User:Wakeup720: Difference between revisions

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<big>Jab Starters</big>
<includeonly><!--------------------------- defaults the character to the subpagename ---------------------------
<tabber>
-->{{#vardefine:MoveCardTargetChara|{{{chara|{{SUBPAGENAME}}}}}}}<!-----------
Simple = <div></div>
<!----------- determines up to 7 inputs from a comma seperated list of inputs in the |input argument -----------
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
-->{{#vardefine:input1|{{#explode:{{{input}}}|,|0}}}}<!--
|-
-->{{#vardefine:input2|{{#explode:{{{input}}}|,|1}}}}<!--
! Combo !! Position !! Magnetism !! Spark Bolt !! Damage !! Heat Gain !! Works on !! Difficulty !! Notes
-->{{#vardefine:input3|{{#explode:{{{input}}}|,|2}}}}<!--
|-
-->{{#vardefine:input4|{{#explode:{{{input}}}|,|3}}}}<!--
| {{clr|1|5A}} > {{clr|2|5B}} > {{clr|3|3C}} > ({{clr|1|236A}}* , ) {{clr|4|22D}} || Anywhere || No || No || 1104 / 1566 || 12 / 15 || All || Very Easy || Short combo to start magnetism. *Prone to whiffing on small characters w/o starting magnetism.
-->{{#vardefine:input5|{{#explode:{{{input}}}|,|4}}}}<!--
|-
-->{{#vardefine:input6|{{#explode:{{{input}}}|,|5}}}}<!--
| {{clr|1|5A}} > {{clr|2|5B}} > {{clr|3|3C}} > {{clr|3|623C}} (whiff) , {{clr|3|5C}} > {{clr|1|6A}} > {{clr|3|2C}} > {{clr|3|623C}} , {{clr|4|22D}} || Anywhere || Yes || No || 2699 || 23 || All || Easy || Common magnetized combo.
-->{{#vardefine:input7|{{#explode:{{{input}}}|,|6}}}}<!--
|-
---><div class="attack-container"><div class="attack-gallery"><tabber>
| [Crouching] {{clr|1|5A}} > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|1|6A}} > {{clr|2|6B}} > {{clr|3|2C}} > {{clr|3|623C}} , {{clr|4|22D}} || Anywhere || No || No || 2631 || 23 || All || Very Easy || {{clr|1|6A}} whiffs at max range.
Images = <!------------------- Pulls the images and captions from the game's moveData table ------------------->
|-
{{#cargo_query:tables= MoveData_BBCF__images, MoveData_BBCF, MoveData_BBCF__caption
| {{clr|1|5A}}, {{clr|2|5B}} > {{clr|3|5C}} > {{clr|4|41236D}} , {{clr|3|5C}} > {{clr|1|6A}} > {{clr|3|2C}} > {{clr|3|623C}} , {{clr|4|22D}} || Midscreen || No || Yes || 3109 || 26 || All || Easy || Easy Spark Bolt combo.
|join on= MoveData_BBCF__images._rowID=MoveData_BBCF._ID, MoveData_BBCF__images._rowID=MoveData_BBCF__caption._rowID, MoveData_BBCF__images._position=MoveData_BBCF__caption._position
|-
|fields= MoveData_BBCF__images._value=image, MoveData_BBCF__caption._value=caption
|}
|where=MoveData_BBCF.chara="{{#var:MoveCardTargetChara}}" and MoveData_BBCF.input in ('{{#var:input1}}', '{{#var:input2}}', '{{#var:input3}}', '{{#var:input4}}', '{{#var:input5}}', '{{#var:input6}}', '{{#var:input7}}') {{#if: {{{type|}}}| and MoveData_BBCF.type="{{{type|}}}" |}}
|group by= MoveData_BBCF__images._value
|order by=_ID,MoveData_BBCF__images._position
|format=gallery|mode=nolines|show filename=0|show bytes=0|show dimensions=0
|image height=210|image width=210
|caption field=caption|default=
}}
|-|
|-|
Advanced = <div></div>
Hitboxes = <!-------------- Pulls the hitboxes and hitboxCaptions from the game's moveData table -------------->
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
{{#cargo_query:tables=MoveData_BBCF__hitboxes, MoveData_BBCF, MoveData_BBCF__hitboxCaption
|-
|join on= MoveData_BBCF__hitboxes._rowID=MoveData_BBCF._ID, MoveData_BBCF__hitboxes._rowID=MoveData_BBCF__hitboxCaption._rowID, MoveData_BBCF__hitboxes._position=MoveData_BBCF__hitboxCaption._position
! Combo !! Position !! Magnetism !! Spark Bolt !! Damage !! Heat Gain !! Works on !! Difficulty !! Notes
|fields= MoveData_BBCF__hitboxes._value=image, MoveData_BBCF__hitboxCaption._value=hitboxCaption
|-
|where=MoveData_BBCF.chara="{{#var:MoveCardTargetChara}}" and MoveData_BBCF.input in ('{{#var:input1}}', '{{#var:input2}}', '{{#var:input3}}', '{{#var:input4}}', '{{#var:input5}}', '{{#var:input6}}', '{{#var:input7}}') {{#if: {{{type|}}}| and MoveData_BBCF.type="{{{type|}}}" |}}
| {{clr|1|5A}} > {{clr|3|3C}} > {{clr|3|623C}} (whiff) , {{clr|3|5C}} > {{clr|4|4D}} , {{clr|2|5B}} > {{clr|3|5C}} > {{clr|1|6A}} > {{clr|3|2C}} > {{clr|3|623C}} , {{clr|4|22D}} || Anywhere || Yes || No || 3133 || 26 || All || Easy || More damage, usually works best at max {{clr|1|5A}} range.
|group by= MoveData_BBCF__hitboxes._value
|}
|order by=_ID,MoveData_BBCF__hitboxes._position
|-|
|format=gallery|mode=nolines|show filename=0|show bytes=0|show dimensions=0
Optimal = <div></div>
|image height=210|image width=210
{| class="wikitable sortable" border="1" style="min-width: 1000px; width: 100%; style="margin: 1em auto 1em auto;text-align: center"
|caption field=hitboxCaption|default=
|-
}}
! Combo !! Position !! Magnetism !! Spark Bolt !! Damage !! Heat Gain !! Works on !! Difficulty !! Notes
</tabber></div><div class="attack-info"><!--
|-
----------------------- displays the listed fields in the table portion of the move card -----------------------
| {{clr|1|5A}} > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|4|41236D}} , low {{clr|1|6A}} > {{clr|2|236B}} , low {{clr|1|6A}} > {{clr|3|6C}} > 9jc {{clr|3|j.2C}} , {{clr|3|3C}} > {{clr|3|623C}} , {{clr|4|22D}} || Midscreen || No || Yes || 3710 || 30 || All || Medium || Slightly harder, requires low {{clr|1|6A}}.
------ If the move is a single input with multiple versions, use the |versioned arg to show version names ------
|}
-->{{#cargo_query:tables=MoveData_BBCF
</tabber>
|fields={{#switch:{{{versioned}}}|input = input=Version,|name = name=Version,}}damage=Damage,guard=Guard,startup=Startup,active=Active,recovery=Recovery,onBlock=On-Block,attribute=Attribute,invuln=Invuln
 
|where=chara="{{#var:MoveCardTargetChara}}" and input in ('{{#var:input1}}', '{{#var:input2}}', '{{#var:input3}}', '{{#var:input4}}', '{{#var:input5}}', '{{#var:input6}}', '{{#var:input7}}') {{#if: {{{type|}}}| and MoveData_BBCF.type="{{{type|}}}" |}}
<center>{{Character Label|BBCF|Iron Tager|42px|BBCF_Tager_Icon.png}}</center>
|format=table|named args=yes|order by=_ID
{{#lst:{{BASEPAGENAME}}/Data|Links}}
}}<!--------------------------- this is where the body of the move card is written. --------------------------->
<div style="float:left; margin-right:25px;">
{{{description|Add a description to this move using the <code><nowiki>|description=</nowiki></code> field.
{{TOC limit|3}}
</div>
{{Combo Notation|game=BBCF|additional=}}
<br style="clear:both;"/>
 
==Combo Theory==
 
Most of Tager's combos are going to start off of his short-ranged normals, aside from Spark Bolt and callouts. '''{{clr|1|5A}}''' is a good poke, particularly for stagger pressure, and can lead to short combos that you usually want to use to gain magnetism. '''{{clr|2|5B}}''' is shorter ranged and slower, but hits low and leads to stronger combo routes. '''{{clr|3|5C}}''' is the longest, but also significantly slower, so while you can use it in midrange neutral you should be careful with when and how often you use it.<br><br>
 
'''{{clr|1|2A}} and {{clr|3|2C}}''' are your anti-airs, but each has its drawbacks. {{clr|1|2A}} is much faster, and while it doesn't have head invuln, it low profiles many air attacks, but it leads to middling damage. {{clr|3|2C}} is much bigger vertically and can lead to strong damage, especially on a counter hit, but it's slow and has a poor horizontal reach. You'll have to determine which one you want to use in different situations.<br><br>
 
Tager's combo game relies heavily on '''whether the opponent is magnetized'''. If the opponent isn't magnetized, you won't have access to his more damaging routes and your main goal should be to apply magnetism. All of Tager's Drive moves apply magnetism ''even on block'', and you'll primarily be using either '''Gadget Finger''' as a combo ender, or '''{{clr|4|4D}}''' as a blockstring ender.<br><br>
 
Once the opponent is magnetized, you'll start to rack up damage. Tager's basic BnB is his B Starter #2, which can do around 3K regardless of the starter, so you'll want to be very familiar with this. This also gives you more opportunities to apply magnetism; sometimes it's better to use a weaker combo that applies more magnetism, especially if it's almost out.<br><br>
 
Tager's primary combo ender is '''{{clr|3|623C}} , {{clr|4|22D}}''', particularly after magnetized combos. Atomic Collider ({{clr|3|623C}}) does a great amount of damage, even at the end of longer combos, and Gadget Finger ({{clr|4|22D}}) adds a good amount of magnetism. You're +10 after Gadget Finger, which gives you many options for oki; catching a mash with {{clr|3|5C}}/{{clr|3|3C}}, using {{clr|1|360A}}/{{clr|2|B}} to beat blocking, backdashing to beat DP, or even using another quick Gadget Finger to beat jumping. You can also omit Gadget Finger for a safejump {{clr|2|j.B}}/landing {{clr|1|360A}} mix.<br><br>
 
Many of Tager's strongest combos involve using '''low {{clr|1|6A}}'''. This move has a special property where, if the opponent is close to the ground when it hits, you have access to more followups, specifically '''{{clr|3|6C}} and {{clr|2|236B}}'''. This is mostly used after a '''Spark Bolt''', so it's important to get used to the timing so you can get the most damage.<br><br>
 
'''Spark Bolt''' is an incredible projectile, and it can be used to extend combos, either if the opponent is too far out or if you're out of cancel options. For example, after {{clr|4|5D}} your combo often can't continue, but you can extend it and tack on a lot of extra damage with Spark Bolt. Since it applies magnetism as well, it's an easy way to get big damage off a stray normal without starting magnetism. It also sets up low {{clr|1|6A}} confirms, which is where Tager's highest damaging combos come in. It's a valuable neutral tool as well, and it can be a combo starter from fullscreen, so you'll need to gauge when you want to use it.<br><br>
 
Tager excels at '''punishing''' opponents' mistakes. His '''{{clr|3|5C}}''' has great proration, and is fast enough to punish a lot of DP's and blocked supers. {{clr|3|5C}} > {{clr|3|6C}} > ... can do over 4.5K without resources, and can end a round with them. Of course, be cautious if you think the opponent is going to RC a blocked attack, but it's important to know your CH {{clr|3|5C}} routes. His '''command grabs''' also have invuln frames: {{clr|1|360A}} can beat fast buttons from opponents, while {{clr|2|360B}} has longer invuln to catch committal options. Utilizing these effectively in different situations can lead to big damage and magnetism.<br><br>
 
Another important part of Tager's combos is '''resets'''. Delayed Gadget Finger can pull the opponent right next to you for low/throw oki, and it can loop into itself. Of course, you'll want to vary this with standard combos as to not get predictable, and these resets can be beaten if the opponent delay techs. However, this can open up more damaging combo routes for Tager as well; if you predict the delay tech, you can get a blue beat combo. In general, use resets as a supplement to your gameplan, and don't be afraid to experiment.<br><br>
 
Tager also has the infamous timeout strategy, which can be good if you have the lead but does take quite a bit of practice.<br>
[https://www.youtube.com/watch?v=rdVTfFCkZPs Gadget Finger RC Timeout Routes]
 
==Combo List==
'''For the purpose of listed combos, small characters are Noel, Rachel, Amane, Kokonoe, Naoto, Es, Mai'''
 
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
|+ Common Combo Pieces
|-
! # !! Combo !! Position !! Magnetism !! Difficulty !! Notes
|-
| [https://www.youtube.com/watch?v=WD-vsizTkCs&t=0s 1]
| {{clr|1|6A}} > {{clr|2|6B}}({{clr|2|B}}) > {{clr|1|236A}} , {{clr|1|5A}} > {{clr|2|5B}} > {{clr|3|3C}} > ({{clr|1|236A}} ,) {{clr|4|22D}} || Anywhere || No || Easy || Works best early in combos and magnetizes opponent.
|-
| [https://www.youtube.com/watch?v=WD-vsizTkCs&t=6s 2]
| ({{clr|2|5B}} >) {{clr|3|5C}} > {{clr|1|6A}} > {{clr|3|2C}} > {{clr|3|623C}} , {{clr|4|22D}} || Anywhere || No || Easy || Useful for ending longer combos.
|-
| [https://www.youtube.com/watch?v=WD-vsizTkCs&t=12s 3]
| (airborne) ({{clr|2|5B}} >) {{clr|3|5C}} > {{clr|1|6A}} > {{clr|3|2C}} > {{clr|4|22D}} (whiff) , {{clr|1|2A}} > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|3|623C}} , {{clr|4|22D}} || Anywhere || Yes || Medium || [https://www.youtube.com/watch?v=WD-vsizTkCs&t=20s Hold {{clr|4|22D}} (whiff) slightly longer to get a sideswap reset].
|-
| [https://www.youtube.com/watch?v=WD-vsizTkCs&t=25s 4]
| (airborne) ({{clr|2|5B}} >) {{clr|3|5C}} > {{clr|1|6A}} > {{clr|3|2C}} > {{clr|4|22D}} (whiff) , {{clr|1|2A}} > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|1|6A}} > {{clr|3|2C}} > {{clr|3|623C}} , {{clr|4|22D}} || Anywhere || Yes || Medium || Most damage, but prone to dropping at the end of long combos.
|-
| [https://www.youtube.com/watch?v=WD-vsizTkCs&t=34s 5]
| {{clr|3|6C}} > {{clr|4|5D}} , {{clr|3|6C}} > {{clr|4|5D}} , {{clr|3|6C}} > {{clr|4|5D}} > {{clr|2|236B}} , {{clr|1|6A}} > {{clr|3|6C}} > {{clr|4|5D}} > {{clr|2|236B}} , {{clr|2|6BB}} > {{clr|4|22D}} || Facing Corner || Yes || Medium || Corner combo loop for massive damage. [https://www.youtube.com/watch?v=WD-vsizTkCs&t=46s Can end with {{clr|2|6B}} > {{clr|4|2D}} for slightly better oki.]
|-
| [https://www.youtube.com/watch?v=WD-vsizTkCs&t=58s 6]
| (on FCH, airborne) {{clr|3|6C}}/{{clr|2|5B}} > 9jc {{clr|3|j.C}} > {{clr|4|j.D}} , land > 9jc {{clr|3|j.C}} {{clr|4|j.D}} , land {{clr|3|5C}} > {{clr|1|6A}} > {{clr|3|2C}} > {{clr|3|623C}} , {{clr|4|22D}} || Anywhere || No || Medium || You can hold 9 to jump as soon as possible.
|-
| [https://www.youtube.com/watch?v=WD-vsizTkCs&t=67s 7]
| {{clr|4|41236D}}/{{clr|4|623D}} , ({{clr|1|6A}} > {{clr|2|236B}} ,) {{clr|1|6A}} > {{clr|3|6C}} > 9jc {{clr|3|j.2C}} , {{clr|3|3C}} > {{clr|3|623C}} , {{clr|4|22D}} || Not facing corner || No || Hard || Spark Bolt extension, requires low {{clr|1|6A}}. Can be added in almost any combo for more damage.
|-
| [https://www.youtube.com/watch?v=WD-vsizTkCs&t=77s 8]
| {{clr|3|6C}} > 9jc {{clr|3|j.2C}} , {{clr|2|5B}} > {{clr|4|623D}} , {{clr|1|6A}} > {{clr|3|6C}} > 9jc {{clr|3|j.2C}} , {{clr|3|3C}} > {{clr|3|623C}} , {{clr|4|22D}} || Not facing corner || No || Hard || Uses Spark Bolt, requires low {{clr|1|6A}}, adds good damage.
|-
| [https://www.youtube.com/watch?v=WD-vsizTkCs&t=87s 9]
| {{clr|3|623C}} > RC {{clr|3|6C}} > 9jc {{clr|3|j.2C}} , {{clr|3|3C}} > {{clr|3|623C}} , {{clr|4|22D}} || Anywhere || No || Medium || Primary RC extension, sideswaps, RC window is fairly generous.
|-
| [https://www.youtube.com/watch?v=WD-vsizTkCs&t=96s 10]
| {{clr|3|623C}} > RC {{clr|2|236B}} , {{clr|1|6A}} > {{clr|3|6C}} > 9jc {{clr|3|j.2C}} , {{clr|3|3C}} > {{clr|3|623C}} , {{clr|4|22D}} || Anywhere || No || Hard || Sideswaps, more damage but tighter RC window.
|-
|}
<br><br>
===Ground Combos===
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
|+ {{clr|1|5A}}/{{clr|1|2A}} Starter
|-
! # !! Combo !! Position !! Magnetism !! SB !! Damage !! Heat Gain !! Works on: !! Difficulty !! Notes
|-
| '''1a'''
| {{clr|1|5A}} > {{clr|2|5B}} > {{clr|3|3C}} > ({{clr|1|236A}}* , ) {{clr|4|22D}} || Anywhere || No || No || 1104 / 1566 || 12 / 15 || All || Very Easy || Short combo to start magnetism. *Prone to whiffing on small characters w/o starting magnetism.
|-
| 1b
| {{clr|1|5A}} > {{clr|2|5B}} > {{clr|3|3C}} > {{clr|1|236A}}~{{clr|1|236A}} || Anywhere || No || No || 1935 || 13 || All || Very Easy || Most damage, does not apply magnetism.
|-
| 2
| [Crouching] {{clr|1|5A}} > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|1|6A}} > {{clr|2|6B}} > {{clr|3|2C}} > {{clr|3|623C}} , {{clr|4|22D}} || Anywhere || No || No || 2631 || 23 || All || Very Easy || {{clr|1|6A}} whiffs at max range.
|-
| <b>3</b>
| {{clr|1|5A}} > {{clr|2|5B}} > {{clr|3|3C}} > {{clr|3|623C}} (whiff) , {{clr|3|5C}} > {{clr|1|6A}} > {{clr|3|2C}} > {{clr|3|623C}} , {{clr|4|22D}} || Anywhere || Yes || No || 2699 || 23 || All || Easy || Common magnetized combo.
|-
| 4
| {{clr|1|5A}} > {{clr|3|3C}} > {{clr|3|623C}} (whiff) , {{clr|3|5C}} > {{clr|4|4D}} , {{clr|2|5B}} > {{clr|3|5C}} > {{clr|1|6A}} > {{clr|3|2C}} > {{clr|3|623C}} , {{clr|4|22D}} || Anywhere || Yes || No || 3133 || 26 || All || Easy || More damage, usually works best at max {{clr|1|5A}} range.
|-
|-
| 5a
| {{clr|1|5A}}, {{clr|2|5B}} > {{clr|3|5C}} > {{clr|4|41236D}} , {{clr|3|5C}} > {{clr|1|6A}} > {{clr|3|2C}} > {{clr|3|623C}} , {{clr|4|22D}} || Midscreen || No || Yes || 3109 || 26 || All || Easy || Easy Spark Bolt combo.
|-
| <b>5b</b>
| {{clr|1|5A}} > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|4|41236D}} , low {{clr|1|6A}} > {{clr|2|236B}} , low {{clr|1|6A}} > {{clr|3|6C}} > 9jc {{clr|3|j.2C}} , {{clr|3|3C}} > {{clr|3|623C}} , {{clr|4|22D}} || Midscreen || No || Yes || 3710 || 30 || All || Medium || Slightly harder, requires low {{clr|1|6A}}.
|-
| 6
| [AA] {{clr|1|5A}} / {{clr|1|2A}} > 9jc {{clr|1|j.A}} > {{clr|2|j.B}} > {{clr|3|j.C}} > {{clr|1|j.63214A}} || Anywhere || No || No || 1902 / 1852 || 13 || All || Easy || {{clr|1|5A}} / {{clr|1|2A}} > {{clr|1|j.A}} window is very tight.
|-
| 7a
| [AA] {{clr|1|5A}} > {{clr|4|623D}} , {{clr|3|5C}} > {{clr|1|6A}} > {{clr|3|2C}} > {{clr|3|623C}} , {{clr|4|22D}} || Midscreen || No || Yes || 2850 || 24 || All || Easy || Easy AA Spark Bolt combo.
|-
| 7b
| [AA] {{clr|1|5A}} > {{clr|4|623D}} , walk back , low {{clr|1|6A}} > {{clr|2|236B}} , low {{clr|1|6A}} > {{clr|3|6C}} > 9jc {{clr|3|j.2C}} , {{clr|3|3C}} > {{clr|3|623C}} , {{clr|4|22D}} || Midscreen || No || Yes || 3583 || 30 || All || Hard || Harder version, requires low {{clr|1|6A}}.
|-
| 8a
| [CH AA] {{clr|1|5A}} > 9jc {{clr|3|j.2C}} , {{clr|2|5B}} > {{clr|3|5C}} > {{clr|1|6A}} > {{clr|3|2C}} > {{clr|3|623C}} , {{clr|4|22D}} || Anywhere || No || No || 2982 || 25 || All || Medium || Only try this if you know you're getting a counter hit.
|-
| 8b
| [CH AA] {{clr|1|5A}} / {{clr|1|2A}} > 9jc {{clr|3|j.2C}} , {{clr|2|5B}} > {{clr|3|5C}} > {{clr|1|6A}} > {{clr|3|2C}} > {{clr|4|623D}} , walk back , low {{clr|1|6A}} > {{clr|3|6C}} > 9jc {{clr|3|j.2C}} , {{clr|3|3C}} > {{clr|3|623C}} , {{clr|4|22D}} || Anywhere || No || Yes || 3835 || 31 || All || Hard || Spark Bolt variant.
|-
|}
 
 
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
|+ {{clr|1|6A}} Starter
|-
! # !! Combo !! Position !! Magnetism !! SB !! Damage !! Heat Gain !! Works on: !! Difficulty !! Notes
|-
| 1
| {{clr|1|6A}} > {{clr|2|6BB}} > {{clr|3|2C}} > {{clr|3|623C}} , {{clr|4|22D}} || Anywhere || N/A || No || 2581 || 22 || All || Very Easy || Good combo to start magnetism.
|-
| '''2'''
| {{clr|1|6A}} > {{clr|2|6BB}} > {{clr|1|236A}} , {{clr|1|5A}} > {{clr|2|5B}} > {{clr|3|3C}} > ({{clr|1|236A}}* ,) {{clr|4|22D}} || Anywhere || N/A || No || 2392 (2470) || 21 || All || Easy || *Prone to whiffing on small characters w/o starting magnetism.
|-
| '''3'''
| {{clr|1|6A}} > {{clr|2|6BB}} > {{clr|1|236A}} , {{clr|1|5A}} > {{clr|2|5B}} > {{clr|3|3C}} > {{clr|3|623C}} (whiff) , {{clr|3|5C}} > {{clr|1|6A}} > {{clr|3|2C}} > {{clr|3|623C}} , {{clr|4|22D}} || Anywhere || Yes || No || 3231 || 27 || All || Easy || Magnetized version.
|-
| 4a
| {{clr|1|6A}} > {{clr|3|2C}} > {{clr|4|623D}} , {{clr|3|5C}} > {{clr|1|236A}} , {{clr|2|5B}} > {{clr|3|5C}} > {{clr|1|6A}} > {{clr|3|2C}} > {{clr|3|3C}} > {{clr|3|623C}} , {{clr|4|22D}} || Midscreen || N/A || Yes || 3812 || 31 || All || Medium || Standard Spark Bolt combo.
|-
| 4b
| {{clr|1|6A}} > {{clr|3|2C}} > {{clr|4|623D}} , walk back , low {{clr|1|6A}} > {{clr|3|6C}} > 9jc {{clr|4|j.D}} , {{clr|2|5B}} > {{clr|3|5C}} > {{clr|1|6A}} > {{clr|3|2C}} > {{clr|3|3C}} > {{clr|3|623C}} , {{clr|4|22D}} || Midscreen || N/A || Yes || 4057 || 33 || All || Hard || Slightly more damage, requires low {{clr|1|6A}}.
|-
| 5
| {{clr|1|6A}} > {{clr|3|2C}} > {{clr|3|623C}} > RC dl.{{clr|3|6C}} > 9jc {{clr|3|j.2C}} , {{clr|2|5B}} > {{clr|3|5C}} > {{clr|1|6A}} > {{clr|3|2C}} {{clr|4|623D}} , > 9jc {{clr|3|j.2C}} , {{clr|2|6BB}} > {{clr|1|236A}}~{{clr|1|236A}} || Midscreen || N/A || Yes || 4629 || -28 || All || Hard || Requires 35 Heat, hit {{clr|3|j.2C}} when you're close to the ground.
|-
| 6
| [CH AA] {{clr|1|6A}} > {{clr|3|6C}} > 9jc dl.{{clr|4|j.D}} > {{clr|3|5C}} > {{clr|1|6A}} > {{clr|3|2C}} > {{clr|4|22D}} (whiff) , {{clr|1|2A}} > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|1|6A}} > {{clr|3|2C}} > {{clr|3|623C}} , {{clr|4|22D}} || Anywhere || N/A || No || 4335 || 35 || All || Hard ||
|-
| 7
| [CH AA] {{clr|1|6A}} > {{clr|2|236B}}, low {{clr|1|6A}} > {{clr|3|6C}} > 9jc {{clr|3|j.2C}} , {{clr|2|5B}} > {{clr|3|5C}} > {{clr|1|6A}} > {{clr|3|2C}} > {{clr|3|623C}} , {{clr|4|22D}} || Anywhere || N/A || No || 4301 || 35 || All || Medium || Easier than #8, but less magnetism.
|-
| 8
| [CH] {{clr|1|6A}} (max hold) > {{clr|3|6C}} > 9jc dl. {{clr|4|j.D}} , land {{clr|3|5C}} > {{clr|1|6A}} > {{clr|3|2C}} > {{clr|4|22D}} (whiff) , {{clr|1|2A}} > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|1|6A}} > {{clr|3|2C}} > {{clr|3|623C}} , {{clr|4|22D}} || Anywhere || N/A || No || 4747 || 38 || All || Hard || Holding {{clr|1|6A}} is a bad idea, but here's the combo for it.
|-
|}
 
 
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
|+ B Starter
|-
! # !! Combo !! Position !! Magnetism !! SB !! Damage !! Heat Gain !! Works on: !! Difficulty !! Notes
|-
| '''1'''
| {{clr|2|5B}} > {{clr|3|5C}} > {{clr|1|6A}} > {{clr|2|6B}} > {{clr|1|236A}} , {{clr|1|5A}} > {{clr|2|5B}} > {{clr|3|3C}} > ({{clr|1|236A}}* ,) {{clr|4|22D}} || Anywhere || N/A || No || 2573 (2645) || 22 || All || Easy || W/o magnetism, {{clr|1|6A}} whiffs at mid-max {{clr|2|5B}} range. *Prone to whiffing on small characters w/o starting magnetism.
|-
| '''2'''
| {{clr|2|5B}} > {{clr|3|3C}} > {{clr|3|623C}} (whiff) , {{clr|3|5C}} > {{clr|1|6A}} > {{clr|3|2C}} > {{clr|4|22D}} (whiff) , {{clr|1|2A}} > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|1|6A}} > {{clr|3|2C}} > {{clr|3|623C}} , {{clr|4|22D}} || Anywhere || Yes || No || 3252 || 27 || All || Medium || Staple magnetized combo.
|-
| '''3'''
| {{clr|2|5B}} > {{clr|3|5C}} > {{clr|1|6A}} > {{clr|2|6B}} > {{clr|1|236A}} , {{clr|1|5A}} > {{clr|2|5B}} > {{clr|3|3C}} > {{clr|3|623C}} (whiff) , {{clr|3|5C}} > {{clr|1|6A}} > {{clr|3|2C}} > {{clr|3|623C}} , {{clr|4|22D}} || Anywhere || Yes || No || 3400 || 28 || All || Medium ||
|-
| 4
| {{clr|2|5B}} > {{clr|3|5C}} > {{clr|4|41236D}} , low {{clr|1|6A}} > {{clr|2|236B}} , low {{clr|1|6A}} > {{clr|3|6C}} > 9jc {{clr|3|j.2C}} , {{clr|3|3C}} > {{clr|3|623C}} , {{clr|4|22D}} || Midscreen || N/A || No || 3959 || 32 || All || Medium || Sparkbolt confirm. Used to kill if they aren't magnetized.
|-
| 5
| {{clr|2|6BB}} > {{clr|1|236A}} , {{clr|1|5A}} > {{clr|2|5B}} > {{clr|3|3C}} > {{clr|3|623C}} (whiff) , {{clr|3|5C}} > {{clr|1|6A}} > {{clr|3|2C}} > {{clr|3|623C}} , {{clr|4|22D}} || Midscreen || Yes || No || 3073 || 26 || All || Medium || Consistent magnetized {{clr|2|6B}} combo.
|-
| '''6a'''
| [CH] {{clr|2|6B}} > {{clr|3|6C}} > 9jc {{clr|3|j.2C}} , land {{clr|2|5B}} > {{clr|3|5C}} > {{clr|1|6A}} > {{clr|3|2C}} > {{clr|3|623C}} . {{clr|4|22D}} || Anywhere || Yes || No || 3760 || 31 || All || Medium || Easier version. Great for calling out long-range lows.
|-
| 6b
| [CH] {{clr|2|6B}} > {{clr|3|6C}} > 9jc dl. {{clr|4|j.D}} , land {{clr|3|5C}} > {{clr|1|6A}} > {{clr|3|2C}} > {{clr|4|22D}} (whiff) , {{clr|1|2A}} > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|1|6A}} > {{clr|3|2C}} > {{clr|3|623C}} , {{clr|4|22D}} || Anywhere || Yes || No || 4137 || 34 || All || Medium || Harder version, more damage.
|}
 
 
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
|+ C Starter
|-
! # !! Combo !! Position !! Magnetism !! SB !! Damage !! Heat Gain !! Works on: !! Difficulty !! Notes
|-
| '''1'''
| {{clr|3|5C}} > {{clr|1|6A}} > {{clr|2|6BB}} > {{clr|1|236A}} , {{clr|1|5A}} > {{clr|2|5B}} > {{clr|3|3C}} > ({{clr|1|236A}}* , ) {{clr|4|22D}} || Anywhere || No || No || 3067 (3146) || 26 || All || Medium || Good combo to start magnetism. *Prone to whiffing on small characters w/o starting magnetism.
|-
| '''2'''
| {{clr|3|5C}} > {{clr|1|6A}} > {{clr|2|6BB}} > {{clr|1|236A}} , {{clr|1|5A}} > {{clr|2|5B}} > {{clr|3|3C}} > {{clr|3|623C}} (whiff) , {{clr|3|5C}} > {{clr|1|6A}} > {{clr|3|2C}} > {{clr|3|623C}} , {{clr|4|22D}} || Anywhere || Yes || No || 3986 || 32 || All || Medium || Magnetized version of #1
|-
| 3
| {{clr|3|5C}} > {{clr|4|41236D}} , low {{clr|1|6A}} > {{clr|3|6C}} > 9jc {{clr|3|j.2C}} , {{clr|2|5B}} > {{clr|3|5C}} > {{clr|1|6A}} > {{clr|3|2C}} > {{clr|3|623C}} , {{clr|4|22D}} || Midscreen || N/A || No || 4783 || 38 || All || Hard || Useful confirm for a far hit {{clr|3|5C}}.
|-
| 4a
| [AA] {{clr|3|2C}} > {{clr|3|623C}} , {{clr|4|22D}} || Anywhere || N/A || No || 2196 || 20 || All || Easy || {{clr|3|2C}} is risky, but this does grant magnetism and oki.
|-
| 4b
| [AA] {{clr|3|2C}} > {{clr|3|623C}} , {{clr|1|5A}} > 9jc {{clr|1|j.A}} > {{clr|2|j.B}} > {{clr|3|j.C}} > {{clr|1|j.63214A}} || Anywhere || N/A || No || 3147 || 22 || All || Easy || Damage variant, not as good oki and no magnetism.
|-
| 5a
| [AA] {{clr|3|2C}} > {{clr|3|623C}} > RC {{clr|3|6C}} > jc {{clr|4|j.D}} , land {{clr|2|5B}} > {{clr|3|2C}} > {{clr|4|22D}} (whiff) , {{clr|2|5B}} > {{clr|3|5C}} > {{clr|1|6A}} > {{clr|2|6BB}} > {{clr|1|236A}}~{{clr|1|236A}} || Anywhere || N/A || No || 4485 || -28 || All || Medium || Requires 35 Heat.
|-
| 5b
| [AA] {{clr|3|2C}} > {{clr|3|623C}} > RC [{{clr|3|6C}} > {{clr|4|5D}}]x3 > {{clr|2|236B}} , {{clr|1|6A}} > {{clr|3|6C}} > {{clr|4|5D}} > {{clr|2|236B}} , {{clr|2|6B}} > {{clr|4|2D}} || Back to corner || N/A || No || 4862 || -24 || All || Medium || Corner route, requires 35 Heat.
|-
| 6
| [AA] {{clr|3|2C}} > {{clr|3|623C}} , {{clr|1|5A}} > {{clr|4|623D}} , low {{clr|1|6A}} > {{clr|2|236B}} , low {{clr|1|6A}} > {{clr|3|6C}} > jc {{clr|3|j.2C}} , {{clr|3|3C}} > {{clr|1|236A}}~{{clr|1|236A}} || Not in corner || N/A || Yes || 4123 || 29 || All || Hard || Spark Bolt variant.
|-
| '''7a'''
| [CH] {{clr|3|5C}} > {{clr|3|6C}} > 9jc {{clr|4|j.D}} , land {{clr|2|5B}}* > {{clr|3|5C}} > {{clr|1|6A}} > {{clr|3|2C}} > {{clr|4|22D}} (whiff) , {{clr|1|2A}} > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|3|623C}} , {{clr|4|22D}} || Anywhere || Yes || No || 4827 || 39 || All || Medium || This is your go-to punish combo. *first {{clr|2|5B}} whiffs on small characters w/o starting magnetism.
|-
| 7b
| [CH] {{clr|3|5C}} > {{clr|3|6C}} > 9jc {{clr|4|j.D}} , land {{clr|3|5C}} > {{clr|1|6A}} > {{clr|3|2C}} > {{clr|4|22D}} (whiff) , {{clr|1|2A}} > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|1|6A}} > {{clr|3|2C}} > {{clr|3|623C}} , {{clr|4|22D}} || Anywhere || No* || No || 5057 || 40 || All || Hard || Works farther than above combo, requires precise slight delay {{clr|4|j.D}}. *Starting magnetism necessary at max range.
|-
| 8
| [CH] {{clr|3|5C}} > {{clr|3|6C}} > 9jc {{clr|4|j.D}} > {{clr|1|j.63214A}} > RC {{clr|2|236B}} , {{clr|1|6A}} > {{clr|3|6C}} > 9jc {{clr|3|j.2C}} , {{clr|3|3C}} > {{clr|3|623C}} , {{clr|4|22D}} || Anywhere || N/A || No || 5920 || -13 || All || Medium || Requires 25 Heat.
|-
| 9
| [CH AA] {{clr|3|2C}} > {{clr|2|236B}} , {{clr|3|5C}} > {{clr|1|236A}} , {{clr|2|5B}} > {{clr|3|5C}} > {{clr|1|6A}} > {{clr|3|2C}} > {{clr|3|623C}} , {{clr|4|22D}} || Anywhere || N/A || No || 4075 || 33 || All || Medium || {{clr|3|2C}} > {{clr|2|236B}} cancel window is incredibly lenient, you can {{clr|2|236B}} '''on reaction''' to a {{clr|3|2C}} CH.
|-
| 10
| [FCH] {{clr|3|6C}} > 9jc {{clr|3|j.C}} > {{clr|4|j.D}} , land > 9jc {{clr|3|j.C}} > {{clr|4|j.D}} , land > 9jc {{clr|3|j.C}} > {{clr|4|j.D}} > land {{clr|3|5C}} > {{clr|1|236A}} , {{clr|2|5B}} > {{clr|3|5C}} > {{clr|1|6A}} > {{clr|3|2C}} , {{clr|4|22D}} || Anywhere || N/A || No || 5747 || 45 || All || Medium || Biggest resourceless combo. Slight delay before first jump cancel if starting magnetism.
|-
| 11a
| [CH] {{clr|3|5C}} > ODC > {{clr|2|236236B}} > {{clr|2|236236B}} , {{clr|3|6C}} > {{clr|3|j.2C}} , {{clr|3|3C}} > {{clr|1|236A}}~{{clr|1|236A}} || Not in corner || N/A || No || 8246 || -88 || All || Medium || Short OD version, Terra Break when opponent is at the peak to land {{clr|3|6C}} after.
|-
| 11b
| [CH] {{clr|3|5C}} > ODC > {{clr|2|236236B}} > {{clr|2|236236B}} , {{clr|3|6C}} > {{clr|3|j.2C}} , {{clr|3|3C}} > {{clr|4|623D}} , {{clr|3|5C}} > {{clr|3|623C}} , {{clr|4|22D}} || Not in corner || N/A || Yes || 8701 || -84 || All || Medium || More damaging version with Spark Bolt.
|-
| 11c
| [CH] {{clr|3|5C}} > ODC > {{clr|2|236236B}} > {{clr|2|236236B}} , {{clr|3|6C}} > EA || Not in corner || N/A || No || 9248 || -99 || All || Medium || Long OD version, at least 4 seconds. OD MTW > TB grants Active Flow.
|-
|}
 
 
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
|+ D Starter
|-
! # !! Combo !! Position !! Magnetism !! SB !! Damage !! Heat Gain !! Works on: !! Difficulty !! Notes
|-
| 1
| {{clr|4|5D}} > {{clr|4|41236D}} , {{clr|3|5C}} > {{clr|1|236A}} , {{clr|2|5B}} > {{clr|3|5C}} > {{clr|1|6A}} > {{clr|3|2C}} > {{clr|3|623C}} , {{clr|4|22D}} || Midscreen || N/A || Yes || 4251 || 34 || All || Easy || {{clr|4|5D}}'s only non-CH confirm is Spark Bolt.
|-
| 2
| [CH] {{clr|4|5D}} , {{clr|1|6A}} (charge) > {{clr|2|6BB}} > {{clr|3|2C}} > {{clr|3|623C}} , {{clr|4|22D}} || Anywhere || N/A || No || 3282 || 27 || All || Easy || Hold {{clr|1|6A}} as long as possible to connect {{clr|3|2C}}.
|-
| '''3'''
| [FCH] {{clr|4|2D}} , {{clr|3|5C}} > {{clr|1|6A}} > {{clr|2|6BB}} > {{clr|1|236A}} , {{clr|1|5A}} > {{clr|3|3C}} > {{clr|3|623C}} (whiff) , {{clr|3|5C}} > {{clr|1|6A}} > {{clr|3|2C}} > {{clr|4|22D}} (whiff) , {{clr|1|2A}} > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|1|6A}} > {{clr|3|2C}} > {{clr|3|623C}} , {{clr|4|22D}} || Anywhere || N/A || No || 4228 || 34 || All || Medium || Easiest {{clr|4|2D}} FCH confirm.
|-
| 4
| [FCH] {{clr|4|2D}} , {{clr|3|3C}} > {{clr|3|623C}} (whiff) , {{clr|2|5B}} > 9jc {{clr|3|j.C}} > {{clr|4|j.D}} , land microwalk {{clr|3|5C}} > {{clr|1|236A}} , {{clr|2|5B}} > {{clr|3|5C}} > {{clr|1|6A}} > {{clr|3|2C}} > {{clr|4|22D}} (whiff) , {{clr|1|2A}} > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|1|6A}} > {{clr|3|2C}} > {{clr|3|623C}} , {{clr|4|22D}} || Anywhere || N/A || No || 4737 || 38 || All || Hard ||
|-
| 5
| [FCH] {{clr|4|2D}} , {{clr|3|3C}} > {{clr|3|623C}} (whiff) , {{clr|2|5B}} > 9jc {{clr|3|j.C}} > {{clr|4|j.D}} , land > 9jc {{clr|3|j.C}} > {{clr|4|j.D}} , land > {{clr|3|5C}} > {{clr|1|236A}} , {{clr|2|5B}} > {{clr|3|5C}} > {{clr|1|6A}} > {{clr|3|2C}} > {{clr|3|623C}} , {{clr|4|22D}} || Anywhere || N/A || No || 4929 || 38 || Not on small characters || Hard || Slightly more damage and magnetism, doesn't work on small characters.
|-
| 7
| [CH] {{clr|4|4D}} , {{clr|3|3C}} > {{clr|3|623C}} (whiff) , {{clr|3|5C}} > {{clr|1|6A}} > {{clr|3|2C}} > {{clr|4|22D}} (whiff) , {{clr|1|2A}} > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|3|623C}} , {{clr|4|22D}} || Anywhere || N/A || No || 3635 || 30 || All || Medium || Basic combo, no resources needed. Whiffs at max {{clr|4|4D}} range.
|-
| 8
| [CH] {{clr|4|4D}} , {{clr|3|3C}} > {{clr|3|623C}} (whiff) , {{clr|3|5C}} > {{clr|1|6A}} > {{clr|3|2C}} > {{clr|4|623D}} , walk back low {{clr|1|6A}} > {{clr|3|6C}} > 9jc {{clr|3|j.2C}} , {{clr|3|3C}} > {{clr|3|623C}} , {{clr|4|22D}} || Anywhere || N/A} || Yes || 4448 || 36 || All || Hard ||
|-
|}
----
 
===Air-to-Air Combos===
 
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
|+ {{clr|1|j.A}} / {{clr|2|j.B}} / {{clr|3|j.C}} Starter
|-
! # !! Combo !! Position !! Magnetism !! SB !! Damage !! Heat Gain !! Works on: !! Difficulty !! Notes
|-
| '''1'''
| {{clr|1|j.A}} > {{clr|2|j.B}} > {{clr|3|j.C}} > {{clr|1|j.63214A}} || Anywhere || N/A || No || 1720 || 12 || All || Easy || Basic air-to-air combo, works starting with {{clr|1|j.A}} / {{clr|2|j.B}} / {{clr|3|j.C}}.
|-
| 2
| {{clr|1|j.A}} > {{clr|2|j.B}} > {{clr|3|j.C}} > {{clr|1|j.63214A}} > RC {{clr|2|236B}} , low {{clr|1|6A}} > {{clr|3|6C}} > {{clr|3|623C}} , {{clr|4|22D}} || Anywhere || N/A || No || 3096 || -31 || All || Easy || RC version. Requires 38 Heat.
|-
| 3
| [CH] {{clr|1|j.A}} > {{clr|4|j.D}} , land {{clr|3|5C}} > {{clr|1|6A}} > {{clr|3|2C}} > {{clr|4|22D}} (whiff) , {{clr|1|2A}} > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|1|6A}} > {{clr|3|2C}} > {{clr|3|623C}} , {{clr|4|22D}} || Anywhere || N/A || No || 2818 || 24 || All || Easy ||
|-
| 4
| [CH] {{clr|2|j.B}} , land {{clr|3|5C}} > {{clr|1|6A}} > {{clr|3|2C}}* > {{clr|4|22D}} (whiff) , {{clr|1|2A}} > {{clr|2|5B}} > {{clr|3|2C}} > {{clr|4|22D}} (whiff) , {{clr|2|5B}} > {{clr|3|5C}} > {{clr|1|6A}} > {{clr|3|2C}} > {{clr|3|623C}} , {{clr|4|22D}} || Anywhere || Yes || No || 3146 || 26 || All || Medium || CH combo if you can't connect {{clr|4|j.D}}. *End here with {{clr|3|623C}} if no starting magnetism.
|-
| 5
| [CH] {{clr|2|j.B}} , land low {{clr|1|6A}} > {{clr|3|6C}} > jc {{clr|4|j.D}} , land {{clr|2|5B}} > {{clr|3|2C}} > {{clr|4|22D}} (whiff) , {{clr|2|5B}} > {{clr|3|5C}} > {{clr|1|6A}} > {{clr|3|2C}} > {{clr|3|623C}} , {{clr|4|22D}} || Anywhere || Yes || No || 3689 || 30 || All || Hard || Requires low {{clr|1|6A}}, but can be done from almost anywhere Combo #6 cannot.
|-
| 6
| [CH] {{clr|2|j.B}} > {{clr|4|j.D}} , land low {{clr|1|6A}} > {{clr|3|6C}} > 9jc {{clr|3|j.2C}} , {{clr|2|5B}} > {{clr|3|5C}} > {{clr|1|6A}} > {{clr|3|2C}} > {{clr|3|623C}} , {{clr|4|22D}} || Anywhere || N/A || No || 3882 || 32 || All || Hard || Optimal route, must be ascending {{clr|2|j.B}}.
|-
| 7
| [CH] {{clr|3|j.C}} , land {{clr|2|5B}} > {{clr|3|5C}} > {{clr|1|236A}} , {{clr|2|5B}} > {{clr|3|5C}} > {{clr|1|6A}} > {{clr|3|2C}} > {{clr|3|623C}} , {{clr|4|22D}} || Anywhere || N/A || No || 3121 || 26 || All || Easy || Easiest combo to connect from almost any height.
|-
| 8
| [CH] {{clr|3|j.C}} > {{clr|4|j.D}} , land {{clr|3|5C}} > {{clr|1|6A}} > {{clr|3|2C}} > {{clr|4|22D}} (whiff) , {{clr|1|2A}} > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|1|6A}} > {{clr|3|2C}} > {{clr|3|623C}} , {{clr|4|22D}} || Anywhere || Yes || No || 3878 || 32 || All || Medium || Works best after a jump, especially w/o starting magnetism.
|-
|}
 
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
|+ {{clr|4|j.D}} Starter
|-
! # !! Combo !! Position !! Magnetism !! SB !! Damage !! Heat Gain !! Works on: !! Difficulty !! Notes
|-
| 1
| {{clr|4|j.D}} , land ({{clr|2|5B}}) > {{clr|3|5C}} > {{clr|1|6A}} > {{clr|3|2C}} > {{clr|4|22D}} (whiff) , {{clr|1|2A}} > {{clr|2|5B}} > {{clr|3|2C}} > {{clr|4|22D}} (whiff) , {{clr|3|5C}} > {{clr|1|6A}} > {{clr|3|623C}} , {{clr|4|22D}} || Anywhere || N/A || No || 3625 (3599) || 30 || All || Medium || {{clr|2|5B}} is sometimes necessary for a pickup, otherwise omit it.
|-
| 2
| {{clr|4|j.D}} , land low {{clr|1|6A}} > {{clr|3|6C}} > 9jc {{clr|3|j.2C}} , {{clr|2|5B}} {{clr|3|2C}} > {{clr|4|22D}} (whiff) , {{clr|2|5B}} > {{clr|3|5C}} > {{clr|1|6A}} > {{clr|3|2C}} > {{clr|3|623C}} , {{clr|4|22D}} || Anywhere || N/A || No || 4066 || 33 || All || Hard || Works best on descending {{clr|4|j.D}}.
|-
| 3
| {{clr|4|j.D}} , land ({{clr|2|5B}}) > {{clr|3|5C}} > {{clr|3|623C}} > RC {{clr|3|6C}} > 9jc {{clr|4|j.D}} , land {{clr|2|5B}} > {{clr|3|5C}} > {{clr|1|6A}} > {{clr|2|6BB}} > {{clr|1|236A}}~{{clr|1|236A}} || Anywhere || Yes || No || 4641 (4495) || -26 || All || Medium || Requires 32 Heat. {{clr|2|5B}} is sometimes necessary for a pickup, otherwise omit it.
|-
| 4
| [CH] {{clr|4|j.D}} , land {{clr|1|6A}} > {{clr|3|6C}} > jc {{clr|4|j.D}} , land {{clr|2|5B}} > {{clr|3|2C}} > {{clr|4|22D}} (whiff) , {{clr|2|5B}} > {{clr|3|5C}} > {{clr|1|6A}} > {{clr|3|2C}} > {{clr|3|623C}} , {{clr|4|22D}} || Anywhere || No || No || 4308 || 35 || All || Medium || Requires low {{clr|1|6A}}.
|-
|}
 
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
|+ {{clr|3|j.2C}} starter
|-
! # !! Combo !! Position !! Magnetism !! SB !! Damage !! Heat Gain !! Works on: !! Difficulty !! Notes
|-
| '''1'''
| {{clr|3|j.2C}} > RC > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|1|6A}} > {{clr|3|2C}}* > {{clr|4|22D}} (whiff) , {{clr|1|2A}} > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|1|6A}} > {{clr|3|2C}} > {{clr|3|623C}} , {{clr|4|22D}} || Anywhere || Yes || No || 3553 || -31 || All || Medium || Requires 42 Heat. *End here with {{clr|3|623C}} if no starting magnetism.
|-
| 3
| [FCH] {{clr|3|j.2C}} , {{clr|2|5B}} > 9jc {{clr|3|j.C}} > {{clr|4|j.D}} , land > 9jc {{clr|3|j.C}} > {{clr|4|j.D}} , land {{clr|3|5C}} > {{clr|1|236A}} , {{clr|2|5B}} > {{clr|3|5C}} > {{clr|1|6A}} > {{clr|3|2C}} > {{clr|3|623C}} , {{clr|4|22D}} || Anywhere || N/A || No || 4684 || 37 || Not on small characters || Medium ||
|-
| 4
| [FCH] {{clr|3|j.2C}} , {{clr|2|5B}} > 9jc {{clr|3|j.C}} > {{clr|4|j.D}} , land > 9jc {{clr|3|j.C}} > {{clr|4|j.D}} , land > 9jc {{clr|3|j.C}} > {{clr|4|j.D}} , land {{clr|3|5C}} > {{clr|1|236A}} , {{clr|2|5B}} > {{clr|3|5C}} > {{clr|1|6A}} > {{clr|3|2C}} > {{clr|3|623C}} , {{clr|4|22D}} || Anywhere || No || No || 4684 || 37 || Not on small characters || Hard || Only works with NO starting magnetism.
|-
| 6
| [FCH] {{clr|3|j.2C}} , low {{clr|1|6A}} > {{clr|3|6C}} > 9jc {{clr|3|j.C}} > {{clr|4|j.D}} > land > 8jc {{clr|3|j.C}} > {{clr|4|j.D}} , land > 9jc {{clr|3|j.C}} > {{clr|4|j.D}} > land {{clr|1|236A}} , {{clr|2|5B}} > {{clr|3|5C}} > {{clr|1|6A}} > {{clr|3|2C}} > {{clr|3|623C}} , {{clr|4|22D}} || Anywhere || N/A || No || 5491 || 43 || All || Very Hard || Highest damage, universal, sideswaps. For double sideswap do 9jc for all {{clr|3|j.C}}'s.
|-
|}
 
 
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
|+ {{clr|1|360A}} and {{clr|2|360B}} Starter
|-
! # !! Combo !! Position !! Magnetism !! SB !! Damage !! Heat Gain !! Works on: !! Difficulty !! Notes
|-
| 1
| {{clr|1|360A}} , {{clr|4|22D}} > RC {{clr|3|6C}} > {{clr|3|623C}} , {{clr|4|22D}} || Anywhere || N/A || No || 3660 || -26 || All || Medium || Requires 27 Heat.
|-
| 2
| {{clr|2|360B}} , {{clr|3|6C}} > 9jc {{clr|3|j.2C}} , {{clr|2|5B}} > {{clr|3|5C}} > {{clr|1|6A}} > {{clr|3|2C}} > {{clr|3|623C}} , {{clr|4|22D}} || Midscreen || N/A || No || 3530 || 29 || All || Easy || Standard meterless {{clr|2|360B}} combo.
|-
| 3
| {{clr|2|360B}} , {{clr|3|6C}} > 9jc {{clr|4|j.D}} , land {{clr|2|5B}} > {{clr|3|5C}} > {{clr|1|6A}} > {{clr|3|2C}} > {{clr|3|623C}} , {{clr|4|22D}} || Midscreen || Yes || No ||  3531 || 29 || All || Medium || More difficult variation, but gives about 7 seconds (400F) of magnetism.
|-
| 4
| {{clr|2|360B}} , {{clr|4|5D}} , {{clr|3|6C}} > {{clr|4|5D}} , {{clr|3|6C}} > {{clr|4|5D}} , {{clr|3|6C}} > {{clr|4|5D}} > {{clr|2|236B}} , {{clr|2|6BB}} > {{clr|1|236A}} > {{clr|1|236A}} || Back to Corner || N/A || No || 3792 || 27 || All || Medium || Corner version.
|-
| 5
| {{clr|2|360B}} , {{clr|4|5D}} , {{clr|3|6C}} > {{clr|4|5D}} , {{clr|3|6C}} > {{clr|4|5D}} > {{clr|2|236B}} , {{clr|1|6A}} > {{clr|3|6C}} > {{clr|4|5D}} > {{clr|2|236B}} , {{clr|2|6BB}} > {{clr|4|22D}} || Back to Corner || N/A || No || 3801 || 31 || All || Hard || Harder route, but ends with much better oki.
|-
|}
 
 
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
|+ Spark Bolt
|-
! # !! Combo !! Position !! Magnetism !! SB !! Damage !! Heat Gain !! Works on: !! Difficulty !! Notes
|-
| 1
| {{clr|4|41236D}} , {{clr|3|5C}} > {{clr|1|6A}} > {{clr|3|2C}} > {{clr|4|22D}} (whiff) , {{clr|1|2A}} > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|1|6A}} > {{clr|3|2C}} > {{clr|3|623C}} , {{clr|4|22D}} || Midscreen || N/A || Yes || 3619 || 30 ||  || Medium ||
|-
| 2
| {{clr|4|41236D}}, {{clr|1|6A}} > {{clr|3|6C}} > {{clr|3|j.2C}}, {{clr|2|5B}} > {{clr|3|5C}} > {{clr|1|6A}} > {{clr|3|2C}} > {{clr|3|623C}} , {{clr|4|22D}} || Not facing corner || N/A || Yes || 4082 || 33 || || Hard || Requires low {{clr|1|6A}}.
|-
|}
 
 
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
|+ Sledge
|-
! # !! Combo !! Position !! Magnetism !! SB !! Damage !! Heat Gain !! Works on: !! Difficulty !! Notes
|-
| 1a
| {{clr|2|236B}} , {{clr|1|5A}} > {{clr|2|5B}} > {{clr|3|3C}} > ({{clr|1|236A}} , ) {{clr|4|22D}} || Anywhere || N/A || No || 2000 (2328) || 18 (21) || || Easy || Good combo to start magnetism.
|-
| 1b
| {{clr|2|236B}} , {{clr|1|5A}} > {{clr|2|5B}} > {{clr|3|3C}} > {{clr|3|623C}} (whiff) , {{clr|3|5C}} > {{clr|1|6A}} > {{clr|3|2C}} > {{clr|3|623C}} , {{clr|4|22D}} || Anywhere || Yes || No || 3135 || 26 || All || Medium || Magnetized version.
|-
| 2
| [CH] {{clr|2|236B}} , {{clr|3|6C}} > 9jc {{clr|4|j.D}} , land {{clr|2|5B}} > {{clr|3|5C}} > {{clr|1|6A}} > {{clr|3|2C}} > {{clr|3|623C}} , {{clr|4|22D}} || Anywhere || N/A || No || 4177 || 34 || All || Medium || Don't throw out Sledge too carelessly.
|-
|}
 
==Video Examples==
 
BBCF2 Tager combo collections
{{#ev:youtube|8ZUyfe33P1A}}
 
 
Examples of Tager Combos by Evira
{{#ev:youtube|upOO1NhOmm4}}


<br style="clear:both;"/>
Describe what the move is used for.


==Navigation==
Explain the basics of why the initial purpose of the move is worth knowing or worth doing. Mention downsides that are important to know. If the move is particularly important it might have a spot on the character's Strategy page—an important anti-air will likely be mentioned in the neutral section, or an important combo move will be mentioned in the combo theory.}}}
<center>{{Character Label|BBCF|Iron Tager|42px|BBCF_Tager_Icon.png}}</center>
<!--------------------------- this is where the extra info is written. --------------------------->
{{#lst:{{BASEPAGENAME}}/Data|Links}}
<div class="mw-collapsible mw-collapsed" data-expandtext="Show Stats for Nerds" data-collapsetext="Hide Additional Data" style="width: 100%; max-width: 1080px;">
{{#lst:BBCF/Navigation}}
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Revision as of 00:30, 19 September 2022