User:Wakeup720: Difference between revisions

8,524 editsJoined 27 June 2021
No edit summary
No edit summary
Line 1: Line 1:
===<big>{{clr|A|5A}}</big>===
===<big>{{clr|A|5A}}</big>===
{{BBCF Move Card|game=BBCF|chara=Iron Tager
{{BBCF Move Card|game=BBCF|chara=Iron Tager
|input=5A
|input=236A,236B |versioned=yes
|useInputs=yes
|description=
|description=
*Surprisingly large hitbox; hits crouching, low-dashing and even tech-rolling characters with ease.
*Surprisingly large hitbox; hits crouching, low-dashing and even tech-rolling characters with ease.

Revision as of 16:31, 1 September 2022

5A

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
1200 All 20 3 18 -4 -14 B 1~23 Guard P
1300 All 35~55 4 20 -7 -32~-52 B 1~(1F after Active) Guard P
11~(6F before Active) Guard HBP
  • Surprisingly large hitbox; hits crouching, low-dashing and even tech-rolling characters with ease.
  • Cannot self cancel, even on hit
  • Useful for setting up tick throws
  • One of Tager's few jump-cancelable normals.

Tager's 5A is a good poke, and can even lead to decent damage. While it's not as fast as the average jab, its neutral frame advantage and generally large size gives it many uses including to set up tick throws.

Version Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length P1Proration applied to future hits when used as the first hit of a combo P2Proration applied to future hits when used during any part of a combo Attack LevelDefault Attack Level Values
LevelBlockstunHitstunGround CHAir CH
Lv.0910 (12 in air)+4+15
Lv.11112+4+16
Lv.21314+5+16
Lv.31617+7+19
Lv.41819+10+20
Lv.52021+14+22
Note: Not every attack uses default values
Normal 80 89 3
Normal 80 89 3
  • Can cancel into Additional Attack on frames 23~31
  • On Guard Point, hitstop for Tager is 0F. Opponent hitstop unchanged
  • Can guard point up to 20000 damage
  • Can guard against unblockables


  • Can cancel into Additional Attack during first 13 frames of recovery
  • Crumple Duration 31F, Crumple Fall 64F
  • On Guard Point, hitstop for Tager is 0F. Opponent hitstop unchanged
  • Can guard point up to 20000 damage
  • Delaying move also extends both guardpoint durations