GGXRD-R2/Sin Kiske and BBTag/Iron Tager: Difference between pages

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======<span style="visibility:hidden;font-size:0">Overview</span>======
======<span style="visibility:hidden;font-size:0">Overview</span>======
{{CharaOverview
{{CharaOverview
|overview= Sin is a neutral-focused monster with a frighteningly high damage output thanks to his Calorie ("food") gauge which lets him cancel all his special attacks into other special moves. However, if Sin tries to do any special attack with an empty food gauge, he'll be forced into a [[GGXRD-R2/Sin_Kiske#Calorie Gauge | starving animation]] that gives his opponent a giant punish.  If Sin doesn't find a good chance to eat, he'll often have to give up okizeme or pressure just to refill his food.
|overview= Tager is a grappler character. He has slow and limited movement but by using a combination of his 5B (his old Sledge special) to cover ground, his Voltic Battler drive to pull his opponent towards him and solid fundamenetal movement, Tager can close the gap between him and his opponent. Once close, Tager has a number of command grabs that can either be very damaging on their own or which can lead to an even more damaging combo.
 
|lore= Sometimes also referred to as the "Red Devil", Tager is a cyborg and a member of Sector Seven that works directly under Kokonoe. He used to be a mercenary but ended up being gravely wounded during a battle in the Ikaruga War. Upon noticing Tager's compatibility with Kokonoe's experimental "Demon Cells," she retrieves his body from the battlefield and rebuilds him as a cyborg, with his original flesh becoming heavily mutated by the demon cells. Although his life was saved, Tager lost all memories of his past life as a side effect of the process, and now has decided to repay his debt to Kokonoe as her personal agent within Sector Seven.
Sin has great neutral, pressure, and mixup options.  {{clr|3|f.S}} and {{clr|3|2S}} are fast, solid normal pokes, {{clr|1|6P}} is a great anti-air, and the infamous Beak Driver ({{clr|4|236H}}) will counter-poke just about anything.
|quote= Depending on someone to watch your back...doesn't feel bad at all
 
|summary=  
Sin's other special moves include a low profile slide that can be used as a frame trap, a reversal he can make safe, a command jump that he can steer forwards and backwards, and a jump-in that will beat any anti-air that isn't completely invulnerable.  Sin's neutral and mixups are very strong, especially when he gets to set up something like his crossup, multi-hit {{clr|4|j.H}} and/or his air braking {{clr|5|j.D}}.
 
Sin's best combos often use a lot of the food gauge, but moves like {{clr|4|5H}}(1) and Beak Driver will always knock down.  With proper combo routes, Sin can do a combo, eat, and still apply okizeme or a mixup.
 
Furthermore, Sin has a strong strike/throw game thanks to RISC-cranking moves like {{clr|4|2H}}, so even his basic pressure can be quite scary with 50 meter to RRC a throw.  Sin also builds meter quickly and has two versatile supers that deal high damage.  The world is Sin's oyster - as long as you keep him fed.
 
|lore= First introduced in Guilty Gear 2: Overture, Sin is the happy-go-lucky son of Ky Kiske and Dizzy, who fell in love after the events of Accent Core. Due to the Gear blood he inherited from Dizzy, Sin developed extremely quickly after his birth; with Ky ruling a nation and Dizzy in stasis, Sin's rearing was entrusted to bounty hunter and fellow Gear Sol Badguy. Under Sol's tutelage, Sin accompanies him across the world in search of bounties, carrying most of their equipment along the way. Sin is slowly warming up to his father, and with his mother out of the picture for the moment, he looks up to Sol as a mentor and father figure. In battle Sin utilizes lightning magic, which arcs wild and red due to his Gear heritage; he also possesses a battle standard that he brandishes as a makeshift pole arm. He isn't the most well-spoken kid and can be cocky at times, but he has a big heart and tries to improve his shortcomings one at a time.
|quote=  
|voice_actor= Issei Miyazaki
|summary= is a well-rounded character boasting an excellent neutral game, extremely high damage, and solid tools for pressure and rushdown. Sin's versatility and sheer damage output allow him to do anything - as long as he doesn't go hungry.
|pros=
|pros=
* '''Low Entry Barrier:''' Sin's neutral is very simple and very rewarding. His combos are mostly universal and easy to confirm into.
*20k health; highest tier of health in the game
* '''Burst Safety:''' Several of Sin's most important moves (Beak Driver, Bull Bash, {{clr|4|5H}}(1)) are burst safe, which limits his opponent's ability to escape damage and okizeme.
*A variety of threatening command grabs to control the ground and air, including his invincible 720 command grab which can be used both in the air and on the ground
* '''Neutral Monster:''' Good pokes with a great balance of speed and reach, such as {{clr|1|6P}}, {{clr|3|f.S}}, {{clr|3|2S}}, Beak Driver ({{clr|4|236H}}), and Elk Hunt ({{clr|2|236K}}).
*Sledge is a very strong zone breaking tool with high and mid guard points
* '''High Damage:''' Among the highest consistent damage in the game, and he doesn't need to spend tension for it.
*Can easily nullify most projectile wars at the cost of 1 skill gauge with Spark Bolt
* '''Strong Okizeme Game:''' Most of Sin's ground combos let him set up a safejump or high-low mixup with his leap ({{clr|1|214P}}/{{clr|2|K}}) and {{clr|4|j.H}}/{{clr|5|j.D}}, assuming he doesn't eat. With meter, he has access to [[#Voltic Deign|Voltic Deign]] setups which let him combo from rising {{clr|4|j.H}} for a very fast overhead.
*High BnB damage
* '''Strong Pressure/Safety with Calories''': Sin can special cancel his special moves by using his food gauge, which lets him make pressure safe and powerful.
*Strong reset potential on opponent's wakeup thanks to magnetized command grabs.
* '''Safe Reversal:''' Hawk Baker ({{clr|3|623S}}) is a reversal that can be special cancelled into moves that are safe on block.  Yes, really.
|cons=
|cons=
* '''Reliant on Resources:''' Requires good food management, and is much weaker when food is low. Occasionally has to give up advantage(mainly okizeme) to eat.
*Low mobility. Tager cannot air dash or double jump
* '''Weak to Burst:''' Getting bursted during combos/offense before getting to eat can put Sin in a rough spot if he spent lots of food.
*Sledge is weak against lows and sometimes inconsistent against strong multihit pokes while speeding towards the opponent
* '''30f face-up wakeup timing''': Some characters get specific okizeme on Sin if they knock him down face-up.
*Very tall and vulnerable to instant overhead mixups
* '''Limited Gatling routes:''' Sin relies heavily on the threat of his special moves in blockstrings, which means he doesn't have complex gatling routes. Sin's pressure and combos without calories are much less scary than with them.
*Assists are fairly situational and teammate dependent
* '''Stubby Pressure Normals:''' Sin's pokes are great, but faster moves like {{clr|1|2P}}, {{clr|2|5K}}, and {{clr|2|2K}} are very short.
*Meter dependent, especially considering the threat potential of tools like Spark Bolt and Genesic Emerald Tager Buster
}}
|unique_mechanic1_name= Overdrive: Voltic Battler
{{FP_Box
|unique_mechanic1=
|header= Calories
Some of Tager's normals, specials, and supers automatically pull the opponent towards him, giving his attacks more range as well as messing with the opponent's sense of spacing.
|content=  
Sin has a unique meter called the calorie/food gauge which is a resource that is used to cancel specials into other specials.  Sin starts each round with the gauge partially full at 10,000 calories (10 "pips"), although the gauge can hold up to 16,000/16 pips.  Every time Sin uses a special attack other than his [[#Leap|Leap]] ({{clr|1|214P}}/{{clr|2|K}}) or [[#Still Growing|Still Growing]] ({{clr|4|214H}}), he loses 1,000 calories/1 pip. Special cancelling into a special attack that consumes calories will cost another 1,000 calories/1 pip.
 
Sin can eat using [[#Still Growing|Still Growing]] ({{clr|4|214H}}) to refill his food gauge: it will restore him to 10,000 calories/10 pips if is under that many, and give him 3,000 calories/3 pips otherwise.  Eating is the only way for Sin to regain lots of food, so finding safe spots to eat at the end of combos or in neutral is very important.  Sin can also eat > YRC, but this is a steep price to pay considering how easily he can eat without spending tension.
 
Funnily, Faust's chocolate and doughnut items will give Sin 500 calories/half a pip if he picks them up. There is no effective difference between 500 and 1,000 calories.
}}
}}


==Normal Moves==
==Normal Moves==
 
===<big>4A</big>===
===<big>{{clr|1|5P}}</big>===
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
GGXRD_Sin_5P.png | Loser's bracket is that way, kid.
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
Sin_5P.jpg
BBTag_Tager_4A.png |
BBTag_Tager_4AA.png |Who put lows in an autocombo?
BBTag_Tager_4AAA.png |
</gallery>
</gallery>
</tabber>
</div>
</div>
<div class="attack-info">
<div class="attack-info">
{| class="wikitable attack-data"
{| class="wikitable attack-data"
{{FrameDataHeader-GGXRD-R2}}
{{FrameDataHeader-BBTag|version=yes}}
|-
{{AttackVersion|name=4A}}
{{#lst:{{PAGENAME}}/Data|4A}}
|-
{{AttackVersion|name=4AA}}
{{#lst:{{PAGENAME}}/Data|4AA}}
|-
|-
{{#lst:{{PAGENAME}}/Data|5P}}
{{AttackVersion|name=4AAA}}
{{#lst:{{PAGENAME}}/Data|4AAA}}
|}
|}
==== ====
==== ====
*[[GGXRD-R2/Sin_Kiske/Frame_Data#Gatling_Table|Gatling Options:]] {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|2|5K}}, {{clr|2|2K}}, {{clr|2|3K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|4|5H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}
* 4A is Tager's fastest ground poke.
*85% proration
* Slower than 214A but still very useful for safely controlling space.
Fast poke; cancelable into itself, a special, and a jump as well. Decent anti-air when opponent is too close to {{clr|1|6P}}. Chains into {{clr|4|5H}} on standing and for anti-air confirms.
* Jump cancellable on hit and on block.
* Can be used to tick throw 214A/C/B+C
----
* 4AA hits low
* Jump cancellable on hit and on block.
* Can be used to tick throw 214A/C/B+C
Be careful using this when connecting 4A against aerial opponents or at longer ranges where it might whiff. Chain into 2C instead in those situations.  
----
* 4AAA has slight magnetism
* Can be used to tick throw 214A/C/B+C
Can be a decent setup into a command grab. Special cancelable and chainable into 2C.


Oddly the normal with the most gatlings for Sin, but very hard to actually apply in pressure since it whiffs on crouchers.
</div>
</div>
</div>
</div>


===<big>{{clr|2|5K}}</big>===
===<big>5A</big>===
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
GGXRD_Sin_5K.png| Discount Johnny 5K
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
Sin_5K.jpg
BBTag_Tager_5A.png |
BBTag_Tager_5AA.png |
BBTag_Tager_5AAA.png |
BBTag_Tager_5AAAA.png |Who put highs in an autocombo?
</gallery>
</gallery>
</tabber>
</div>
</div>
<div class="attack-info">
<div class="attack-info">
{| class="wikitable attack-data"
{| class="wikitable attack-data"
{{FrameDataHeader-GGXRD-R2}}
{{FrameDataHeader-BBTag|version=yes}}
|-
{{AttackVersion|name=5A}}
{{#lst:{{PAGENAME}}/Data|5A}}
|-
{{AttackVersion|name=5AA}}
{{#lst:{{PAGENAME}}/Data|5AA}}
|-
{{AttackVersion|name=5AAA}}
{{#lst:{{PAGENAME}}/Data|5AAA}}
|-
|-
{{#lst:{{PAGENAME}}/Data|5K}}
{{AttackVersion|name=5AAAA}}
{{#lst:{{PAGENAME}}/Data|5AAAA}}
|}
|}
==== ====
==== ====
*[[GGXRD-R2/Sin_Kiske/Frame_Data#Gatling_Table|Gatling Options:]] {{clr|1|6P}}, {{clr|2|3K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|4|5H}}, {{clr|5|5D}}, {{clr|5|2D}}
* 5A is jump cancelable on hit and on block.
Jump and special cancelable. Small hurtbox on the non-kicking foot can go over opponents as they mash {{clr|1|2P}}/{{clr|2|2K}} at the right distance and timing. Can also avoid low pokes at further ranges, but might not hit them due to a relatively short range. Has a large number of gatlings while also having a slightly larger window to chain into them, when compared to his other normals, all of these making {{clr|2|5K}} one of his better normals during pressure.
----
* 5AA is chargeable for magnetism and high/mid guard point.
* Can be held for 31f
* Special cancelable into Tager's command grabs
* Fully charged does additional damage and combos into 2B on grounded hit
* Frankly ridiculous amounts of armour. You can tank the first half of Nine's Flame Punisher and still do your attack undisturbed
* Catches jump startup after 5A


In neutral, notably Sin's fastest button for ranges further than {{clr|1|2P}} and {{clr|3|c.S}}, but closer than {{clr|3|f.S}} and {{clr|3|2S}}. Also why it can be useful as a throw install option besides {{clr|1|6P}}+{{clr|4|H}}. Keep in mind {{clr|2|5K}} can easily be low profiled.
Canceling into 214B or 214C after this move is a situationally useful mixup against blocking opponents. In the event they get counterhit on the ground, you can actually combo directly into 214B.
----
* 5AAA's magnetism can draw opponents back in after a pushblocked 5AA, stopping some counter-attacks.
* Comboable into 5B on counter hit
* Catches jump startup after 5AA
----
* 5AAAA is an overhead.


Also useful in combos in situations you would use {{clr|3|c.S}}, but don't want to risk getting {{clr|3|f.S}} instead, due to distance, which can happen during sideswap or juggling combos.  
As it's special cancelable, you can combo into 236C or 236AB afterwards. Another alternative is calling an Assist during this move and special canceling into 236B as the Assist lifts the opponent from the ground.
</div>
</div>


===<big>{{clr|3|c.S}}</big>===
<div class="attack-container">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
GGXRD_Sin_cS.png|
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
Sin_c.S.jpg
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGXRD-R2}}
|-
{{#lst:{{PAGENAME}}/Data|c.S}}
|}
==== ====
*[[GGXRD-R2/Sin_Kiske/Frame_Data#Gatling_Table|Gatling Options:]] {{clr|1|6P}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|5|5D}}, {{clr|5|2D}}
Fast startup, along with being jump and special cancelable. Forces crouching on hit. Mostly combo filler. Can antiair unexpectedly due to its hitbox but don't rely on it.
</div>
</div>
</div>
</div>


===<big>{{clr|3|f.S}}</big>===
===<big>5B</big>===
<span class="input-badge">'''Sledgehammer'''</span>
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
GGXRD_Sin_fS.png | The people's poke
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
Sin_f.S.jpg|
BBTag_Tager_5B.png |Sledge...
BBTag_Tager_5BB.png |Hammer!
</gallery>
</gallery>
</tabber>
</div>
</div>
<div class="attack-info">
<div class="attack-info">
{| class="wikitable attack-data"
{| class="wikitable attack-data"
{{FrameDataHeader-GGXRD-R2}}
{{FrameDataHeader-BBTag|version=yes}}
|-
|-
{{#lst:{{PAGENAME}}/Data|f.S}}
{{AttackVersion|name=5B}}
|}
{{#lst:{{PAGENAME}}/Data|5B}}
==== ====
*[[GGXRD-R2/Sin_Kiske/Frame_Data#Gatling_Table|Gatling Options:]] {{clr|3|2S}}, {{clr|4|5H}}, {{clr|5|5D}}, {{clr|5|2D}}
Good poke, especially with 50 for {{clr|4|236H}} RRC afterwards. Similar in functionality to {{clr|3|2S}}, except {{clr|3|2S}} hits low profile moves and has lower recovery. However, {{clr|3|f.S}} has slightly more range and hits high profile moves. 
 
Forces crouching on hit, which makes confirming into follow-up moves slightly easier. Can confirm into {{clr|2|236K}} at close range, or on CH at any range.
</div>
</div>
 
===<big>{{clr|4|5H}}</big>===
<div class="attack-container">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
GGXRD_Sin_5H.png | For knocking down opponents outside of {{clr|5|2D}} range
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
Sin_5H(1).jpg|Extreme amounts of untech
Sin_5h(2).jpg|Vacuums on hit and block
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGXRD-R2}}
|-
|-
{{#lst:{{PAGENAME}}/Data|5H}}
{{AttackVersion|name=5BB}}
{{#lst:{{PAGENAME}}/Data|5BB}}
|}
|}
==== ====
==== ====
*[[GGXRD-R2/Sin_Kiske/Frame_Data#Gatling_Table|Gatling Options:]] {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}
* 5B is chargeable. Sledge will cover more distance and deal more damage when fully charged.  
2 hits: first is mid and jump cancelable, second is a low. Special cancelable on both hits, and knocks down on air hit. Really solid combo filler/ender on either hit, setting up some of Sin's stronger oki. Combos from {{clr|4|2H}}. Combos from {{clr|1|5P}}, {{clr|2|5K}}, and {{clr|3|2S}}, but only combo if the opponent is standing and if you are close enough. When used as a combo ender, it is usually best to cancel the first hit into {{clr|4|214H}} to restore calories safely and maintain pressure.
* Has high and mid guard points while charging.
* Launches airborne opponents, allowing further combo.
* Can be held for 29f


Due to its high hitbox it will whiff on crouchers and can unexpectedly catch people jumping during pressure when trying to bait raw throw inputs, although it's generally better to throw os with {{clr|2|5K}} or {{clr|1|6P}} in those situations. Can be used as an antiair for jump-ins directly above you, but due to its startup and recovery, it's not recommended. Airthrow or {{clr|2|j.K}} instead, blitz, or even {{clr|1|6P}} before you consider using this to antiair.
Difficult to punish on block, use this move to cover screen distance and approach zoners. Chainable into 2A, 2B, 2C, and 5C on hit but not block. Thanks to high and mid guard points, Tager can also bait Bursts with this move for a counterhit combo.
----
* 5BB is deceptively large, long-lasting overhead hitbox
* Sends airborne opponents downwards
* Only combos in Gadget Finger


As of version 2.1, the second hit has some vacuum properties, which has opened up some new combo potential, but ultimately not changed the functionality of the move.
Don't use this if Sledgehammer gets blocked as it's easy to punish. Will autocorrect if an opponent crosses over Tager after he uses Sledge.
</div>
</div>
</div>
</div>
 
===<big>5C</big>===
===<big>{{clr|1|6P}}</big>===
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
GGXRD_Sin_6P.png | No jumping allowed
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
Sin_6P.jpg | Godlike anti-air
BBTag_Tager_5C.png |
</gallery>
</gallery>
</tabber>
</div>
</div>
<div class="attack-info">
<div class="attack-info">
{| class="wikitable attack-data"
{| class="wikitable attack-data"
{{FrameDataHeader-GGXRD-R2}}
{{FrameDataHeader-BBTag}}
|-
|-
{{#lst:{{PAGENAME}}/Data|6P}}
{{#lst:{{PAGENAME}}/Data|5C}}
|}
|}
==== ====
==== ====
*[[GGXRD-R2/Sin_Kiske/Frame_Data#Gatling_Table|Gatling Options:]] {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|5|5D}}, {{clr|5|2D}}
Standard overhead.
*90% proration
Special cancellable and low profile (below midsection) until recovery frames. The low profile is actually rather average for a {{clr|1|6P}}, the thing that makes this {{clr|1|6P}} one of the best {{clr|1|6P}}s in the game is its impressive hitbox in front of Sin. Chain into {{clr|3|c.S}}>{{clr|4|5H}}>... when enemy is caught low enough from anti-air. On CH can combo into Bull Bash with the right height and if close enough. Occasionally you can link into {{clr|2|5K}}/{{clr|3|c.S}}>{{clr|4|5H}}... on CH if they are not too far away from you. As of Rev 2, you don't get anything off of an anti-aired very high and deep jump-in on normal hit.
 
Due to its long range and having low profile properties as mentioned earlier, can even be used to counterpoke ground normals with a high hitbox. Confirm into ({{clr|3|f.S}})>{{clr|4|236H}}>236H-HHHH or ({{clr|3|f.S}})>{{clr|2|236K}} if close enough.
</div>
</div>
</div>
</div>


===<big>{{clr|4|6H}}</big>===
===<big>2A</big>===
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GGXRD_Sin_6H.png|Big starter
BBTag_Tager_2A.png |
</gallery>
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
Sin_6H.jpg | Can whiff on Faust sometimes
</gallery>
</tabber>
</div>
</div>
<div class="attack-info">
<div class="attack-info">
{| class="wikitable attack-data"
{| class="wikitable attack-data"
{{FrameDataHeader-GGXRD-R2}}
{{FrameDataHeader-BBTag}}
|-
|-
{{#lst:{{PAGENAME}}/Data|6H}}
{{#lst:{{PAGENAME}}/Data|2A}}
|}
|}
==== ====
==== ====
Floats opponent on hit along with being special and jump cancelable. Frame advantage on block. Can be gatling into from {{clr|4|5H}}(1) and {{clr|2|3K}}(crouch). Slides you forward for a critical {{clr|3|623S}} or air combo. Hits all crouchers. On female characters, you can link {{clr|1|2P}} afterwards on normal hit, which is only possible on other weight classes on CH. Also combos into itself on CH.
* 9-12f head invulnerable


Awkward to use in neutral as Sin's hurtbox travels forward during the move along with a large startup. The hitbox isn't as great either. Can be used to whiff punish/block punish things with a lot of recovery however, and it is one of his best starters, so it will hurt a ton if you can combo into red {{clr|3|623S}}.
Can be used as an anti-air, but more important is the fact that as of patch 1.5 Tager was given the ability to combo into 5A after this move assuming he hasn't used 5A earlier in a gatling. Use this to your advantage especially considering that you can combo into 2A from moves like 4A and even Sledge. Due to head invulnerability, you can try to get a counterhit with this move when an opponent tries to burst one of your combos on the ground, letting you afterwards juggle them with Sledge.
</div>
</div>
</div>
</div>
 
===<big>2B</big>===
===<big>{{clr|5|5D}}</big>===
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
GGXRD_Sin_5D.png | Smack 'em into next week.
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
Sin_5D.jpg | For some reason disjointed
BBTag_Tager_2B.png |'''Who thought letting this be cancellable into 5C overhead was a good idea.'''
</gallery>
</gallery>
</tabber>
</div>
</div>
<div class="attack-info">
<div class="attack-info">
{| class="wikitable attack-data"
{| class="wikitable attack-data"
{{FrameDataHeader-GGXRD-R2}}
{{FrameDataHeader-BBTag}}
|-
|-
{{#lst:{{PAGENAME}}/Data|5D}}
{{#lst:{{PAGENAME}}/Data|2B}}
|}
|}
==== ====
==== ====
*80% proration
* Has magnetism
Universal overhead. Slow startup, but safer than other Dusts. Sin gets access to simple charged beak driver loops using the wall version and a techable air combo from the upwards version. The only way to fully knockdown meterlessly from {{clr|5|5D}}8 is to do a small (3 hits max) air combo ending in {{clr|5|j.D}} (ex. {{clr|4|j.H}} > {{clr|3|j.S}} > jump cancel > {{clr|5|j.D}}), which makes {{clr|5|5D}}6 probably the go to in most situations.
* Special cancelable


Basic {{clr|5|5D}}6 combo is {{clr|4|2H}}(3)>{{clr|2|236K}}>{{clr|3|623S}}>{{clr|3|214S}}>{{clr|4|214H}}. Can continue further/do a more complicated combo for more meter build/damage if you have the calories. Also goes into Charged Beak Driver loops.
Rather slow to start and easily stuffed in neutral, but can be a decent pressure tool against blocking opponents. Useful in some juggle combos as it is chainable into Sledge, 2A, and 2C.  
</div>
</div>
</div>
</div>
 
===<big>2C</big>===
===<big>{{clr|1|2P}}</big>===
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
GGXRD_Sin_2P.png | Mash to your heart's content.
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
Sin_2P.jpg | It can anti air. Trust me
BBTag_Tager_2C.png |TIME FOR BED
</gallery>
</gallery>
</tabber>
</div>
</div>
<div class="attack-info">
<div class="attack-info">
{| class="wikitable attack-data"
{| class="wikitable attack-data"
{{FrameDataHeader-GGXRD-R2}}
{{FrameDataHeader-BBTag}}
|-
|-
{{#lst:{{PAGENAME}}/Data|2P}}
{{#lst:{{PAGENAME}}/Data|2C}}
|}
|}
==== ====
==== ====
*[[GGXRD-R2/Sin_Kiske/Frame_Data#Gatling_Table|Gatling Options:]] {{clr|1|5P}}, {{clr|1|2P}}, {{clr|2|5K}}, {{clr|2|2K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|5|5D}}, {{clr|5|2D}}
Decently quick and mostly safe low poke. Special cancelable and chainable into Gadget Finger.
*80% proration
Sin's fastest starter. Quick and cancels into itself and specials. This is also what you use to extend combos after R.T.L in some situations. Frame advantage. Great for stagger pressure and tick throws, and great as a meaty.
</div>
</div>
</div>
</div>


===<big>{{clr|2|2K}}</big>===
===<big>j.A</big>===
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
GGXRD_Sin_2K.png|Your fastest low
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
Sin_2K.jpg
BBTag_Tager_jA.png |
BBTag_Tager_jAA.png |
</gallery>
</gallery>
</tabber>
</div>
</div>
<div class="attack-info">
<div class="attack-info">
{| class="wikitable attack-data"
{| class="wikitable attack-data"
{{FrameDataHeader-GGXRD-R2}}
{{FrameDataHeader-BBTag|version=yes}}
|-
|-
{{#lst:{{PAGENAME}}/Data|2K}}
{{AttackVersion|name=j.A}}
|}
{{#lst:{{PAGENAME}}/Data|j.A}}
==== ====
*[[GGXRD-R2/Sin_Kiske/Frame_Data#Gatling_Table|Gatling Options:]] {{clr|2|5K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|5|5D}}, {{clr|5|2D}}
*70% proration
Worst proration of Sin's lows and fairly slow for a {{clr|2|2K}} as well, but serves its purpose. Forces crouching on hit which will cause {{clr|2|2K}}>{{clr|2|5K}}>{{clr|2|3K}}>{{clr|4|6H}} to combo because of crouching state.
 
Decent for stagger when used alongside {{clr|1|2P}}. Also used for basic leap oki mixups, via empty leap low. When used in this way (or a meaty), it can be a little challenging to space it just out of the enemy's throw range, but it is possible to do so.
 
Has an interesting ability to be delayed chain into {{clr|4|2H}}.
</div>
</div>
 
===<big>{{clr|3|2S}}</big>===
<div class="attack-container">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
GGXRD_Sin_2S.png | The people's poke 2: Electric Boogaloo
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
Sin_2S.jpg|Disjointed
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGXRD-R2}}
|-
|-
{{#lst:{{PAGENAME}}/Data|2S}}
{{AttackVersion|name=j.AA}}
{{#lst:{{PAGENAME}}/Data|j.AA}}
|}
|}
==== ====
==== ====
*[[GGXRD-R2/Sin_Kiske/Frame_Data#Gatling_Table|Gatling Options:]] {{clr|4|5H}}, {{clr|5|5D}}, {{clr|5|2D}}
j.A is quick and has a lot of active frames, making it a solid jump-in normal. j.A -> rising j.A can fuzzy most of the cast.
Not a low, but otherwise a great poke. Similarly to {{clr|3|f.S}}, this is great to confirm into {{clr|4|236H}} RRC with 50 meter or {{clr|4|236H}} > {{clr|4|HHHH}} without. Can confirm into {{clr|2|236K}} on CH.


You'd use this instead of {{clr|3|f.S}} when you need something that beats low profiling moves, such as certain {{clr|1|6P}}s and slides/sweeps. It also has a little bit less recovery than {{clr|3|f.S}}, although slightly smaller range.
j.AA is mostly used in combos. Chainable into j.B or j.C
</div>
</div>
</div>
</div>
 
===<big>j.B</big>===
===<big>{{clr|4|2H}}</big>===
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
GGXRD_Sin_2H.png | Half a combo on its own
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
Sin_2H(1).jpg
BBTag_Tager_jB.png |
Sin_2H(2).jpg
Sin_2H(3).jpg | Why is everything disjointed?
</gallery>
</gallery>
</tabber>
</div>
</div>
<div class="attack-info">
<div class="attack-info">
{| class="wikitable attack-data"
{| class="wikitable attack-data"
{{FrameDataHeader-GGXRD-R2}}
{{FrameDataHeader-BBTag}}
|-
|-
{{#lst:{{PAGENAME}}/Data|2H}}
{{#lst:{{PAGENAME}}/Data|j.B}}
|}
|}
==== ====
==== ====
*[[GGXRD-R2/Sin_Kiske/Frame_Data#Gatling_Table|Gatling Options:]] {{clr|4|5H}}, {{clr|5|5D}}, {{clr|5|2D}}
* Very attractive against aerial opponents
Slow, 3-hit launcher type move. Not a great anti-air, so best used as a punisher. First two hits force standing, third hit floats the opponent. All hits are jump cancelable. Builds a lot of RISC if opponents do not choose to FD.
* Can be low profiled by some moves and some crouching opponents [ie. Linne, other Under Night Characters]
 
* Poor vertical hitbox close to Tager will cause the move to whiff unexpectedly when the opponent gets close.
Can be used as a frame trap if delayed chained from {{clr|2|2K}}, as mentioned earlier. However, do note that if you get FD'd out from {{clr|2|2K}}, or if they backdash in between {{clr|2|2K}}>{{clr|4|2H}}, you will get punished if you whiff {{clr|4|2H}} as it has immense recovery.


If you have the reactions for it, you can react to people bursting as they get hit by {{clr|4|2H}}, especially on the ground(you can tell they have bursted if they rise up from the ground before the third hit)
Used in aerial combos, and can be used as an air to air. Has high frame advantage on hit and block against grounded opponents. j.B has two distinct hitboxes: a vertically large one where the magnetism effect is, and a vertically small one on his arms. Will generally whiff against crouchers up close, but not necessarily at max range.
</div>
</div>
</div>
</div>
 
===<big>j.C</big>===
===<big>{{clr|2|3K}}</big>===
<span class="input-badge">'''Crimson Punisher'''</span>
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
GGXRD_Sin_3K.png | Axl's {{clr|1|3P}} except better
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
Sin_3K.jpg
BBCP_Tager_CrimsonPunish.png |CRIMSON PUNISH
</gallery>
</gallery>
</tabber>
</div>
</div>
<div class="attack-info">
<div class="attack-info">
{| class="wikitable attack-data"
{| class="wikitable attack-data"
{{FrameDataHeader-GGXRD-R2}}
{{FrameDataHeader-BBTag}}
|-
|-
{{#lst:{{PAGENAME}}/Data|3K}}
{{#lst:{{PAGENAME}}/Data|j.C}}
|}
|}
==== ====
==== ====
*[[GGXRD-R2/Sin_Kiske/Frame_Data#Gatling_Table|Gatling Options:]] {{clr|4|6H}}
* Two stage attack, if the initial arm sweep hits, his opponent is hit straight down with a hard knockdown and Tager immediately follows up with a bellyflop on the stricken opponent.
*90% proration
* During the initial arm sweep, Tager is launched slightly upwards and forwards and loses all previous jumping momentum, enabling it to easily hit enemies slightly above him due to air hits, but also makes hitting it on standing opponents very tricky.
Low flag poke. Staggers on CH, only gatlings into {{clr|4|6H}} which is plus on block and all special moves; {{clr|2|3K}} into {{clr|4|6H}} is a blockstring only contestable if your opponent uses a invul reversal. When spaced well, be used as a meaty to make reversals whiff and you can mix between special cancelling {{clr|2|3K}}, jump canceling the {{clr|4|6H}} followup into {{clr|5|j.D}}, or simply pressing the frame advantage of {{clr|4|6H}}.
* Can be used as a ghetto double jump to perform crossups and bait out anti-air attacks.
 
* Unsafe on block, but the hitbox is deceptively large and strong in air to air exchange.
Another great property of {{clr|2|3K}} is that is has a disjointed hitbox, which can be useful against moves such as slides and low pokes if you predict these coming. You need to predict them most of the them as the start up is on the slower side.
* Cannot hit assists.  
</div>
</div>
</div>
</div>
<br style="clear:both;"/>


===<big>{{clr|5|2D}}</big>===
==Universal Mechanics==
===<big>Ground Throw</big>===
<span class="input-badge">'''5B+C'''</span>
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
GGXRD_Sin_2D.png | Your best low
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
Sin_2D.jpg
BBTag_Tager_GroundThrow.png |
</gallery>
</gallery>
</tabber>
</div>
</div>
<div class="attack-info">
<div class="attack-info">
{| class="wikitable attack-data"
{| class="wikitable attack-data"
{{FrameDataHeader-GGXRD-R2}}
{{FrameDataHeader-BBTag}}
|-
|-
{{#lst:{{PAGENAME}}/Data|2D}}
{{#lst:{{PAGENAME}}/Data|BC}}
|}
|}
==== ====
==== ====
*90% proration
* If performed outside of Tager's grab range, he'll waddle forward a couple of steps before trying to grab.  
Universal sweep. Long reach and moves Sin very slightly forward. Seems to also shift his hurtbox back before the active frames come out(?). Neutral on block means it's a decent pressure tool. It is common to see {{clr|5|2D}} used in normals>{{clr|5|2D}}>{{clr|2|236K}}>{{clr|4|236H}} for BnBs. Otherwise, {{clr|5|2D}} is a tool to knockdown the opponent without using food meter and safely eat.


Links universally into {{clr|1|2P}} on CH or meaty. Can also link into other normals on CH, but somewhat character specific.
Because Tager's ground speed is incredibly slow, you really never want to try this outside of point blank range.
</div>
</div>
</div>
</div>
 
===<big>Charged Lightning</big>===
===<big>{{clr|1|j.P}}</big>===
<span class="input-badge">'''5A+D'''</span>
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
GGXRD_Sin_jP.png| Hits high up
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
Sin_j.P.jpg
BBTag_Tager_ChargedLightning.png |Magnetic Storm
</gallery>
</gallery>
</tabber>
</div>
</div>
<div class="attack-info">
<div class="attack-info">
{| class="wikitable attack-data"
{| class="wikitable attack-data"
{{FrameDataHeader-GGXRD-R2}}
{{FrameDataHeader-BBTag}}
|-
|-
{{#lst:{{PAGENAME}}/Data|j.P}}
{{#lst:{{PAGENAME}}/Data|AD}}
|}
|}
==== ====
==== ====
*[[GGXRD-R2/Sin_Kiske/Frame_Data#Gatling_Table|Gatling Options:]] {{clr|1|j.P}}, {{clr|2|j.K}}, {{clr|3|j.S}}, {{clr|4|j.H}}, {{clr|5|j.D}}
* Big vertical hitbox all around Tager's body
Fastest air to air poke. Above average reach and hitbox to hurtbox ratio for a {{clr|1|j.P}}, though there are faster {{clr|1|j.P}}s out there. Very good for hitting opponents above or at the same height as you, not so much for opponents below you.
</div>
</div>


===<big>{{clr|2|j.K}}</big>===
<div class="attack-container">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
GGXRD_Sin_jK.png | Big combo on CH
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
Sin_j.K.jpg
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGXRD-R2}}
|-
{{#lst:{{PAGENAME}}/Data|j.K}}
|}
==== ====
*[[GGXRD-R2/Sin_Kiske/Frame_Data#Gatling_Table|Gatling Options:]] {{clr|1|j.P}}, {{clr|3|j.S}}, {{clr|4|j.H}}, {{clr|5|j.D}}
Possesses crossup hitbox. Pops opponent up while keeping them close. Since GGXRD-R2 no longer causes wallstick.


On CH, gives a very long untechable fall/knockdown, giving a lot of time to convert into combos. This property makes it a valid choice for air-to-airing people above you for CH fishing.
</div>
</div>
</div>
</div>
<br style="clear:both;"/>


===<big>{{clr|3|j.S}}</big>===
==Skills==
===<big>Atomic Collider</big>===
<span class="input-badge">'''236A/B'''</span>
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
GGXRD_Sin_jS.png | The people's poke: Air edition
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
Sin_j.S.jpg
BBTag_Tager_AtomicCollider.png |Pray for your opponent to jump on wakeup.
</gallery>
</gallery>
</tabber>
</div>
</div>
<div class="attack-info">
<div class="attack-info">
{| class="wikitable attack-data"
{| class="wikitable attack-data"
{{FrameDataHeader-GGXRD-R2}}
{{FrameDataHeader-BBTag|version=yes}}
|-
|-
{{#lst:{{PAGENAME}}/Data|j.S}}
{{AttackVersion|name=A}}
|}
{{#lst:{{PAGENAME}}/Data|236A}}
==== ====
*[[GGXRD-R2/Sin_Kiske/Frame_Data#Gatling_Table|Gatling Options:]] {{clr|1|j.P}}, {{clr|2|j.K}}, {{clr|4|j.H}}, {{clr|4|j.6H}}, {{clr|5|j.D}}
All-purpose, long reaching air normal useful for both jump ins and air to air situations, possessing a lot of horizontal range. Often used as a safe jump out of leap after a grounded Beak Driver knockdown.
 
The downward portion of the hitbox can be somewhat modest, so it can easily be anti-aired with low profiling moves in general despite being his staple jump-in, or even crouched under if done very early during a jump or IAD.
</div>
</div>
 
===<big>{{clr|4|j.H}}</big>===
<div class="attack-container">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
GGXRD_Sin_jH.png| Can hit crouchers while rising
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
Sin_j.H(1).jpg
Sin_j.H(2).jpg
Sin_j.H(3).jpg
Sin_j.H(4).jpg
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGXRD-R2}}
|-
|-
{{#lst:{{PAGENAME}}/Data|j.H}}
{{AttackVersion|name=B}}
{{#lst:{{PAGENAME}}/Data|236B}}
|}
|}
==== ====
==== ====
*[[GGXRD-R2/Sin_Kiske/Frame_Data#Gatling_Table|Gatling Options:]] {{clr|5|j.D}}
;236A
Overhead for a maximum of 4 hits, but with low hit/blockstun. Can be used as an instant overhead, but you need RC for a stable confirm, or a high amount of RISC built up on your opponent to combo into {{clr|3|j.214S}}. You also need to be rather close for {{clr|4|j.H}} to hit them in this fashion.
* No magnetism
* Can only grab airborne opponents
* Moves opponent to the other side of Tager
* Only combos into Gadget Finger
* Has head attribute invulnerability frames 4-15


An interesting property of {{clr|4|j.H}} is that the first hit is off a higher attack level than the other hits, while also having a vacuum effect. This is used in several different cross up mixups where you would be able to combo into {{clr|3|j.214S}} or even {{clr|4|2H}}.
Thanks to the upper body invulnerability and deceptively large hitbox this move can occasionally be an effective anti-air, though Tager has other anti-air alternatives that do considerably more total damage. Generally speaking this move is best used at the end of a combo. Is +41 upon landing, can safejump 9+f reversals.  
 
----
Surprisingly annoying to antiair with some characters when done at certain heights, although you will be forced to chain into {{clr|5|j.D}} before you land to avoid being thrown upon landing if they were to just block it, or on normal hit if not done low enough to the ground, which would be the height you usually should have gotten antiaired anyway if your opponent has solid antiair options. The chain into {{clr|5|j.D}} can be difficult for players to deal with as you can choose which hit of {{clr|4|j.H}} to cancel into {{clr|5|j.D}} (although opponents can always just upback it). Can be difficult to convert into a combo when used in this fashion however, as you need to commit heavily into {{clr|3|j.214S}} on the first hit of {{clr|4|j.H}}, which also only combos on CH.
;236B
* Extremely attractive to airborne targets, grounded opponents will slide along the floor slowly
* Can only grab airborne opponents
* Hold button to extend active frames
* Moves opponent to the other side of Tager
* Ground bounces for further comboing
* Has head attribute invulnerability frames 5-34
* Can be held for 42f


You can also convert into a combo with {{clr|1|2P}}, {{clr|2|2K}}, and even {{clr|1|5P}} (forced standing on hit) if done from the right height.
Be careful as opponents who super jump will typically fly over Tager's head. Be mindful that you can be hit while pulling opponents towards you as well as during the long startup of the move.
</div>
</div>
</div>
</div>


===<big>{{clr|4|j.6H}}</big>===
===<big>Gigantic Tager Driver</big>===
<span class="input-badge">'''214A'''</span>
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
GGXRD_Sin_j6H.png | Level 3 hitstun and vacuums? Yes please.
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
Sin_j.6H.jpg | Disjointed
BBTag_Tager_GiganticTagerDriver.png |REAL SOVIET DAMAGE
</gallery>
</gallery>
</tabber>
</div>
</div>
<div class="attack-info">
<div class="attack-info">
{| class="wikitable attack-data"
{| class="wikitable attack-data"
{{FrameDataHeader-GGXRD-R2}}
{{FrameDataHeader-BBTag}}
|-
|-
{{#lst:{{PAGENAME}}/Data|j.6H}}
{{#lst:{{PAGENAME}}/Data|214A}}
|}
|}
==== ====
==== ====
Pulls the opponent towards you on hit. Also vacuums on block as long as they block it on the ground. Can be used in side switch combos and hard-to-react-to crossup mixups where you pull them out of the corner.
* No magnetism
 
* Only grabs grounded opponents
Due to it's great horizontal reach, and great reward on CH, can also be a very potent normal to throw out while in the air. Very awkward to confirm if you get a normal hit with it in on an airborne opponent however.
* Only combos into Gadget Finger


Do note that even at the lowest height, all crouchers do not get hit by it and it's easily low profiled.
Technically Tager's fastest move in terms of startup. Also your main tool to exert pressure after Gadget Finger. Is +35 upon landing, allowing Tager to safejump 15f+ reversals, but only applicable on forward tech/corner.  
</div>
</div>
</div>
</div>
 
===<big>Wedge Catapult</big>===
===<big>{{clr|5|j.D}}</big>===
<span class="input-badge">'''214B'''</span>
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
GGXRD_Sin_jD.png|
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
Sin_j.D.jpg
BBTag_Tager_WedgeCatapult.png | dab 'em into a combo
</gallery>
</gallery>
</tabber>
</div>
</div>
<div class="attack-info">
<div class="attack-info">
{| class="wikitable attack-data"
{| class="wikitable attack-data"
{{FrameDataHeader-GGXRD-R2}}
{{FrameDataHeader-BBTag}}
|-
|-
{{#lst:{{PAGENAME}}/Data|j.D}}
{{#lst:{{PAGENAME}}/Data|214B}}
|}
|}
==== ====
==== ====
*80% proration
* Wall Bounces, convert into a combo by linking 5A, 2B, j.A
Can be done instantly off a jump as a 21 frame overhead, including jump start up. Can confirm into {{clr|3|j.214S}}, although you need to be close for this to work. Otherwise, you need meter to confirm into {{clr|1|j.236236P}}. This move completely halts momentum during jumps/leaps until which it will return to normal, which can be useful after doing an IAD {{clr|4|j.H}} cross up to convert into better combos with RC ({{clr|4|j.H}}~D RC {{clr|4|j.6H}}), since your air momentum will completely halt if you RC {{clr|5|j.D}} before recovery frames. This can also be done using {{clr|3|j.214S}} RC, which is arguably easier.
* Has full body invulnerability on frames 6-29
 
Has invulnerability and magnetism early in the move up to the point right before Tager grasps at this opponent. Be wary of very active moves as Tager is vulnerable for 1 frame before the grab hitbox is active. The damage scaling on this move is very good, allowing for some of Tager's most damaging combos upon a successful grab. While uncommon and largely impractical, it is also possible to combo grounded opponents directly into this grab via assists or counterhit 5AA and j.B.
The halted air momentum also makes it great to sneak it an extra overhead during air gatlings on a grounded opponent, similar to I-No's own {{clr|5|j.D}}. Ground bounces on counter hit, which is easier to convert off of on the way down as opposed to on the way up from a jump. Can also be used to bait throws during leap oki by doing it right before you land, which also is plus on block if you do it at a very low height.
 
This is also one of Sin's only ways of getting guaranteed knockdowns midscreen from air combos without spending food or tension. {{clr|5|j.D}} won't provide strong oki as you will land fairly close to them with no time to eat afterwards, but the option is there.


Oddly, {{clr|5|j.D}} can be jump cancelled, although you won't get to use it very often except for specific {{clr|5|j.D}} knockdown setups.
</div>
</div>
</div>
</div>
 
===<big>Air Driver</big>===
==Universal Mechanics==
<span class="input-badge">'''j.214A/B'''</span>
 
===<big>Ground Throw</big>===
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GGXRD_Sin_GroundThrow.png | Your best reversal
BBTag_Tager_AirDriver.png | NO JUMPING, BOI
</gallery>
</gallery>
</div>
</div>
<div class="attack-info">
<div class="attack-info">
{| class="wikitable attack-data"
{| class="wikitable attack-data"
{{FrameDataHeader-GGXRD-R2}}
{{FrameDataHeader-BBTag|version=yes}}
|-
{{AttackVersion|name=A}}
{{#lst:{{PAGENAME}}/Data|j.214A}}
|-
|-
{{#lst:{{PAGENAME}}/Data|Ground Throw}}
{{AttackVersion|name=B}}
{{#lst:{{PAGENAME}}/Data|j.214B}}
|}
|}
==== ====
==== ====
Throw with 65% proration. RC and dash or leap after them to combo midscreen. Otherwise, it knocks the opponent far enough where eating is safe, though in the corner you will be -2. Since Sin can easily crank guard gauge, throwing the opponent when the opponent's gauge is high enough will allow you to combo from this without meter.
;j.214A
* No magnetism
* Can only grab airborne opponents
* Only combos into Gadget Finger
----
;j.214B
* Extremely attractive to airborne opponents
* Grounded opponents will slide along the floor slowly
* Can only grab airborne opponents
* Stops all momentum when in use
* Button can be held to extend active frames
* Only combos into Gadget Finger
* Can be held for 59f


Also leads into Charged Beak Driver loops in the corner with RC, which leads to a lot of damage off of a throw if you are able to do them(Can go up to 5+ Charged Beaks).
Be careful when using this. Grounded opponents will have plenty of time to get under you. While opponents who super jump will usually fly overhead and can hit you as they fly by.
</div>
</div>
</div>
</div>


===<big>Air Throw</big>===
===<big>Gadget Finger</big>===
<span class="input-badge">'''After certain attacks -> A/B/C'''</span>
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GGXRD_Sin_AirThrow.png|
BBTag_Tager_GadgetFinger.png |NOW, GET UP
</gallery>
</gallery>
</div>
</div>
<div class="attack-info">
<div class="attack-info">
{| class="wikitable attack-data"
{| class="wikitable attack-data"
{{FrameDataHeader-GGXRD-R2}}
{{FrameDataHeader-BBTag}}
|-
|-
{{#lst:{{PAGENAME}}/Data|Air Throw}}
{{#lst:{{PAGENAME}}/Data|Gadget Finger}}
|}
|}
==== ====
==== ====
Universal anti-air with 65% proration. Like his ground throw it knocks opponent far enough to eat safely.
* 100% minimum damage


Can convert into a combo on RC, although you usually still need to have an airdash available to do this as well.
As of 1.30 update, drops the opponent just inside 214A range with Tager at a small frame advantage. This is a very strong position for Tager where in order to avoid a properly timed command grab, the opponent must buffer a jump, reversal, or backdash. Keep in mind that you can actually catch jumpsquat frames with 4A timed as early as possible, but delayed slightly 4A can also catch most backdashes while still counterhitting mashed normals.
</div>
</div>


===<big>Dead Angle Attack</big>===
You can also consider also using Active Switch to extend combos or for better positioning in your resets when using this to end Tager's combos.
<div class="attack-container">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
GGXRD_Sin_fS.png|
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
Sin_Dead_Angle_Attack.jpg
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGXRD-R2}}
|-
{{#lst:{{PAGENAME}}/Data|DAA}}
|}
==== ====
*50% proration
Fast for a DAA and with good range (shares the animation of {{clr|3|f.S}}), but only active for 2 frames. Significantly safer than R.T.L.
</div>
</div>


===<big>Blitz Attack</big>===
<div class="attack-container">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
GGXRD-R_Sin_BlitzAttack.png|
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
Sin_Blitz_Shield.jpg
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGXRD-R2|version=yes}}
|-
{{AttackVersion|name=Uncharged }}
{{#lst:{{PAGENAME}}/Data|Blitz Attack }}
|-
{{AttackVersion|name=Max Charge}}
{{#lst:{{PAGENAME}}/Data|Blitz Attack Max Charge }}
|}
Universal Blitz Charge attack. Optimal round ender.
</div>
</div>
</div>
</div>


==Special Moves==
<br style="clear:both;"/>


===<big>Calorie Gauge</big>===
==Extra Skills==
===<big>Spark Bolt</big>===
<span class="input-badge">'''236C'''</span>
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
GGXRD_Sin_CalorieGauge.png | Calorie Gauge at 10,000 calories (top) and empty (bottom)
GGXRD_Sin_Hungry.png |Starving will cost you 95 frames.<br/>Treat your calorie gauge like a baby. If it isn't full, it will cry and so will you.
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
Sin_Hunger.jpg
BBTag_Tager_SparkBolt.png |Whose idea was this
</gallery>
</gallery>
</tabber>
</div>
<div class="attack-info">
*Sin starts each round with 10,000 Calories (with a maximum of 16,000).
*Every time Sin uses a special attack (with the exception of {{clr|1|214P}}/{{clr|2|K}} and {{clr|4|214H}}) he will burn 1,000 Calories.
*You can also cancel special attacks into other Special attacks by burning an additional 1,000 Calories (ex. {{clr|3|623S}} > {{clr|2|236K}} will burn a total of 3,000 Calories)
*If you hit 0 Calories when doing special Attacks, you will be forced into a hunger animation for 95F after the special Attack.
*Use {{clr|4|214H}} to refill Calories
*Starving will cost you 95 easily reactable and punishable frames that can no longer be PRC'd to save you.
*You can RC the last special you did if you realize you don't have enough calories in order to avoid the hunger animation.
</div>
</div>
===<big>Hawk Baker</big>===
<span class="input-badge">'''{{clr|3|623S}}'''</span>
<div class="attack-container">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
GGXRD_Sin_HawkBaker.png | Shocking!
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
Sin_623S.jpg
</gallery>
</tabber>
</div>
</div>
<div class="attack-info">
<div class="attack-info">
{| class="wikitable attack-data"
{| class="wikitable attack-data"
{{FrameDataHeader-GGXRD-R2}}
{{FrameDataHeader-BBTag}}
|-
|-
{{#lst:{{PAGENAME}}/Data|623S}}
{{#lst:{{PAGENAME}}/Data|236C}}
|}
|}
==== ====
==== ====
*[ ] are for critical hits
* Wall Bounces
*60% forced [65% Initial] proration
*Burns 1,000 Calories
Invincible until active frames, but can be a relatively unreliable reversal due to its small hitbox and small amount of active frames. When used against moves with disjointed hitboxes, Hawk Baker will tend to flat out lose, or trade at best. HOWEVER, it can also be cancelled on block into other specials to make it safe, provided you have the calories. You pretty much always want to be cancelling it into a different special, even on hit, as it is massively unsafe otherwise.


Although Sin can reversal Hawk Baker against safejumps while having special cancel options to keep himself safe ({{clr|2|236K}}/{{clr|4|236H}}/{{clr|1|214P}} or {{clr|2|214K}}), advanced safejump OSes will be able to make Hawk Baker whiff, in particular, landing proximity block OSes. Not every character have easy access to these however, so they have to resort to hard baiting it, unless Sin is low on calories, or has no meter. It also has counterhit state recovery so you really don't want to whiff it.
Tager no longer needs to charge a separate resource and instead only consumes one Skill Gauge to use this move. Just like in other BlazBlue games, this will beat other normal projectiles easily. Also an important combo extender for Tager.


This move is a staple for many of Sin's combos as it is useful when cancelled with {{clr|4|236H}}, {{clr|2|236K}}, or even leap. Has a CRITICAL HIT effect when used point-blank, causing the opponent to shine red and increasing the untech time.
</div>
</div>
</div>
</div>


===<big>Beak Driver</big>===
===<big>EX Gigantic Tager Driver</big>===
<span class="input-badge">'''{{clr|4|236H}} (air OK)'''</span>
<span class="input-badge">'''214C'''</span>
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GGXRD_Sin_BeakDriver.png |Ground
BBTag_Tager_GiganticTagerDriver.png |
GGXRD_Sin_AirBeakDriver.png |Air
</gallery>
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
Sin_236H(1).jpg|Uncharged First Hit
Sin_236H(2).jpg|Uncharged Second Hit
Sin_Charge_Beak(1).jpg|Charged First Hit
Sin_Charge_Beak(2).jpg|Charged Second Hit
Sin_j.236H(1).jpg|Air First Hit
Sin_j.236(2).jpg|Air Second Hit
GGXRD-R2 Sin 236H full Hitbox.jpg | Full Hitbox For Uncharged
GGXRD-R2 Sin 236(H)full Hitbox.jpg | Full Hitbox For Charged
</gallery>
</tabber>
</div>
</div>
<div class="attack-info">
<div class="attack-info">
{| class="wikitable attack-data"
{| class="wikitable attack-data"
{{FrameDataHeader-GGXRD-R2|version=yes}}
{{FrameDataHeader-BBTag|}}
|-
{{AttackVersion|name=Ground }}
{{#lst:{{PAGENAME}}/Data|236H}}
|-
|-
{{AttackVersion|name=Air }}
{{#lst:{{PAGENAME}}/Data|214C}}
{{#lst:{{PAGENAME}}/Data|j.236H}}
|}
|}
==== ====
==== ====
*[ ] values are charged version
* Brief period of magnetism
*Burns 1,000 Calories
* Only grabs grounded opponents, but can be done mid combo
 
* Only combos into Gadget Finger
The infamous Beak Driver.
 
Due to its sheer range, relatively fast start up and mostly disjointed hitbox on the 2nd hit, it's clear why this special alone makes other characters think twice when playing the ground game with Sin, as on CH (2nd hit) or with 50 meter, it translates into a full combo which hurts with the right amount of calories. On top of that, if blocked, Sin still has to ability to special cancel. This move used to be extremely low committal, but with an added 8 frames of recovery, whiffing it either by misplacing it or by a well timed jump by the opponent is no longer an alright situation.
 
Note that each hit of Beak Driver have slightly different properties.
 
The 1st hit is much shorter in range and not very active. The hitbox is pretty much centered on Sin while it is active. It also is relatively easy to low profile, as it doesn't actually hit a lot of characters when they crouch. The first hit also has projectile cancelling properties. The 2nd hit, which comes out on frame 14, is much further in reach and more active. The hitbox of the 2nd hit gradually gets harder to low profile towards the tip. Although it doesn't cancel projectiles, most projectiles disappear on hit so it still deals with most projectiles well. Finally, on CH, this hit wallbounces the enemy which allows Sin to convert into a full combo with his leaps.
 
If the 2nd hit CHs, you can buffer 214 as Beak hits to confirm P/K on reaction to leap. With 50 meter, the most optimal combo is for him to RRC and then dash {{clr|4|6H}} > Hawk Baker > ... . Closer up on normal hit, it can convert into a knockdown with Elk Hunt, but if further out, the only option is to continue the combo with is {{clr|4|236H}}~HHHHH. The uncharged version is also the standard combo ender as it gives knockdown which allows Sin to eat safely, or leap in for oki after.
 
Sin also has the ability to charge the move, which can delay the startup of beak, potentially ruining timings of your opponent's approach/whiff punish attempts. After a certain amount of time Beak Driver is held, it becomes the charged version upon release, massively increasing the hitbox of the 2nd hit and making it extremely difficult to low profile, if not impossible. This version also has massive blockstun (more than lvl 4 attacks), making it hard to punish if you eat after. Despite the recovery frame change to the uncharged version in 1.03, the charged version still maintains the same recovery frames it had before, retaining its +4 on block while being hard to punish on whiff. On top of that, it does more damage and wallsticks in the corner, which allows Sin access to his more damaging combos. It even can loop into itself (usually up to 2~3 times, but more is possible with microdashes) if you manage to get them at the right height to trigger the wall slump state.


Generally, you don't get to convert off of charged beak hits unless they wallsplat, but you do get to eat afterwards, at least twice while keeping yourself safe. However, the 2nd hit still does wallbounce on CH, so the same conversions you get off of Beak Driver 2nd hit CH is still possible.
Has the same startup as the A version, but as this move can be held briefly for Magnetism, it benefits from greater effective range as well as active frames, making unseeable tick throw setups considerably easier to execute without getting counterhit by mashed normals. Is +35 upon landing, allowing Tager to safejump 15f+ reversals, but only applicable on forward tech/corner.  
----
*Burns 1,000 Calories
*Causes wall bounce
The air version is used in corner for wall bounce loops after {{clr|5|j.D}} > {{clr|3|j.214S}} starter. Deals slightly more damage than grounded variant. Used in some midscreen combos by cancelling into during the rise of Leap. No longer knockdowns at higher heights but still knocks them away. Corner crossups from this move's ability to pull them out of the corner are available if you're creative. Can also poke enemies out of the sky from a reasonable distance in which most moves would not. TK'ing can be used to catch jump outs from pressure. Cannot be charged.


Ending corner combos in low height air break drivers, either through TKs or earliest air beak out of leaps leaves a small enough gap in the corner for you to cross them up.
</div>
</div>
</div>
</div>
 
===<big>EX Air Driver</big>===
===<big>I'm Sure I'll Hit Something</big>===
<span class="input-badge">'''j.214C'''</span>
<span class="input-badge">'''{{clr|4|HHH}}... during Beak Driver'''</span>
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
GGXRD_Sin_ImSureIllHitSomething.png | When you don't feel like doing a combo.
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
Sin_236HHHH-1.jpg
BBTag_Tager_AirDriver.png |Hope that it will be comboable like Aerial Potemkin Buster
Sin_236HHHH-2.jpg
Sin_236HHHH-3.jpg
</gallery>
</gallery>
</tabber>
</div>
</div>
<div class="attack-info">
<div class="attack-info">
{| class="wikitable attack-data"
{| class="wikitable attack-data"
{{FrameDataHeader-GGXRD-R2}}
{{FrameDataHeader-BBTag}}
|-
|-
{{#lst:{{PAGENAME}}/Data|Beak Driver HHH...}}
{{#lst:{{PAGENAME}}/Data|j.214C}}
|}
|}
==== ====
==== ====
*Burns up to 5,000 Calories
* Extremely attractive to airborne opponents
Staff Rain Omega/Stabby Stab, whatever you want to call it. On hit, gives knockdown if all 5,000 calories are spent (as of Rev2.1, it will always knock down on aerial hit). Good for causing chip or cranking the guard gauge after a blocked {{clr|4|236H}}, although unsafe on block and not burst safe. Going into this from {{clr|4|236H}} doesn't have the extra cost of canceling a special into a special, and ends up costing 6,000 calories. Up to 13 hits, not counting the first two from Beak Driver. Use this to burn through opponents' guts when their hp is low and you have the calories.
* Grounded opponents will slide along the floor slowly
* Can only grab airborne opponents, but can be done mid combo
* Button can be held to extend active frames for about 1 second
* Only combos into Gadget Finger
* Can be held for 33f


This move also tends to give your opponent a ton of meter on hit during combos while building their burst meter back quickly, although it is the most damaging combo ender you can do from a lot of normals at max range.
The magnetism on this move is stronger than that of j.214B, making the move moderately more consistent at raw grabbing aerial opponents. Also of note is that this grab can be comboed into, which could be considered an option as an unburstable combo ender.  
</div>
</div>
</div>
</div>


===<big>Bull Bash</big>===
==Partner Skills==
<span class="input-badge">'''{{clr|3|214S}}'''</span>
===<big>5P</big>===
<span class="input-badge">'''Sledgehammer'''</span>
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
GGXRD_Sin_BullBash.png | Do not fall asleep
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
Sin_214S-1.jpg
BBTag_Tager_5B.png |
Sin_214S-2.jpg
Sin_214S-3.jpg | The last hitbox goes way further than what this image shows, it's overcropped
</gallery>
</gallery>
</tabber>
</div>
</div>
<div class="attack-info">
<div class="attack-info">
{| class="wikitable attack-data"
{| class="wikitable attack-data"
{{FrameDataHeader-GGXRD-R2}}
{{FrameDataHeader-BBTag}}
|-
|-
{{#lst:{{PAGENAME}}/Data|214S}}
{{#lst:{{PAGENAME}}/Data|5P}}
|}
|}
==== ====
==== ====
*Burns 1,000 Calories
* Tager's fastest assist
Long range overhead attack; Air unblockable if not FD'd. If you hit with the tip of the flag when the opponent is airborne it does ~10% less damage, but bounces them higher than if you hit with the middle of the flag. This move is best at controlling space, catching late jump/IAD attempts, or keeping the opponent awake during a blockstring.
* Launches and causes a soft knockdown


However, it is far too slow to ever mix someone up with, and opponents can always react to it if they have not done anything with high commitment. Most characters can even avoid it completely by double jumping, and everyone can Blitz or backdash it on reaction.
Useful in Cross Combos due to its relatively fast startup and cooldown.


If Bull Bash is blocked and then RRC'd, IADing afterwards with {{clr|3|j.S}}/{{clr|2|j.K}} will still be a true blockstring.
Useful when combo'd into charged beak driver in the corner and the combination of the two moves can destroy the opponents when they make an unfavorable burst in between. Also leads to Sin being quite + as a combo ender into eat, if Bull Bash is done from a height high enough to ground bounce into untechable knockdown.
</div>
</div>
</div>
</div>
 
===<big>6P </big>===
===<big>Elk Hunt</big>===
<span class="input-badge">'''Spark Bolt'''</span>
<span class="input-badge">'''{{clr|2|236K}}'''</span>
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
GGXRD_Sin_ElkHunt.png | Always works, except when it doesn't
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
Sin_236K.jpg
BBTag_Tager_SparkBolt.png |
</gallery>
</gallery>
</tabber>
</div>
</div>
<div class="attack-info">
<div class="attack-info">
{| class="wikitable attack-data"
{| class="wikitable attack-data"
{{FrameDataHeader-GGXRD-R2}}
{{FrameDataHeader-BBTag}}
|-
|-
{{#lst:{{PAGENAME}}/Data|236K}}
{{#lst:{{PAGENAME}}/Data|6P }}
|}
|}
==== ====
==== ====
*85% proration
* Fires straight ahead
*Burns 1,000 Calories
* Absurdly long startup time
Low profiling slide used in neutral, as combo filler, as a frame trap, or as a blockstring ender, though it's now even on block. Floats the opponent on hit and on CH allows you to link into (microdash){{clr|1|2P}}/{{clr|1|5P}}/c. S, depending on how it hits. Cancel into beak driver for knockback and knockdown in the corner and midscreen. In the corner, is useful when chained into {{clr|3|623S}} for corner confirms off of {{clr|3|623S}}'s critical hit. 
* Wall bounces opponent to Tager's position
 
A strange property of Elk Hunt is that it has variable start up and travel distance, which changes depending on how close Sin is to an opponent during start up. What happens is that Sin accelerates until he comes within a certain proximity of the opponent. Once he is close enough, only then the active frames come in.
 
This is why Sin is practically always +0 on normal block as it rarely, if not, never ever hits meaty from distance alone, unless if done from full screen. It is also why f. S/{{clr|3|2S}}>Elk Hunt is very distance dependent to combo. The distance you end up with after an opponent blocks Elk also can change subtly depending on how far away you were before it hits.


The mixture of its variable startup is also why it tends to lose to other lows and slides rather easily from a distance, even if you started Elk Hunt very early, as Elk Hunt can go up to 21 frames in start up if done from max range. This property can also make it lackluster at chasing backdashes.
A highly situational assist. The extremely long startup makes it very easy to react to in neutral, but it can sometimes be uniquely advantageous in combos that have long forced animations. Unlike in other BlazBlue games, Tager's charging stance does not have protection of any kind, making him entirely vulnerable before the move activates.


Also be careful of opponents catching onto you doing it too often in neutral even though it is safe on block, as preemptive neutral jumping can translate into a punish. Getting Elk Hunt IB'd forces you on the defensive as well or force you to spend even more calories to keep yourself safe/frame trap which may not pay off.
</div>
</div>
</div>
</div>
 
===<big>4P </big>===
===<big>Leap</big>===
<span class="input-badge">'''Up Spark Bolt'''</span>
<span class="input-badge">'''{{clr|1|214P}}/{{clr|2|K}}'''</span>
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GGXRD_Sin_Leap.png | You thought this combo was over?
BBTag_Tager_SparkBoltUp.png | 6P, but up
</gallery>
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
Sin_214PK.jpg
</gallery>
</tabber>
</div>
</div>
<div class="attack-info">
<div class="attack-info">
{| class="wikitable attack-data"
{| class="wikitable attack-data"
{{FrameDataHeader-GGXRD-R2}}
{{FrameDataHeader-BBTag}}
|-
|-
{{#lst:{{PAGENAME}}/Data|214P/K}}
{{#lst:{{PAGENAME}}/Data|4P }}
|}
|}
==== ====
==== ====
*The P version vaults you upwards
* Fires at a 30° angle from the ground
*The K version thrusts you forwards
* Much faster than his 6P
Doesn't use any of the calorie gauge, even if canceled into from another special. Useful for surprise gapclosing, punishing, or making specials safer without using calories, as well as general positioning. You maintain your airdashes after a leap, and if you jump install you can double jump as well. You can control the arc by holding 4 or 6. Backwards airdash after a leap are useful for his neutral game and baiting anti-airs and blitz attack. Can be canceled into other specials while rising.
* Wall bounces to Tager's position
 
Shallow angle combined with Spark Bolt's large size and very fast speed makes this a ok anti-air assist. Easily stuffed due to Tager's large frame


Note that any specials with the exception of Charged Beak when canceled into leap is actually easily antiaired or even air to aired, so the pressure reset you get from leap cancelling is not 'real'. Holding 4 can be used to bait sloppy antiair attempts however.
</div>
</div>
</div>
</div>


===<big>Still Growing</big>===
<br style="clear:both;"/>
<span class="input-badge">'''{{clr|4|214H}}'''</span>
 
==Distortion Skills==
===<big>Magna Tech Wheel</big>===
<span class="input-badge">'''236B+C'''</span>
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GGXRD_Sin_StillGrowing.png | Lunch break!
BBTag_Tager_MagnaTechWheel.png |spin2win
</gallery>
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
Sin_214H.jpg
</gallery>
</tabber>
</div>
</div>
<div class="attack-info">
<div class="attack-info">
{| class="wikitable attack-data"
{| class="wikitable attack-data"
{{FrameDataHeader-GGXRD-R2}}
{{FrameDataHeader-BBTag}}
|-
|-
{{#lst:{{PAGENAME}}/Data|214H}}
{{#lst:{{PAGENAME}}/Data|236BC}}
|}
|}
==== ====
==== ====
*Restores Calories
* Lightning spin super
*If Calorie Gauge is below 10,000 you will recover the difference to return it to 10,000 (starts out at giving 1,000 at 25f before giving the other 9,000)
*If Calorie Gauge is above 10,000 you will recover 3,000 (maximum stock is 16,000)
Has a decent amount of recovery, so you generally want to use it after a knockdown or when you push them far away with a blocked special. Can be YRC'd but will only fill 1,000 calories unless you YRC much later.
 
If you mash H during the animation while the calorie bar is not full, Sin will eat again with a slightly faster animation.
</div>
</div>


===<big>Vulture Seize</big>===
Followup only comes out in resonance/Cross combo. Can be used with short Distortion Skill Duos, allowing for partner combo extension.  
<span class="input-badge">'''{{clr|3|j.214S}}'''</span>
<div class="attack-container">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
GGXRD_Sin_VultureSeize.png | For when you really need more tension
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
Sin_j.214S-1.jpg
Sin_j.214S-2.jpg
Sin_j.214S-3.jpg
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGXRD-R2}}
|-
{{#lst:{{PAGENAME}}/Data|j.214S}}
|}
==== ====
*Burns 1,000 Calories
Aerial combo fodder into Air Beak Driver, as well as confirming off of rising/fuzzy overheads. Can also be used in gimmicky airdash crossups and even after the first hit of crossup {{clr|4|j.H}}. Can also be used as an anti-anti-air against weaker anti-airs or sloppy anti-air attempts if done from a height, as on CH it converts into a combo easily. It is unsafe on block however, and awkward to confirm without a CH unless you are extremely low to the ground.


The air momentum halting property can also be used in a similar fashion as {{clr|5|j.D}} RC after {{clr|4|j.H}}, which actually can be easier to perform for some players.
</div>
</div>
</div>
</div>
 
===<big>Genesic Emerald Tager Buster</big>===
==Overdrives==
<span class="input-badge">'''214B+C (Air OK)'''</span> <span class="input-badge">'''720B+C (Air OK)'''</span>
 
===<big>R.T.L</big>===
<span class="input-badge">'''{{clr|4|632146H}}/{{clr|5|D}} (air OK)'''</span>
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GGXRD_Sin_RTL.png | For the love of God, do not throw this out in neutral.
BBTag_Tager_GenesicEmeraldTagerBuster.png |'''''"START PRAYING!"'''''</br><small>'''WHO THOUGHT GIVING HIM THIS MOVE IN THE AIR WAS A GOOD IDEA?!'''</small>
BBTag_Tager_GenesicEmeraldTagerBuster2.png |'''''"SAY GOODBYE TO YOUR FRIENDS!"'''''
</gallery>
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
Sin_632146H.jpg
</gallery>
</tabber>
</div>
</div>
<div class="attack-info">
<div class="attack-info">
{| class="wikitable attack-data"
{| class="wikitable attack-data"
{{FrameDataHeader-GGXRD-R2|version=yes}}
{{FrameDataHeader-BBTag|version=yes}}
|-
|-
{{AttackVersion|name=Ground }}
{{AttackVersion|name=Ground}}
{{#lst:{{PAGENAME}}/Data|632146H}}
{{#lst:{{PAGENAME}}/Data|214BC}}
|-
|-
{{AttackVersion|name=Air}}
{{AttackVersion|name=Air}}
{{#lst:{{PAGENAME}}/Data|j.632146H}}
{{#lst:{{PAGENAME}}/Data|j.214BC}}
|-
{{AttackVersion|name=Ground Followups|subtitle=R.T.L > Direction + H}}
{{#lst:{{PAGENAME}}/Data|RTL H}}
|-
{{AttackVersion|name=Air Followups|subtitle=R.T.L > Direction + H}}
{{#lst:{{PAGENAME}}/Data|air RTL H}}
|}
|}
==== ====
==== ====
*Entering a direction (8-way) with HS allows you to continue the attack in that direction (possible 2 times after initial hit)
;Ground Version
*Can only do a followup attack if the previous hit actually touched the opponent
* Extremely attractive
Full invul until the hitbox appears if done with Burst, otherwise invul only starts on frame 4. Can provide corner carry and knockdown depending on how you use your charges. Good use for when you need this to kill in your combo and you can even combo off of this in certain cases. If blocked, try to steer away using another dash to be less punishable. On whiff, you lose the benefit of steering it.
* Can only grab grounded opponents
* Invincible startup
* Button can be held to extend active frames, though you are not invincible while doing this
 
If you input 720B+C instead of 214B+C, the damage of GETB will be increased by 500 (6620/7620). The range on this move is deceptively huge especially thanks to the generous magnetism during the startup, making it a powerful tool in footsies as well as a threatening reversal. Is +21 upon landing, but the opponent is placed far from Tager.
----
;Air Version
* Extremely attractive to airborne opponents
* Grounded opponents will slide along the floor slowly
* Can only grab airborne opponents
* Stops all momentum when in use
* Invincible startup
* Button can be held to extend active frames
 
Be careful when using the air version. Grounded opponents will have plenty of time to get under you. While opponents who super jump will usually fly overhead and can hit you as they fly by. Is +21 upon landing, but the opponent is placed far from Tager.  


An annoying property off R.T.L during clashes is that you WILL cancel into other moves even if you intend to use the additional charges, so keep that in mind.
Input 720B+C will also give you an extra 500 damage (7350/8350).
</div>
</div>
</div>
</div>


===<big>Voltic Deign</big>===
==Distortion Skill Duo==
<span class="input-badge">'''{{clr|1|236236P}} (air OK)'''</span>
===<big>Terra Break</big>===
<span class="input-badge">'''P during Partner's Distortion Skill'''</span>
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GGXRD_Sin_Voltic Deign.png | Sin's only projectile
BBTag_Tager_TerraBreak.png |Don't do this on block
</gallery>
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
Sin_236236P.jpg
</gallery>
</tabber>
</div>
</div>
<div class="attack-info">
<div class="attack-info">
{| class="wikitable attack-data"
{| class="wikitable attack-data"
{{FrameDataHeader-GGXRD-R2|version=yes}}
{{FrameDataHeader-BBTag}}
|-
{{AttackVersion|name=Ground}}
{{#lst:{{PAGENAME}}/Data|236236P}}
|-
|-
{{AttackVersion|name=Air}}
{{#lst:{{PAGENAME}}/Data|Distortion Skill Duo}}
{{#lst:{{PAGENAME}}/Data|j.236236P}}
|}
|}
==== ====
==== ====
Slow projectile that hits 5 times. Fast recovery after usage, along with slow movement speed make it only ideal for okizeme set ups, or using it as a shield to approach behind when close. It also proves useful during pressure, where he should throw this move out and immediately eat to refill lost meter then keep his pressure going. A gimmick for long range use is to use it full screen while covering the aerial height with air Beak Driver if they jump. Aerial version shoots it at an angle similar to Ky's air Charged Stun Edge in previous GG games but has far less startup and can be followed up an airdash for combos.
* 100% minimum
 
* Sends opponent to far side of the screen
The aerial version can be pretty powerful when jumping in. On hit it translates into a combo, whereas on block it allows Sin to pressure them or go for a mixup (while building RISC if the opponent doesn't FD). If the opponent is attempting to anti-air, most anti-airs will get beat. However they probably can interrupt the start up with an air-to-air or choose to get out of there if they were not committed to anti-airing, as they are not forced to block it.
 
Unlike most other projectiles, this will always hit the opponent 5 times, regardless of how many hits it has tanked.
</div>
</div>
</div>
</div>


==[[GGXRD-R2/Offense#Instant Kill|Instant Kill]]==
<br style="clear:both;"/>


===<big>Raiden</big>===
==Astral Heat==
<span class="input-badge">'''in IK mode: {{clr|4|236236H}}'''</span>
===<big>King of Tager</big>===
<span class="input-badge">'''222B+C'''</span>
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GGXRD_Sin_Raiden.png |I must consult the elder go- oh wait
BBTag_Tager_KingOfTager.png |'''''"Releasing Armagus!"'''''
GGXRD_Sin_Raiden2.png |Local Boy Destroys Entire Mountain Range to Kill 1 Person.
BBTag_Tager_KingOfTager2.png |Buckle Up.
BBTag_Tager_KingOfTager3.png |Cause I wanna take you for a ride.
</gallery>
</gallery>
</div>
</div>
<div class="attack-info">
<div class="attack-info">
{| class="wikitable attack-data"
{| class="wikitable attack-data"
{{FrameDataHeader-GGXRD-R2}}
{{FrameDataHeader-BBTag}}
|-
|-
{{#lst:{{PAGENAME}}/Data|IK}}
{{#lst:{{PAGENAME}}/Data|222BC}}
|}
|}
==== ====
==== ====
*[ ] Indicates when match point for you, opponent in Hell Fire state, and you have 50% Tension
* Requires level 4 Resonance Blaze to meet 9 meter cost requirement
*Invulnerable: 1-17 All
* Unlike Tager's other command grabs, this can grab either grounded or airborne opponents
*Uses the animation of his {{clr|4|2H}}.
* Extremely attractive
*This move is only practical if you manage to stun the opponent long enough to get it out or when the conditions to combo into IKs are met.
* Buttons can be held to extend magnetism duration.
*The startup attack also happens to be one of the most disadvantageous hits for an IK on block, tied only with Millia.
* Easy confirm from 2A, 2C, Wedge Catapult. Confirms off gadget finger.  
 
You can be hit while extending the magnetism of this move, but this shouldn't be an issue when ending the round with a hit confirm.
</div>
</div>
</div>
</div>
<br style="clear:both;"/>


==External References==
==External References==
Line 1,173: Line 747:
{{#lst:{{PAGENAME}}/Data|Links}}
{{#lst:{{PAGENAME}}/Data|Links}}
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}
{{Navbar-GGXRD-R2}}
{{Navbar-BBTag}}

Revision as of 19:31, 5 August 2021

Overview

Template:CharaOverview

Normal Moves

4A

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
4A
4AA
4AAA

  • 4A is Tager's fastest ground poke.
  • Slower than 214A but still very useful for safely controlling space.
  • Jump cancellable on hit and on block.
  • Can be used to tick throw 214A/C/B+C

  • 4AA hits low
  • Jump cancellable on hit and on block.
  • Can be used to tick throw 214A/C/B+C

Be careful using this when connecting 4A against aerial opponents or at longer ranges where it might whiff. Chain into 2C instead in those situations.


  • 4AAA has slight magnetism
  • Can be used to tick throw 214A/C/B+C

Can be a decent setup into a command grab. Special cancelable and chainable into 2C.

5A

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
5A
5AA
5AAA
5AAAA

  • 5A is jump cancelable on hit and on block.

  • 5AA is chargeable for magnetism and high/mid guard point.
  • Can be held for 31f
  • Special cancelable into Tager's command grabs
  • Fully charged does additional damage and combos into 2B on grounded hit
  • Frankly ridiculous amounts of armour. You can tank the first half of Nine's Flame Punisher and still do your attack undisturbed
  • Catches jump startup after 5A

Canceling into 214B or 214C after this move is a situationally useful mixup against blocking opponents. In the event they get counterhit on the ground, you can actually combo directly into 214B.


  • 5AAA's magnetism can draw opponents back in after a pushblocked 5AA, stopping some counter-attacks.
  • Comboable into 5B on counter hit
  • Catches jump startup after 5AA

  • 5AAAA is an overhead.

As it's special cancelable, you can combo into 236C or 236AB afterwards. Another alternative is calling an Assist during this move and special canceling into 236B as the Assist lifts the opponent from the ground.

5B

Sledgehammer

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
5B
5BB

  • 5B is chargeable. Sledge will cover more distance and deal more damage when fully charged.
  • Has high and mid guard points while charging.
  • Launches airborne opponents, allowing further combo.
  • Can be held for 29f

Difficult to punish on block, use this move to cover screen distance and approach zoners. Chainable into 2A, 2B, 2C, and 5C on hit but not block. Thanks to high and mid guard points, Tager can also bait Bursts with this move for a counterhit combo.


  • 5BB is deceptively large, long-lasting overhead hitbox
  • Sends airborne opponents downwards
  • Only combos in Gadget Finger

Don't use this if Sledgehammer gets blocked as it's easy to punish. Will autocorrect if an opponent crosses over Tager after he uses Sledge.

5C

2A

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.

  • 9-12f head invulnerable

Can be used as an anti-air, but more important is the fact that as of patch 1.5 Tager was given the ability to combo into 5A after this move assuming he hasn't used 5A earlier in a gatling. Use this to your advantage especially considering that you can combo into 2A from moves like 4A and even Sledge. Due to head invulnerability, you can try to get a counterhit with this move when an opponent tries to burst one of your combos on the ground, letting you afterwards juggle them with Sledge.

2B

2C

j.A

j.B

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.

  • Very attractive against aerial opponents
  • Can be low profiled by some moves and some crouching opponents [ie. Linne, other Under Night Characters]
  • Poor vertical hitbox close to Tager will cause the move to whiff unexpectedly when the opponent gets close.

Used in aerial combos, and can be used as an air to air. Has high frame advantage on hit and block against grounded opponents. j.B has two distinct hitboxes: a vertically large one where the magnetism effect is, and a vertically small one on his arms. Will generally whiff against crouchers up close, but not necessarily at max range.

j.C

Crimson Punisher

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.

  • Two stage attack, if the initial arm sweep hits, his opponent is hit straight down with a hard knockdown and Tager immediately follows up with a bellyflop on the stricken opponent.
  • During the initial arm sweep, Tager is launched slightly upwards and forwards and loses all previous jumping momentum, enabling it to easily hit enemies slightly above him due to air hits, but also makes hitting it on standing opponents very tricky.
  • Can be used as a ghetto double jump to perform crossups and bait out anti-air attacks.
  • Unsafe on block, but the hitbox is deceptively large and strong in air to air exchange.
  • Cannot hit assists.


Universal Mechanics

Ground Throw

5B+C

Charged Lightning

5A+D


Skills

Atomic Collider

236A/B

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
A
B

236A
  • No magnetism
  • Can only grab airborne opponents
  • Moves opponent to the other side of Tager
  • Only combos into Gadget Finger
  • Has head attribute invulnerability frames 4-15

Thanks to the upper body invulnerability and deceptively large hitbox this move can occasionally be an effective anti-air, though Tager has other anti-air alternatives that do considerably more total damage. Generally speaking this move is best used at the end of a combo. Is +41 upon landing, can safejump 9+f reversals.


236B
  • Extremely attractive to airborne targets, grounded opponents will slide along the floor slowly
  • Can only grab airborne opponents
  • Hold button to extend active frames
  • Moves opponent to the other side of Tager
  • Ground bounces for further comboing
  • Has head attribute invulnerability frames 5-34
  • Can be held for 42f

Be careful as opponents who super jump will typically fly over Tager's head. Be mindful that you can be hit while pulling opponents towards you as well as during the long startup of the move.

Gigantic Tager Driver

214A

Wedge Catapult

214B

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.

  • Wall Bounces, convert into a combo by linking 5A, 2B, j.A
  • Has full body invulnerability on frames 6-29

Has invulnerability and magnetism early in the move up to the point right before Tager grasps at this opponent. Be wary of very active moves as Tager is vulnerable for 1 frame before the grab hitbox is active. The damage scaling on this move is very good, allowing for some of Tager's most damaging combos upon a successful grab. While uncommon and largely impractical, it is also possible to combo grounded opponents directly into this grab via assists or counterhit 5AA and j.B.

Air Driver

j.214A/B

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
A
B

j.214A
  • No magnetism
  • Can only grab airborne opponents
  • Only combos into Gadget Finger

j.214B
  • Extremely attractive to airborne opponents
  • Grounded opponents will slide along the floor slowly
  • Can only grab airborne opponents
  • Stops all momentum when in use
  • Button can be held to extend active frames
  • Only combos into Gadget Finger
  • Can be held for 59f

Be careful when using this. Grounded opponents will have plenty of time to get under you. While opponents who super jump will usually fly overhead and can hit you as they fly by.

Gadget Finger

After certain attacks -> A/B/C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.

  • 100% minimum damage

As of 1.30 update, drops the opponent just inside 214A range with Tager at a small frame advantage. This is a very strong position for Tager where in order to avoid a properly timed command grab, the opponent must buffer a jump, reversal, or backdash. Keep in mind that you can actually catch jumpsquat frames with 4A timed as early as possible, but delayed slightly 4A can also catch most backdashes while still counterhitting mashed normals.

You can also consider also using Active Switch to extend combos or for better positioning in your resets when using this to end Tager's combos.


Extra Skills

Spark Bolt

236C

EX Gigantic Tager Driver

214C

EX Air Driver

j.214C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.

  • Extremely attractive to airborne opponents
  • Grounded opponents will slide along the floor slowly
  • Can only grab airborne opponents, but can be done mid combo
  • Button can be held to extend active frames for about 1 second
  • Only combos into Gadget Finger
  • Can be held for 33f

The magnetism on this move is stronger than that of j.214B, making the move moderately more consistent at raw grabbing aerial opponents. Also of note is that this grab can be comboed into, which could be considered an option as an unburstable combo ender.

Partner Skills

5P

Sledgehammer

6P

Spark Bolt

4P

Up Spark Bolt


Distortion Skills

Magna Tech Wheel

236B+C

Genesic Emerald Tager Buster

214B+C (Air OK) 720B+C (Air OK)

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
Ground
Air

Ground Version
  • Extremely attractive
  • Can only grab grounded opponents
  • Invincible startup
  • Button can be held to extend active frames, though you are not invincible while doing this

If you input 720B+C instead of 214B+C, the damage of GETB will be increased by 500 (6620/7620). The range on this move is deceptively huge especially thanks to the generous magnetism during the startup, making it a powerful tool in footsies as well as a threatening reversal. Is +21 upon landing, but the opponent is placed far from Tager.


Air Version
  • Extremely attractive to airborne opponents
  • Grounded opponents will slide along the floor slowly
  • Can only grab airborne opponents
  • Stops all momentum when in use
  • Invincible startup
  • Button can be held to extend active frames

Be careful when using the air version. Grounded opponents will have plenty of time to get under you. While opponents who super jump will usually fly overhead and can hit you as they fly by. Is +21 upon landing, but the opponent is placed far from Tager.

Input 720B+C will also give you an extra 500 damage (7350/8350).

Distortion Skill Duo

Terra Break

P during Partner's Distortion Skill


Astral Heat

King of Tager

222B+C


External References

Navigation

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