BBCF/Iron Tager: Difference between revisions

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|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
  |cancel= |damage=400 |starter= |guard=
  |cancel= |damage=400 |starter= |guard= All
  |level=2 |attribute= |startup=7 |active=3 |recovery=11 |frameAdv=1 |invul= |blockstun=13
  |level=2 |attribute= |startup=7 |active=3 |recovery=11 |frameAdv=1 |invul= |blockstun=13
  |description=
  |description=
*Tager's fastest grounded normal
*Tager's fastest grounded normal
*Cannot self cancel
*Decent combo starter
*Decent combo starter
*Good for tick throws
*Good for tick throws
*One of the few normals that Tager can jump cancel, so you can use it to bait bursts  
*One of the few normals that Tager can jump cancel, so you can use it to bait bursts. 5A, j.5A is possible early in the combo, allowing some air combos.
}}
}}
}}
}}
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|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
  |cancel= |damage=540 |starter= |guard=
  |cancel= |damage=540 |starter= |guard= L
  |level=3 |attribute= |startup=10 |active=3 |recovery=14 |frameAdv=0 |invul= |blockstun=16
  |level=3 |attribute= |startup=10 |active=3 |recovery=14 |frameAdv=0 |invul= |blockstun=16
  |description=
  |description=
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|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
  |cancel= |damage=1000 |starter= |guard=
  |cancel= |damage=1000 |starter= |guard= HL
  |level=4 |attribute= |startup=15 |active=7 |recovery=15 |frameAdv=-3 |invul= |blockstun=18
  |level=4 |attribute= |startup=15 |active=7 |recovery=15 |frameAdv=-3 |invul= |blockstun=18
  |description=
  |description=
*List what the move is used for
A decent poke, an excellent starter if you land in and also a nice high damage combo filler, basically everything you want in a 5C with the exception that if often pushes the opponent away too far for comboing followups unless it's a counterhit.
*List interesting properties in bullet points like invul, floating opponents on CH, etc.
Follow the [[Help:Writing_Character_Pages]] guidelines
}}
}}
}}
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  |level=2 |attribute= |startup=8 |active=3 |recovery=10 |frameAdv=1 |invul= |blockstun=13
  |level=2 |attribute= |startup=8 |active=3 |recovery=10 |frameAdv=1 |invul= |blockstun=13
  |description=
  |description=
*List what the move is used for
Like a worse 5A without the jump cancel and a lower profile, 2A sees some use as a ghetto anti air and a mashable button, since it can self cancel up to three times.
*List interesting properties in bullet points like invul, floating opponents on CH, etc.
Follow the [[Help:Writing_Character_Pages]] guidelines
Follow the [[Help:Writing_Character_Pages]] guidelines
}}
}}
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  |level=3 |attribute= |startup=11 |active=3 |recovery=9 |frameAdv=5 |invul= |blockstun=16
  |level=3 |attribute= |startup=11 |active=3 |recovery=9 |frameAdv=5 |invul= |blockstun=16
  |description=
  |description=
*List what the move is used for
In previous iterations, 5B and 2B were pretty interchangable, however 2B's use has now moved from being a combo tool to being a very safe low poke when up close. It has a very nice frame advantage making it ideal for setting up Wedge catapault attempts and other shenanigans.  
*List interesting properties in bullet points like invul, floating opponents on CH, etc.
Follow the [[Help:Writing_Character_Pages]] guidelines
Follow the [[Help:Writing_Character_Pages]] guidelines
}}
}}
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  |description=
  |description=
*High risk, high reward anti-air that can lead to some hilarious damage, but will mostly see use in combos, pretty much always following 6A.
*High risk, high reward anti-air that can lead to some hilarious damage, but will mostly see use in combos, pretty much always following 6A.
*Has head invulnerability, but is very short and just before the active time, often leading to trades.
*Has head invulnerability, but is very short and just before the active time, often leading to trades, definitely not useful to stop low air attacks on wakeup.
*Good vertical reach, but poor horizontal reach.
*Good vertical reach, but poor horizontal reach.
Follow the [[Help:Writing_Character_Pages]] guidelines
Follow the [[Help:Writing_Character_Pages]] guidelines
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*Has Super Armor throughout the charge animation
*Has Super Armor throughout the charge animation
*Groundslides* opponent on hit.
*Groundslides* opponent on hit.
*Tager's only normal that can cancel into his command throws.
Tager's 6A is a very good all-purpose tool. It brings the opponent closer to him, allowing him to start close range pressure and grab mixup. It also is a very good combo tool that causes groundslide and combos into 6B for oki and 2C-Collider for additional damage.
Tager's 6A is a very good all-purpose tool. It brings the opponent closer to him, allowing him to start close range pressure and grab mixup. It also is a very good combo tool that causes groundslide and combos into 6B for oki and 2C-Collider for additional damage.


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  |level=3 |attribute= |startup=52 |active=7 |recovery=37 |frameAdv=-27 |invul=16-26~58 Guard HBP |blockstun=16
  |level=3 |attribute= |startup=52 |active=7 |recovery=37 |frameAdv=-27 |invul=16-26~58 Guard HBP |blockstun=16
  |description=
  |description=
Charging 6A simply extends the armor frames and allows you to delay the attack. Useless, expect if you read that a hit is coming and you want to guard point through it. Charging 6A does nothing else, neither more untechable time neither more damage.
Charging 6A simply extends the armor frames and allows you to delay the attack for a bit more damage. Useless, expect if you read that a hit is coming and you want to guard point through it. Charging 6A doesn't open up any more combo paths other than a very strict 6[A] CH > 360B which is basically impossible to confirm.
  }}
  }}
}}
}}
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  |level=3 |attribute= |startup=16 |active=2 |recovery=18 |frameAdv=-3 |invul= |blockstun=16
  |level=3 |attribute= |startup=16 |active=2 |recovery=18 |frameAdv=-3 |invul= |blockstun=16
  |description=
  |description=
*Now forces crouching on hit allowing combos into A sledge
*Now forces crouching on hit allowing combos into, and out of, A sledge
*Has low invulnerabity on start-up
*Has low invulnerabity on start-up, allowing you to counter low hitting pressure.
}}
}}
}}
}}
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  |level=4 |attribute= |startup=28 |active=2 |recovery=33 |frameAdv=-18 |invul= |blockstun=18
  |level=4 |attribute= |startup=28 |active=2 |recovery=33 |frameAdv=-18 |invul= |blockstun=18
  |description=
  |description=
*Fatal Counter
*Tager's only standing overhead, but basically useless as a mixup tool due to its massive tell and slow startup.  
*Tager's only standing overhead, but basically useless as a mixup tool due to its massive tell and slow startup.  
*Can be used as a poke at large distances, but it extends Tager's hurtbox forward and can be stuffed.
*Can be used as a poke at large distances, but it extends Tager's hurtbox forward and can be stuffed.
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  |level=2 |attribute= |startup=7 |active=3 |recovery=9 |frameAdv= |invul= |blockstun=13
  |level=2 |attribute= |startup=7 |active=3 |recovery=9 |frameAdv= |invul= |blockstun=13
  |description=
  |description=
*List what the move is used for
*Useful air to air poke
*List interesting properties in bullet points like invul, floating opponents on CH, etc.
*Combo filler needed when using 5A's jump cancel to make a combo.
Follow the [[Help:Writing_Character_Pages]] guidelines
Follow the [[Help:Writing_Character_Pages]] guidelines
}}
}}
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*Useful tool for gimmicks
*Useful tool for gimmicks
*Floorbounces on counterhit.
*Floorbounces on counterhit.
*General purpose jump in attack with a huge active time.
}}
}}
}}
}}
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  |level=4 |attribute= |startup=13 |active=5 |recovery=12 |frameAdv= |invul= |blockstun=18
  |level=4 |attribute= |startup=13 |active=5 |recovery=12 |frameAdv= |invul= |blockstun=18
  |description=
  |description=
*List what the move is used for
*Doesn't look like it has as much range as it really does due to the way Tager's body goes horizontal
*List interesting properties in bullet points like invul, floating opponents on CH, etc.
*Has a tendency to clash in air footsies
Follow the [[Help:Writing_Character_Pages]] guidelines
*Long untech time on a counterhit, usually possible to land and pick up the combo.
}}
}}
}}
}}
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  |level=4 |attribute= |startup=18 |active=Until L+2 |recovery=18 |frameAdv= |invul= |blockstun=18
  |level=4 |attribute= |startup=18 |active=Until L+2 |recovery=18 |frameAdv= |invul= |blockstun=18
  |description=
  |description=
*List what the move is used for
*Fatal Counter
*List interesting properties in bullet points like invul, floating opponents on CH, etc.
*Has a fast startup version when used very close to the ground.
Follow the [[Help:Writing_Character_Pages]] guidelines
Often used in combos after 6C to bring the opponent back down to earth. Ensure you hit them as with Tager as low as you can to give yourself time to recover and use 5B.
 
}}
}}
}}
}}
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*A big poke used to get magnetism in neutral. Causes the enemy to be magnetized. Special cancellable on hit or block, not jump cancelable.
*A big poke used to get magnetism in neutral. Causes the enemy to be magnetized. Special cancellable on hit or block, not jump cancelable.
Tager's 5D is one of his more important tools. It is an all around useful normal, which can be used in combos, a long range big poke, counter hit fishing (trying to force a counter hit), sometimes also for frame traps and as a situational anti-air. However, overusing 5D too much will lead to painful CH combos against Tager because of its slow speed, so use but don't abuse.
Tager's 5D is one of his more important tools. It is an all around useful normal, which can be used in combos, a long range big poke, counter hit fishing (trying to force a counter hit), sometimes also for frame traps and as a situational anti-air. However, overusing 5D too much will lead to painful CH combos against Tager because of its slow speed, so use but don't abuse.
*On grounded counterhit and not at max range, it's possible to link into Wedge Catapault for a massive damage combo.
*On air counterhit, followups are only possible in the corner with B sledge.
}}
}}
}}
}}
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|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
  |cancel= |damage=1200 |starter= |guard=
  |cancel= R |damage=1200 |starter= |guard=
  |level=5 |attribute= |startup=26 |active=10 |recovery=18 |frameAdv=-7 |invul=OD: 12-35 Guard FP |blockstun=
  |level=5 |attribute= |startup=26 |active=10 |recovery=18 |frameAdv=-7 |invul=OD: 12-35 Guard FP |blockstun=
  |hitbox=tager/2D
  |hitbox=tager/2D
  |description=
  |description=
*List what the move is used for
* Attractive on magnetised opponents, effectively extends the range of this already long ranged move.
*List interesting properties in bullet points like invul, floating opponents on CH, etc.
* Fatal Counter, followup with 3C > 623C (whiff) to start the combo.
Follow the [[Help:Writing_Character_Pages]] guidelines
* Long active time, but Tager immediately goes into recovery.
* No cancels possible outside of Rapid cancels. 
 
}}
}}
}}
}}
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  |level=3 |attribute= |startup=13 |active=4 |recovery=14 |frameAdv=-1 |invul=OD: 5-12 Guard BP |blockstun=16
  |level=3 |attribute= |startup=13 |active=4 |recovery=14 |frameAdv=-1 |invul=OD: 5-12 Guard BP |blockstun=16
  |description=
  |description=
*List what the move is used for
* Attractive on magnetised opponents, but not greatly due to the rapid startup
*List interesting properties in bullet points like invul, floating opponents on CH, etc.
* Low risk, Low reward defensive move. Fast startup, big hitbox and safe even on instant block
Follow the [[Help:Writing_Character_Pages]] guidelines
* Applies a shorter magnetism than all other drive moves (4 seconds as opposed to 6).
* Followups only possible on counterhit, and even then might not be possible, leads to weak damage.
}}
}}
}}
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  |description=
  |description=
*A slow move with huge untechable time. Causes opponent to be magnetized.
*A slow move with huge untechable time. Causes opponent to be magnetized.
*Strongly attractive on magnetised opponents, can easily stuff up air spacing.
*Often used in Fatal Counter combos, or after 6C for combos.
*Often used in Fatal Counter combos, or after 6C for combos.
Tager's j.D is a situational move that can be used to control airspace, but Tager is usually grounded throughout the match, so it's seldom used in this fashion. However, j.D is an amazing move for combos because it has so much untechable time that Tager will usually be able to land and continue with a ground combo, even in slightly high hitstun reduction.
Tager's j.D is a situational move that can be used to control airspace, but Tager is usually grounded throughout the match, so it's seldom used in this fashion. However, j.D is an amazing move for combos because it has so much untechable time that Tager will usually be able to land and continue with a ground combo, even in slightly high hitstun reduction.
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  |level=0, 4 |attribute=T |startup=7 |active=3 |recovery=23 |frameAdv= |invul= |hitbox=tager/groundThrow
  |level=0, 4 |attribute=T |startup=7 |active=3 |recovery=23 |frameAdv= |invul= |hitbox=tager/groundThrow
  |description=
  |description=
*List what the move is used for
*Leads to higher damage, heat gain and is much safer on whiff than 360A, but has no startup invulnerability or magnetic attraction
*List interesting properties in bullet points like invul, floating opponents on CH, etc.
*Special cancellable.
Follow the [[Help:Writing_Character_Pages]] guidelines
  }}
  }}
}}
}}
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  |level=0, 4 |attribute=T |startup=7 |active=3 |recovery=23 |frameAdv= |invul= |hitbox=Tager/groundThrow
  |level=0, 4 |attribute=T |startup=7 |active=3 |recovery=23 |frameAdv= |invul= |hitbox=Tager/groundThrow
  |description=
  |description=
*List what the move is used for
*Similar to forward throw and with the same comparisons to 360A, however is not special cancellable. Your opponent isn't bounced away very far however, allowing you to follow up with 5B.
*List interesting properties in bullet points like invul, floating opponents on CH, etc.
Follow the [[Help:Writing_Character_Pages]] guidelines
  }}
  }}
}}
}}
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  |level=0, 3 |attribute=T |startup=7 |active=3 |recovery=23+3L |frameAdv= |invul= |hitbox=tager/airThrow
  |level=0, 3 |attribute=T |startup=7 |active=3 |recovery=23+3L |frameAdv= |invul= |hitbox=tager/airThrow
  |description=
  |description=
*List what the move is used for
*Cancellable from j.A in a way that Air Driver is not.
*List interesting properties in bullet points like invul, floating opponents on CH, etc.
 
Follow the [[Help:Writing_Character_Pages]] guidelines
Follow the [[Help:Writing_Character_Pages]] guidelines
  }}
  }}

Revision as of 09:13, 16 August 2017

Iron Tager
BBCF Tager Portrait.png
Health: 13,000

Combo Rate: 60%
Prejump:
Backdash Time 27 / Invul: 1-20


Movement Options
Magnetism, no Double Jump, no Airdash, no Run, J.C
Play-style
Grappler
  

Overview

Iron Tager is a Sector Seven professor who has been mechanically enhanced to perform field-work. Originally the leader of a Sector Seven assault team sent to retrive Nirvana in the 4th Hierarchical City of Naobi, Tager suffered a mortal wound during the mission, and due to being the only survivor, was forced to withdraw. He was revived as an enormous cyborg by Kokonoe, whom he pledged loyalty to afterward. After his revival, he bears a similar resemblance to a demon, which resulted in him dubbed as the "Red Devil of Sector Seven". He is feared by many, but in truth he is very calm and calculated, only engaging in violence when necessary.

Drive: Voltic Battler

Tager can magnetize opponents for a small duration by landing these attacks on hit or block. If the opponent is already magnetized and gets hit by a magnetism attack, the duration increases (max 960F). When the opponent is magnetized, certain attacks will pull in the opponent. The magnetism duration normally reduces at a rate of 1 point per frame, but if Tager is taking damage, the rate changes to 1 point per 2 frames (when Tager performs a tech, the rate goes back to normal). Magnetism duration does not decrease during superflash or hitstop.

In addition to magnetism, Tager has an extra gauge: the Spark Bolt Gauge. This gauge fills up at 1 point per frame (freezes during hitstop and superflash) and has a maximum of 1200 points. When the gauge is full, Tager can use the Spark Bolt attack.

Overdrive: Voltic Field

Magnetized opponents are constantly pulled towards Tager, and the Spark Bolt Gauge fills up quicker.

Pros/Strengths

  • Really good close range game
  • High damage command grabs
  • High meter gain on magnetized opponents
  • High level pokes for easy confirms
  • Fairly large hitbox moves
  • Backdash has many invincible frames, useful for getting out of nasty situations
  • Very effective at punishes
  • Possesses the fastest projectile in the game

Cons/Weaknesses

  • Big hit box, allowing for easy fuzzy/unblockable setups
  • Lack of mobility
  • Has trouble against zoners
  • Spark Bolt not always accessible
  • Gameplay revolves around corner and magnetized opponents
  • Requires knowledge and a lot of patience to win at high levels
  • Magnetized foes can sometimes work against you, pulling foes in to confirm an attack they might have whiffed otherwise


Normal Moves

5A
5A
BBCS Tager 5A.png
The jab of science.
400 All 7 3 11 - -
5B
5B
BBCS Tager 5B.png
Now with color. And jump cancel.
540 L 10 3 14 - -
5C
5C
BBCS Tager 5C.png
Chops! Very good starter as well.
1000 HL 15 7 15 - -
2A
2A
BBCS Tager 2A.png
Kind of an anti air.
350 8 3 10 - -
2B
2B
BBCS Tager 2B.png
The monkey kick that's surprisingly fast and safe.
580 11 3 9 - -
2C
2C
BBCS Tager 2C.png
Most manly launcher
1100 15 2 37 - -
6A
6A
BBCS Tager 6A.png
Good for shutting down mashers and scrubs.
800 19 7 37 - - 1000 52 7 37 - -
6B
6B
BBCS Tager 6B.png
No longer an overhead, but faster and safer
620 16 2 18 - -
6C
6C
BBCS Tager 6C.png
Slow long range overhead. SMASH!!!
1500 28 2 33 - -
3C
3C
BBCS Tager 3C.png
I'mma trip you, and then I'mma make you fly!
810 13 3 22 - -
j.A
j.A
BBCS Tager jA.png
The best move nobody uses.
400 7 3 9 - -
j.B
j.B
BBCS Tager jB.png
#TheClassic
700 10 16 20 - -
j.C
j.C
BBCS Tager jC.png
The indiscriminate headbutt. Good for closing in on the opponent.
1050 13 5 12 - -
j.2C
j.2C
BBCS Tager j2C.png
The cries of anguish you will hear when this hits.
1200 18 Until L+2 18 - -


Drive Moves

5D
5D
BBCS Tager 5D.png
The punch of science.
Normal: 1100
OD: 1200
23 7 20 - -
2D
2D
BBCS Tager 2D.png
Be careful of using this move. Whiffing this move can result in unwanted situations.
1200 26 10 18 - -
4D
4D
BBCS Tager 4D.png
Nice blockstring ender because of its speed and frame advantage.
Normal: 800
OD: 1200
13 4 14 - -
j.D
j.D
BBCS Tager jD.png
Hot damn that clap hurts.
Normal: 1120
OD: 1200
23 4 28+7L - -


Universal Mechanics

Forward Throw
Forward Throw
BBCS Tager FThrow.png
Yes, Tager actually does have normal throws.
0, 1500 T (140) 7 3 23 - T -
Back Throw
Back Throw
BBCS Tager BThrow.png
Recovery on his normal throws is scarily fast.
0, 1500 T (140) 7 3 23 - T -
Air Throw
Air Throw
BBCS Tager AThrow.png
This probably won't ever happen.
0, 1500 T (160) 7 3 23+3L - T -
Counter Assault
Counter Assault
BBCS Tager 6B.png
Turn the tables
0 16 2 31 - -
Crush Trigger
Crush Trigger
BBCP Tager CrushTrigger.png
1000 20 1 25 - - 1000 30~61 1 25 - -


Specials

Gigantic Tager Driver
Gigantic Tager Driver
360A
BBCS Tager Buster.png
Make your opponent feels stupid for getting grabbed by this.
0, 2500 6 1-10 29 - -
Wedge Catapult
Wedge Catapult
360B Wedge 'em and Sledge 'em
0, 1200 30 4 30 - - 0, 1400 - -
Air Gigantic Tager Driver
Air Driver
360C
BBCS Tager Buster.png
About time!
2700 6 1-11 Until L+12 - -
Atomic Collider
Atomic Collider
623C
BBCS Tager Collider.png
Make your opponent jump then snatch them out the air with this.
0, 2250 17 5-?? 19 - -
A Sledge
A Sledge
236A
BBCS Tager Sledge.png
Slap projectiles and your opponent silly with this sledge
1200 20 3 18 - -
B Sledge
B Sledge
236B
BBCS Tager Sledge.png
Good at closing the distance against zoners...sometimes
1300 35 4 15 - - 1500 56 4 15 - -
Hammer
Hammer
236A after Sledge or Voltic charge guardpoint
BBCS Tager Hammer.png
CRUSH THEIR SKULLS!
1370 22 6 30 - -
Gadget Finger
Gadget Finger
22D on downed opponent
BBCS Tager Finger.png
Get Fingered.
100 7 8-47 16 - -
Voltec Charge
Voltec Charge
214D
BBCS Tager Charge.png
Guard point the world then hammer their skulls afterward
39-113 - -
Spark Bolt
Spark Bolt
41236D / 623D
BBCP Tager SparkBolt.png
Now with wall bound property.
1500 12 Until Offscreen Total 47 - -
Crimson Punisher
Crimson Punisher
63214A
BBCP Tager GrandPunish.png
Whoa! Air combo oki ender :O
800, 1500 15 3 13+3L - -

Distortion Drives

Magna Tech Wheel
Magna Tech Wheel
236236B
BBCS Tager MTW.png
220*19, 1800 7+12 4,2*18 (15) 3 72 - - 180*31, 1800 7+12 4,2*30 (15) 3 72 - -
Terra Break
Terra Break
MTW -> 236236B
BBCS Tager TerraBreak.png
3600 9+46 9 35 - - 4200 9+46 9 35 - -
Genesic Emerald Tager Buster
Genesic Emerald Tager Buster
720C
BBCS Tager GETB.png
BBCS Tager GETB2.png
4260 5+0 2-?? 41 - - 5220 5+0 2-?? 41 - -


Exceed Accel

Charged Lightning
ABCD during Overdrive
Fast: 10
Slow: 20
3 23 - - Fast: 10
Slow: 20
3 23 - -


Astral Heat

King of Tager
1080D
BBCS Tager Astral.png
BBCS Tager Astral2.png
BBCS Tager Astral3.png
DESTROY UNB 5+16 4 76 - T -

External References