBP -
  • Values in [] are for max charge
5AAA 2000 - 100 85 B All 20 9 30 -18 5 20 21 30 13 - -
5AAAA 2000 - 80 85 B High 24 2 33 -14 5 20 21 60 13 - -
2A 1700 - 90 75 B All 13 2 29 -12 4 18 19 25 12 9-12 H -
5B 2000 [2500] - 80 85 B All 32 [61] 4 19 -4 4 18 21 40 12 1-8 [1-8] Guard P
9-26 [9-55] Guard HBP
27-36 [56-65] Guard P
-
  • Values in [] are for max charge
5BB 1700 - 90 85 B High 19 6 30 -17 4 18 19 19 12 1-18 Guard HBP -
2B 2000 - 80 90 F All 26 6 22 +2 5 20 21 31 15 - -
  • Tager immediately enters 18F recovery on hit/block
5C 800 - 100 100 B High 22 3 24 -10 3 16 0 0 11 - -
2C 1700 - 90 85 F Low 13 3 22 -6 4 18 19 30 12 - -
j.A 1500 - 80 80 H High 7 16 20 - 3 16 17 17 11 - -
j.AA 1700 - 80 85 H High 13 5 12 - 4 18 19 22 12 - -
j.B 2000 - 80 90 H High 22 4 18+7L - 5 20 25 25 15 - -
j.C 1700x2 - 80 85 H All 15 3 16+3L - 4 18 19 60 12 - -

Universal Mechanics[edit]

Version Damage 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
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. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. 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. 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 a character is hit while standing or crouching, the defender is forced into a stun animation for a set period of time where they are vulnerable to further attacks. This period of time is called hitstun. UntechWhen hitting an airborne opponent, how long they can't air tech HitstopWhen hitting an opponent, how long the game 'freezes'. Values in X/Y/Z mean
X: Amount of hitstop both characters experience
Y: Amount of additional hitstop defender experiences on block
Z: Amount of additional hitstop defender experiences on hit
Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to. HitboxHitbox link for this move
Ground Throw 0, 2000 - 100 50 T Throw 7~30 3 23 - 0, 4 - - - - - -
  • Minimum Damage 100% (2000)
Charged Lightning
Reversal Action
2760 - 80 60 B Air Unblockable 16 5 46 -32 4 18 Launch 70 12 1-20 Guard All -

Skills[edit]

Version Damage 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
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. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. 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. 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 a character is hit while standing or crouching, the defender is forced into a stun animation for a set period of time where they are vulnerable to further attacks. This period of time is called hitstun. UntechWhen hitting an airborne opponent, how long they can't air tech HitstopWhen hitting an opponent, how long the game 'freezes'. Values in X/Y/Z mean
X: Amount of hitstop both characters experience
Y: Amount of additional hitstop defender experiences on block
Z: Amount of additional hitstop defender experiences on hit
Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to. HitboxHitbox link for this move
A Atomic Collider
236A
0,3500 - 90 100,60 H Air Unblockable 16 4 19 - 0, 4 - - 62 0, 8 4-15 H -
B Atomic Collider
236B
0,3500 - 90 100,60 H Air Unblockable 29 4~46 23 - 0, 4 - - 62 0, 12 5-34 H -
A Gigantic Tager Driver
214A
0*3,4200 - 100 50(once) T Throw 6 2 33 - 0*3, 4 - - 100 0*3, 12 1-7 T -
  • Minimum Damage 100% (4200)
Wedge Catapult
214B
0*2,800 - 100 100 T Throw 30 4 30 - 0*3 - - 200 0*2, 6 6-29 All -
A Air Driver
j.214A
0*3,4500 - 100 50(once) T Throw 6 3 41+12L - 0*3, 4 - - 100 0*3, 12 - -
  • Minimum Damage 100% (4500)
B Air Driver
j.214B
0*3,4500 - 100 50(once) T Throw 23 - 42+12L - 0*3, 4 - - 100 0*3, 12 - -
  • Minimum Damage 100% (4500)
Gadget Finger
After certain moves > A/B/C
0*2,100 - - - - - 7 - - - 0*3 - - - - - -
  • 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)
Version Damage 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
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. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. 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. 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 a character is hit while standing or crouching, the defender is forced into a stun animation for a set period of time where they are vulnerable to further attacks. This period of time is called hitstun. UntechWhen hitting an airborne opponent, how long they can't air tech HitstopWhen hitting an opponent, how long the game 'freezes'. Values in X/Y/Z mean
X: Amount of hitstop both characters experience
Y: Amount of additional hitstop defender experiences on block
Z: Amount of additional hitstop defender experiences on hit
Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to. HitboxHitbox link for this move
Spark Bolt
236C
1700 - 80 85 P2 All 12 - Total: 47 -1 4 18 Launch 80 + WBounce 35 0/+16/+18 - -
EX Gigantic Tager Driver
214C
0*3,4200 - 100 50(once) T Throw 6 2~10 33 - 0*3, 4 - - 100 0*3, 12 1-7 T -
EX Air Driver
j.214C
0*3,4500 - 100 100*3, 50 T Throw 6 2~35 41+12L - 0*3, 4 - - - 0*3, 12 - -

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.
Version Damage 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
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. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. 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. 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 a character is hit while standing or crouching, the defender is forced into a stun animation for a set period of time where they are vulnerable to further attacks. This period of time is called hitstun. UntechWhen hitting an airborne opponent, how long they can't air tech HitstopWhen hitting an opponent, how long the game 'freezes'. Values in X/Y/Z mean
X: Amount of hitstop both characters experience
Y: Amount of additional hitstop defender experiences on block
Z: Amount of additional hitstop defender experiences on hit
Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to. HitboxHitbox link for this move
5P
Sledgehammer
2000 - 70 85 B All (18)+17 9 19 -9 4 18 Launch 50 12 - -
6P
Spark Bolt
1700 - 70 85 P2 All (18)+92 - Total: (18)+127 -1 4 18 Launch 80 + WBounce 30 0/+16/+18 - -
4P
Up Spark Bolt
1700 - 70 85 P2 All (18)+55 - Total: (18)+93 -4 4 18 Launch 80 + WBounce 20 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)
Version Damage 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
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. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. 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. 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 a character is hit while standing or crouching, the defender is forced into a stun animation for a set period of time where they are vulnerable to further attacks. This period of time is called hitstun. UntechWhen hitting an airborne opponent, how long they can't air tech HitstopWhen hitting an opponent, how long the game 'freezes'. Values in X/Y/Z mean
X: Amount of hitstop both characters experience
Y: Amount of additional hitstop defender experiences on block
Z: Amount of additional hitstop defender experiences on hit
Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to. HitboxHitbox link for this move
Magna Tech Wheel
236B+C
250*19, 4200
[250*19, 4200, 2600]
- 80 100*19, 60
[100*19, 60*2]
B All 7+6 4,2*18 (15) 3 33 -56 4 18 19 60*19, 80 0*19, 28 1-34 Guard All -
  • Values in [] are for Enhanced version
  • Enhanced version only does the wall punch on hit
  • Minimum Damage 50*19, 966 (1916) [50*19, 966, 208 (2124)]
Genesic Emerald Tager Buster
214B+C
0*3, 6120
[0*3, 7120]
- - - T Throw 10+0 1~25 41 - - - - - - 1-11 All -
  • 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*2, 730, 0*3, 6120
[0*2, 730, 0*3, 7120]
- - - T Throw 6+0 1~45 41+12L - - - - - - 1-6 All -
  • 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] - 100 100 B All 1+1 9 42 -32 4 18 Launch 80 18 1-7 All -
  • Values in [] are for Enhanced version
  • Minimum Damage 2000 [2500]

Astral Heat[edit]

Version Damage 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
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. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. 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. 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 a character is hit while standing or crouching, the defender is forced into a stun animation for a set period of time where they are vulnerable to further attacks. This period of time is called hitstun. UntechWhen hitting an airborne opponent, how long they can't air tech HitstopWhen hitting an opponent, how long the game 'freezes'. Values in X/Y/Z mean
X: Amount of hitstop both characters experience
Y: Amount of additional hitstop defender experiences on block
Z: Amount of additional hitstop defender experiences on hit
Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to. HitboxHitbox link for this move
King of Tager
222B+C
- - - - - - 5+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 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]


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