BBCF/Iron Tager: Difference between revisions

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|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
  |cancel= |damage=400 |starter= |guard=
  |cancel= CSOJR |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= SOJ |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= SOR |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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|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
  |cancel= |damage=350 |starter= |guard=
  |cancel= SOR |damage=350 |starter= |guard= ALL
  |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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|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
  |cancel= |damage=580 |starter= |guard=
  |cancel= SOR |damage=580 |starter= |guard= L
  |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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|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
  |cancel= |damage=1100 |starter= |guard=
  |cancel= SOR |damage=1100 |starter= |guard= HL
  |level=4 |attribute= |startup=15 |active=2 |recovery=37 |frameAdv=-20 |invul=11-14 H |blockstun=18
  |level=4 |attribute= |startup=15 |active=2 |recovery=37 |frameAdv=-20 |invul=11-14 H |blockstun=18
  |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
Line 161: Line 158:
|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
  |version=Uncharged |cancel= |damage=800 |starter= |guard=
  |version=Uncharged |cancel= SOR |damage=800 |starter= |guard= HL
  |level=3 |attribute= |startup=19 |active=7 |recovery=37 |frameAdv=-27 |invul=16-26~58 Guard HBP |blockstun=16
  |level=3 |attribute= |startup=19 |active=7 |recovery=37 |frameAdv=-27 |invul=16-26~58 Guard HBP |blockstun=16
  |description=
  |description=
*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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  {{AttackData-BBCF
  {{AttackData-BBCF
  |header=no
  |header=no
  |version=Max Charge |cancel= |damage=800 |starter= |guard=
  |version=Max Charge |cancel= SOR |damage=1000 |starter= |guard= HL
  |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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|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
  |cancel= |damage=620 |starter= |guard=
  |cancel= SOR |damage=620 |starter= |guard= HL
  |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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|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
  |cancel= |damage=1500 |starter= |guard=
  |cancel= SORJ |damage=1500 |starter= |guard= H
  |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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|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
  |cancel= |damage=810 |starter= |guard=
  |cancel= SOR |damage=810 |starter= |guard= L
  |level=4 |attribute= |startup=13 |active=3 |recovery=22 |frameAdv=-8 |invul= |blockstun=18
  |level=4 |attribute= |startup=13 |active=3 |recovery=22 |frameAdv=-8 |invul= |blockstun=18
  |description=
  |description=
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|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
  |cancel= |damage=400 |starter= |guard=
  |cancel= SR |damage=400 |starter= |guard= HA
  |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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|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
  |cancel= |damage=700 |starter= |guard=
  |cancel= SR |damage=700 |starter= |guard= HA
  |level=3 |attribute= |startup=10 |active=16 |recovery=20 |frameAdv= |invul= |blockstun=16
  |level=3 |attribute= |startup=10 |active=16 |recovery=20 |frameAdv= |invul= |blockstun=16
  |description=
  |description=
Line 254: Line 253:
*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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|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
  |cancel= |damage=1050 |starter= |guard=
  |cancel= SR |damage=1050 |starter= |guard= HA
  |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.
*Adds a small amount of forwards momentum to Tager.
Follow the [[Help:Writing_Character_Pages]] guidelines
*Has a tendency to clash in air footsies.
*Long untech time on a counterhit, usually possible to land and pick up the combo.
}}
}}
}}
}}
====== <font style="visibility:hidden" size="0">j.2C</font> ======
====== <font style="visibility:hidden" size="0">j.2C</font> ======
{{MoveData
{{MoveData
Line 279: Line 281:
|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
  |cancel= |damage=1200 |starter= |guard=
  |cancel= SR |damage=1200 |starter= |guard= HA
  |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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|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
  |damage=Normal: 1100<br/>OD: 1200 |starter= |guard=
  |cancel= SR |damage=Normal: 1100<br/>OD: 1200 |starter= |guard= All
  |level=5 |attribute= |startup=23 |active=7 |recovery=20 |frameAdv=-6 |invul=OD: 15-26 Guard BP |blockstun=20
  |level=5 |attribute= B |startup=23 |active=7 |recovery=20 |frameAdv=-6 |invul=OD: 15-26 Guard BP |blockstun=20
  |description=
  |description=
*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.
*On grounded counterhit, opponent is staggered for quite some time. If they're not at max range, it's possible to link into Wedge Catapault for a massive damage combo.
*On air counterhit, opponent is blown away and floorslides followups are only possible in the corner with B sledge.
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.
}}
}}
}}
}}
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|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
  |cancel= |damage=1200 |starter= |guard=
  |cancel= R |damage=1200 |starter= |guard= All
  |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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|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
  |cancel= |damage=Normal: 800<br/>OD: 1200 |starter= |guard=
  |cancel= R |damage=Normal: 800<br/>OD: 1200 |starter= |guard= ALL
  |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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|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
  |cancel= |damage=Normal: 1120<br/>OD: 1200 |starter= |guard=
  |cancel= |damage=Normal: 1120<br/>OD: 1200 |starter= |guard= HA
  |level=5 |attribute= |startup=23 |active=4 |recovery=28+7L |frameAdv= |invul=OD: 6-26 Guard HP |blockstun=20
  |level=5 |attribute= |startup=23 |active=4 |recovery=28+7L |frameAdv= |invul=OD: 6-26 Guard HP |blockstun=20
  |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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|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
  |damage=0, 1500 |cancel=--, SOR |starter=S |guard=T (140)
  |damage=0, 1500 |cancel=--, OR |starter=S |guard=T (140)
  |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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|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
  |damage=0, 1500 |cancel=--, SOR |starter=S |guard=T (160)
  |damage=0, 1500 |cancel=--, R |starter=S |guard=T (160)
  |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
  }}
  }}
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|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
  |damage=0 |starter= |guard=
  |damage=0 |starter= |guard= ALL
  |level=4 |attribute= |startup=16 |active=2 |recovery=31 |frameAdv=-14 |invul=1-20 All |blockstun=18
  |level=4 |attribute= |startup=16 |active=2 |recovery=31 |frameAdv=-14 |invul=1-20 All |blockstun=18
  |description=
  |description=
*List what the move is used for
*Sometimes the only way to end the endless pressure games you often face, particularly from low air dashes. Use it to disrupt the flow of your opponent and get back to neutral, where you often have the advantage.
*List interesting properties in bullet points like invul, floating opponents on CH, etc.
Follow the [[Help:Writing_Character_Pages]] guidelines
}}
}}
}}
}}
Line 422: Line 427:
|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
  |version=Uncharged |cancel= |damage=1000 |starter= |guard=
  |version=Uncharged |cancel= |damage=1000 |starter= |guard= B
  |level= |attribute= |startup=20 |active=1 |recovery=25 |frameAdv=0 |invul= |blockstun=24
  |level= |attribute= |startup=20 |active=1 |recovery=25 |frameAdv=0 |invul= |blockstun=24
}}
}}
  {{AttackData-BBCF
  {{AttackData-BBCF
  |header=no
  |header=no
  |version=Charged |cancel= |damage=1000 |starter= |guard=
  |version=Charged |cancel= |damage=1000 |starter= |guard= B
  |level= |attribute= |startup=30~61 |active=1 |recovery=25 |frameAdv=0 |invul= |blockstun=24
  |level= |attribute= |startup=30~61 |active=1 |recovery=25 |frameAdv=0 |invul= |blockstun=24
  |description=
  |description=
*List what the move is used for
*Hard knockdown.
*List interesting properties in bullet points like invul, floating opponents on CH, etc.
*Not the most useful move as a guard crusher, since Tager has much better ways of dealing with people who guard too much
Follow the [[Help:Writing_Character_Pages]] guidelines
*Useful in some combos, can be followed up with 6B
  }}
  }}
}}
}}
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|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
  |cancel= |damage=0, 2500 |starter= |guard=
  |cancel= R |damage=0, 2500 |starter= |guard= U
  |level=4 |attribute= |startup=6 |active=1-10 |recovery=29 |frameAdv= |invul=3-6 All |blockstun=
  |level=4 |attribute= T |startup=6 |active=1-10 |recovery=29 |frameAdv= |invul=3-6 All |blockstun=
  |description=
  |description=
*High damage command grab
*High damage command grab
*Small invulnerability window
*Small invulnerability window
*Bad whiff recovery, Tager is in a Counterhit state in this time.


Compared to previous versions of Tager, the Gigantic Tager Driver has been streamlined from two versions into just one. Consequently, this variation is about as fast as his old B version Driver, but does the same damage as his classic A Driver. The 6 frame startup means it can be used as a reversal, especially after tech rolling past the opponent, but this is risky and you can get easily blown up if the opponent goes airborne or tries for a meaty and catches you before the invulnerability window. As with all of Tager's meterless grabs, you'll want to follow this up with Gadget Finger.
Compared to previous versions of Tager, the Gigantic Tager Driver has been streamlined from two versions into just one. Consequently, this variation is about as fast as his old B version Driver, but does the same damage as his classic A Driver. The 6 frame startup means it can be used as a reversal, especially after tech rolling past the opponent, but this is risky and you can get easily blown up if the opponent goes airborne or tries for a meaty and catches you before the invulnerability window. As with all of Tager's meterless grabs, you'll want to follow this up with Gadget Finger.
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|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
  |version=Wedge Catapult |subtitle=360B |cancel= |damage=0, 1200 |starter= |guard=
  |version=Wedge Catapult |subtitle=360B |cancel= None |damage=0, 1200 |starter= |guard= U
  |level= |attribute= |startup=30 |active=4 |recovery=30 |frameAdv= |invul=6-30 All |blockstun=
  |level= |attribute= |startup=30 |active=4 |recovery=30 |frameAdv= |invul=6-30 All |blockstun=
  }}
  }}
Line 472: Line 478:
  |header=no
  |header=no
  |version=Impact Driver |subtitle=Catapult > 360B |cancel= |damage=0, 1400 |starter= |guard=
  |version=Impact Driver |subtitle=Catapult > 360B |cancel= |damage=0, 1400 |starter= |guard=
  |level=4 |attribute= |startup= |active= |recovery= |frameAdv= |invul= |blockstun=
  |level=4 |attribute= T |startup= |active= |recovery= |frameAdv= |invul= |blockstun=
  |description=
  |description=
*Punish throw / risky reversal
*Punish throw / risky reversal
*Untech time lasts until the opponent hits the floor
*Untech time lasts until the opponent hits the floor
*100% minimum damage for both moves.
*100% minimum damage for both impact driver.
*Poor P1, but excellent P2.
*Poor P1, but excellent P2.


Line 498: Line 504:
|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
  |cancel= |damage=2700 |starter= |guard=
  |cancel= |damage=2700 |starter= |guard= U
  |level=4 |attribute= |startup=6 |active=1-11 |recovery=Until L+12 |frameAdv= |invul= |blockstun=
  |level=4 |attribute= T |startup=6 |active=1-11 |recovery=Until L+12 |frameAdv= |invul= |blockstun=
  |description=
  |description=
*List what the move is used for
*Has no invulnerability like it's grounded equivalent, but since magnetism is much more strongly attractive on airborne opponents, it doesn't tend to need it.
*List interesting properties in bullet points like invul, floating opponents on CH, etc.
*On magnetised opponents, can drag them across the entire screen, potentially punishing some air moves
Follow the [[Help:Writing_Character_Pages]] guidelines
*Can be used after an air throw reject (Either way) to suck them back in. A wary opponent can still stuff you with a decent air to air poke however.
*Cannot hit grounded opponents, but will still pull them along the floor.
  }}
  }}
}}
}}
Line 515: Line 522:
|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
  |cancel= |damage=0, 2250 |starter= |guard=
  |cancel= R |damage=0, 2250 |starter= |guard= U
  |level=4 |attribute= |startup=17 |active=5-?? |recovery=19 |frameAdv= |invul=4-15 H |blockstun=
  |level=4 |attribute= T |startup=17 |active=5-?? |recovery=19 |frameAdv= |invul=4-15 H |blockstun=
  |description=
  |description=
*List what the move is used for
*Unblockable anti air grab, hold to extend startup and magnetic attraction, release to grab.
*List interesting properties in bullet points like invul, floating opponents on CH, etc.
*Combo staple due to its huge damage. Also frequently used on a miss to flick opponents into the air after 3C.
Follow the [[Help:Writing_Character_Pages]] guidelines
*Followups possible with 5A, but only early in the combo, otherwise go for Gaget Finger.
  }}
  }}
}}
}}
Line 526: Line 533:
====== <font style="visibility:hidden" size="0">A Sledge </font> ======
====== <font style="visibility:hidden" size="0">A Sledge </font> ======
{{MoveData
{{MoveData
|name=A Sledge
|name=A Sledgehammer
|input=236A
|input=236A
|image=BBCS_Tager_Sledge.png
|image=BBCS_Tager_Sledge.png
Line 532: Line 539:
|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
  |cancel= |damage=1200 |starter= |guard=
  |cancel= R |damage=1200 |starter= |guard= HL
  |level=3 |attribute= |startup=20 |active=3 |recovery=18 |frameAdv=-4 |invul=1-23 Guard P |blockstun=
  |level=3 |attribute= |startup=20 |active=3 |recovery=18 |frameAdv=-4 |invul=1-23 Guard P |blockstun=
  |description=
  |description=
*List what the move is used for
*General purpose short ranged special, guard point against all projectiles.
*List interesting properties in bullet points like invul, floating opponents on CH, etc.
*Causes tumble on air hit, can only be followed up if the opponent was high up.
*can be followed up with 5A early in the combo on crouching opponents (Use 6B to force crouching state).
 
Follow the [[Help:Writing_Character_Pages]] guidelines
Follow the [[Help:Writing_Character_Pages]] guidelines
}}
}}
Line 542: Line 551:
====== <font style="visibility:hidden" size="0">B Sledge </font> ======
====== <font style="visibility:hidden" size="0">B Sledge </font> ======
{{MoveData
{{MoveData
|name=B Sledge
|name=B Sledgehammer
|input=236B
|input=236B
|image=BBCS_Tager_Sledge.png
|image=BBCS_Tager_Sledge.png
Line 548: Line 557:
|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
  |version=Uncharged |cancel= |damage=1300 |starter= |guard=
  |version=Uncharged |cancel= R |damage=1300 |starter= |guard= HL
  |level=3 |attribute= |startup=35 |active=4 |recovery=15 |frameAdv=-2 |invul=1-39 P Guard P<br/>11-29 Guard HBP |blockstun=
  |level=3 |attribute= |startup=35 |active=4 |recovery=15 |frameAdv=-2 |invul=1-39 P Guard P<br/>11-29 Guard HBP |blockstun=
  }}
  }}
  {{AttackData-BBCF
  {{AttackData-BBCF
  |header=no
  |header=no
  |version=Max Charge |cancel= |damage=1500 |starter= |guard=
  |version=Max Charge |cancel= R |damage=1500 |starter= |guard= HL
  |level=3 |attribute= |startup=56 |active=4 |recovery=15 |frameAdv=-2 |invul=1-60 P Guard P<br/>11-50 Guard HBP |blockstun=
  |level=3 |attribute= |startup=56 |active=4 |recovery=15 |frameAdv=-2 |invul=1-60 P Guard P<br/>11-50 Guard HBP |blockstun=
  |description=
  |description=
*It autoguards projectiles during start-up and active frames and high and mid attacks during start-up
*It autoguards projectiles during start-up and active frames and high and mid attacks during start-up
*Now much better in previous iterations due to its stronger guardpoint (Still completely vulnerable to low hits!)
*Often used to close gaps and punch through reckless projectile spam, but it's far from ideal since it's your only real way to do this.
*Used in corner combos after a 5D air hit.
}}
}}
}}
}}
Line 562: Line 574:
====== <font style="visibility:hidden" size="0">Hammer </font> ======
====== <font style="visibility:hidden" size="0">Hammer </font> ======
{{MoveData
{{MoveData
|name=Hammer
|name=Additional Attack
|input=236A after Sledge or Voltic charge guardpoint
|input=236A after Sledge or Voltic charge guardpoint
|image=BBCS_Tager_Hammer.png
|image=BBCS_Tager_Hammer.png
Line 568: Line 580:
|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
  |cancel= |damage=1370 |starter= |guard=
  |cancel= R |damage=1370 |starter= |guard= H
  |level=4 |attribute= |startup=22 |active=6 |recovery=30 |frameAdv=-17 |invul=1-21 Guard HBP |blockstun=
  |level=4 |attribute= |startup=22 |active=6 |recovery=30 |frameAdv=-17 |invul=1-21 Guard HBP |blockstun=
  |description=
  |description=
*List what the move is used for
*Combo ender in most cases, will always connect after either sledgehammer.
*List interesting properties in bullet points like invul, floating opponents on CH, etc.
*Overhead, leading to a gimmicky mixup after a blocked sledgehammer, highly punishable if blocked and only possible to followup on counterhit.
Follow the [[Help:Writing_Character_Pages]] guidelines
 
}}
}}
}}
}}
Line 585: Line 597:
|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
  |cancel= |damage=100 |starter= |guard=
  |cancel= R |damage=100 |starter= |guard= U
  |level=0 |attribute= |startup=7 |active=8-47 |recovery=16 |frameAdv=+10 on hit |invul= |blockstun=
  |level=0 |attribute= T |startup=7 |active=8-47 |recovery=16 |frameAdv=+10 on hit |invul= |blockstun=
  |description=
  |description=
*Tager picks up the opponent from the floor and drops them back down, now further then previous versions. Used for okizeme, combos and timeouts.
*Tager picks up the opponent from the floor and drops them back down, now further then previous versions. Used for okizeme, combos and timeouts.
*Only usable after knockdown attacks (6B , j.2C, etc...) and 3C.
*Only usable after knockdown attacks (6B , j.2C, etc...) and 3C.
*Now actually has enough advantage to followup with 5A on certain characters, and even more on Fatal.
*Now actually has enough advantage to followup with 5A on certain characters, and even more on Fatal.
*Fixed 100 damage, damage cannot reduce an opponent below 1hp.
Tager's Gadget Finger is as good as ever, and still used for a lot of things. The most obvious use is to use this as an okizeme tool. It's fast enough to combo after his command grabs, both after 360A, or 360Bx2, giving him easy pressure afterward, albeit one that can be disrespected with Overdrive, DP's and EA. However, with the right conditioning and setup, they won't dare to do so.
Tager's Gadget Finger is as good as ever, and still used for a lot of things. The most obvious use is to use this as an okizeme tool. It's fast enough to combo after his command grabs, both after 360A, or 360Bx2, giving him easy pressure afterward, albeit one that can be disrespected with Overdrive, DP's and EA. However, with the right conditioning and setup, they won't dare to do so.


Line 614: Line 627:
  |level= |attribute= |startup= |active= |recovery=39-113 |frameAdv= |invul=6-21~95 Guard HBP |blockstun=
  |level= |attribute= |startup= |active= |recovery=39-113 |frameAdv= |invul=6-21~95 Guard HBP |blockstun=
  |description=
  |description=
*List what the move is used for
*Used during long distance standoffs to charge up your spark bolt. Can be held to extend duration. Spark bolt gain is only added after the guard point ends and is lost if you get successfully attacked.
*List interesting properties in bullet points like invul, floating opponents on CH, etc.
*On a successful guard point, you can use Additional attack to punish it, (Not perfect since they may be able to chain into a low attack and stuff it). In this instance Voltic charge loses its bonus spark bolt gain.
Follow the [[Help:Writing_Character_Pages]] guidelines
*A special move, therefore other moves can be cancelled into this to bait bursts.
  }}
  }}
}}
}}
Line 627: Line 640:
|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
  |cancel= |damage=1500 |starter= |guard=
  |cancel= R |damage=1500 |starter= |guard= All
  |level=4 |attribute= |startup=12 |active=Until Offscreen |recovery=Total 47 |frameAdv=-1 |invul= |blockstun=34+0
  |level=4 |attribute= P |startup=12 |active=Until Offscreen |recovery=Total 47 |frameAdv=-1 |invul= |blockstun=34+0
  |description=
  |description=
*List what the move is used for
*A hugely threatening move just by its existence. Spark bolt exists to punish and take down people who like to hide at max distance spamming attacks.
*List interesting properties in bullet points like invul, floating opponents on CH, etc.
*Requires a full Spark bolt guage to fire, consumes all of it.
Follow the [[Help:Writing_Character_Pages]] guidelines
*Wall bounces on hit, allowing combos from any range.
*Can be used to extend combos.
*Destroys most projectiles and is absurdly fast to start up and travel.
A key tool for Tager, since once you have it available you have the means to counter pretty much any whiffed poke and any big and slow long ranged move. Therefore don't throw it away recklessly! Hold onto it and use that looming threat to keep your opponent playing cautiously at range, allowing you to close in via other means.
}}
}}
}}
}}
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|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
  |cancel= |damage=800, 1500 |starter= |guard=
  |cancel= R |damage=800, 1500 |starter= |guard= HA
  |level=4 |attribute= |startup=15 |active=3 |recovery=13+3L |frameAdv= |invul= |blockstun=
  |level=4 |attribute= H |startup=15 |active=3 |recovery=13+3L |frameAdv= |invul= |blockstun=
  |description=
  |description=
*List what the move is used for
*During the initial arm sweep, Tager is launched slightly upwards and forwards, enabling it to easily hit enemies slightly above him due to air hits, but also makes hitting it on standing opponents very tricky.
*List interesting properties in bullet points like invul, floating opponents on CH, etc.
*Air combo finisher with big damage. Can be Rapid cancelled on either hit, although the second hit scales very hard.
Follow the [[Help:Writing_Character_Pages]] guidelines
*Can only be used once per jump.
  }}
  }}
}}
}}
Line 660: Line 676:
|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
  |version=Normal |cancel= |damage=220*19, 1800 |starter= |guard=
  |version=Normal |cancel= R |damage=220*19, 1800 |starter= |guard= All, HA
  |level=4 |attribute= |startup=7+12 |active=4,2*18 (15) 3 |recovery=72 |frameAdv=-56 |invul=1-58 Guard All |blockstun=
  |level=4 |attribute= HBF |startup=7+12 |active=4,2*18 (15) 3 |recovery=72 |frameAdv=-56 |invul=1-58 Guard All |blockstun=
  |description=
  |description=
}}
}}
  {{AttackData-BBCF
  {{AttackData-BBCF
  |header=no
  |header=no
  |version=Overdrive |cancel= |damage=180*31, 1800 |starter= |guard=
  |version=Overdrive |cancel= R |damage=180*31, 1800 |starter= |guard= All, HA
  |level=4 |attribute= |startup=7+12 |active=4,2*30 (15) 3 |recovery=72 |frameAdv=-56 |invul=1-82 Guard All |blockstun=
  |level=4 |attribute= HBF |startup=7+12 |active=4,2*30 (15) 3 |recovery=72 |frameAdv=-56 |invul=1-82 Guard All |blockstun=
  |description=
  |description=
*List what the move is used for
*General purpose combo Distortion to add good damage to your combo.
*List interesting properties in bullet points like invul, floating opponents on CH, etc.
*Can be used as a reversal due to its guard point, much safer than 720 due to being able to hit airborne opponents. But ensure you have heat left to rapid cancel.
Follow the [[Help:Writing_Character_Pages]] guidelines
*Final hit hits overhead, can be used as a gimmicky mixup on RC if you swap to a low hit.
  }}
  }}
}}
}}
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|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
  |version=Normal |cancel= |damage=3600 |starter= |guard=
  |version=Normal |cancel= R |damage=3600 |starter= |guard= All
  |level=4 |attribute= |startup=9+46 |active=9 |recovery=35 |frameAdv=-25 |invul=1-13 All |blockstun=
  |level=4 |attribute= B |startup=9+46 |active=9 |recovery=35 |frameAdv=-25 |invul=1-13 All |blockstun=
}}
}}
  {{AttackData-BBCF
  {{AttackData-BBCF
Line 689: Line 705:
  |level=4 |attribute= |startup=9+46 |active=9 |recovery=35 |frameAdv=-25 |invul=1-13 All |blockstun=
  |level=4 |attribute= |startup=9+46 |active=9 |recovery=35 |frameAdv=-25 |invul=1-13 All |blockstun=
  |description=
  |description=
*List what the move is used for
*Followup to Magna Tech Wheel to add even more damage.
*Ideal timing is just before your opponent reaches the highest point of the bounce from the MTW. Don't mash the move otherwise it will come out far too early.
*Blows opponent away on hit.
*OD version causes wallbounce that allows for followup with either Exceed Accel or 6B.
*OD version causes wallbounce that allows for followup with either Exceed Accel or 6B.
Follow the [[Help:Writing_Character_Pages]] guidelines
 
  }}
  }}
}}
}}
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|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
  |version=Normal |cancel= |damage=4260 |starter= |guard=
  |version=Normal |cancel= |damage=4260 |starter= |guard= U
  |level= |attribute= |startup=5+0 |active=2-?? |recovery=41 |frameAdv= |invul=1-6 All |blockstun=
  |level= |attribute= T |startup=5+0 |active=2-?? |recovery=41 |frameAdv= |invul=1-6 All |blockstun=
  |description=
  |description=
}}
}}
  {{AttackData-BBCF
  {{AttackData-BBCF
  |header=no
  |header=no
  |version=Overdrive |cancel= |damage=5220 |starter= |guard=
  |version=Overdrive |cancel= |damage=5220 |starter= |guard= U
  |level= |attribute= |startup=5+0 |active=2-?? |recovery=41 |frameAdv= |invul=1-6 All |blockstun=
  |level= |attribute= T |startup=5+0 |active=2-?? |recovery=41 |frameAdv= |invul=1-6 All |blockstun=
  |description=
  |description=
*A true reversal command throw with absurd range (especially with magnetism). Catches standing or crouching enemies only.
*A true reversal command throw with absurd range (especially with magnetism). Catches standing or crouching enemies only. Moves forward and swaps sides after use, meaning it's impossible to corner someone with this.
*No followups possible.
*Goes active on the superflash frame, meaning that your opponent cannot respond to the superflash if they're already in a valid grabbing position.
*Goes active on the superflash frame, meaning that your opponent cannot respond to the superflash if they're already in a valid grabbing position.
*Reduced damage from previous iterations, but can still be brought up considerably with overdrive and active flow damage boosts.
*Reduced damage from previous iterations, but can still be brought up considerably with overdrive and active flow damage boosts. The initial grab, despite doing no damage, can still be enough to give you active flow.
*Overdrive version also magnetises opponent.
*Unlike other throws, 720 benefits from throw counters to add 10% more damage.
*Overdrive version also magnetises opponent in addition to dealing much more damage.
  }}
  }}
}}
}}
Line 727: Line 747:
|data=
|data=
  {{AttackData-BBCF
  {{AttackData-BBCF
  |version=Normal |cancel= |damage= |starter= |guard=
  |version=Normal |cancel= |damage= |starter= |guard= All
  |level= |attribute= |startup=Fast: 10<br/>Slow: 20 |active=3 |recovery=23 |frameAdv=0 |invul=Fast: 1-12 All<br/>Slow: 1-22 All |blockstun=25
  |level= |attribute= |startup=Fast: 10<br/>Slow: 20 |active=3 |recovery=23 |frameAdv=0 |invul=Fast: 1-12 All<br/>Slow: 1-22 All |blockstun=25
}}
}}
Line 735: Line 755:
  |level= |attribute= |startup=Fast: 10<br/>Slow: 20 |active=3 |recovery=23 |frameAdv=0 |invul=Fast: 1-12 All<br/>Slow: 1-22 All |blockstun=25
  |level= |attribute= |startup=Fast: 10<br/>Slow: 20 |active=3 |recovery=23 |frameAdv=0 |invul=Fast: 1-12 All<br/>Slow: 1-22 All |blockstun=25
  |description=
  |description=
*List what the move is used for
* Expensive reversal, and oddly gives no magnetism, but still very useful since Active flow Tager is pretty terrifying.
* Can go into this easily off of OD MTW > TB 6bb Exceed.
* Can go into this easily off of OD MTW > TB 6BB Exceed.
Follow the [[Help:Writing_Character_Pages]] guidelines
 
  }}
  }}
}}
}}

Revision as of 15:24, 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 ALL 8 3 10 - -
2B
2B
BBCS Tager 2B.png
The monkey kick that's surprisingly fast and safe.
580 L 11 3 9 - -
2C
2C
BBCS Tager 2C.png
Most manly launcher
1100 HL 15 2 37 - -
6A
6A
BBCS Tager 6A.png
Good for shutting down mashers and scrubs.
800 HL 19 7 37 - - 1000 HL 52 7 37 - -
6B
6B
BBCS Tager 6B.png
No longer an overhead, but faster and safer
620 HL 16 2 18 - -
6C
6C
BBCS Tager 6C.png
Slow long range overhead. SMASH!!!
1500 H 28 2 33 - -
3C
3C
BBCS Tager 3C.png
I'mma trip you, and then I'mma make you fly!
810 L 13 3 22 - -
j.A
j.A
BBCS Tager jA.png
The best move nobody uses.
400 HA 7 3 9 - -
j.B
j.B
BBCS Tager jB.png
#TheClassic
700 HA 10 16 20 - -
j.C
j.C
BBCS Tager jC.png
The indiscriminate headbutt. Good for closing in on the opponent.
1050 HA 13 5 12 - -
j.2C
j.2C
BBCS Tager j2C.png
The cries of anguish you will hear when this hits.
1200 HA 18 Until L+2 18 - -


Drive Moves

5D
5D
BBCS Tager 5D.png
The punch of science.
Normal: 1100
OD: 1200
All 23 7 20 - B -
2D
2D
BBCS Tager 2D.png
Be careful of using this move. Whiffing this move can result in unwanted situations.
1200 All 26 10 18 - -
4D
4D
BBCS Tager 4D.png
Nice blockstring ender because of its speed and frame advantage.
Normal: 800
OD: 1200
ALL 13 4 14 - -
j.D
j.D
BBCS Tager jD.png
Hot damn that clap hurts.
Normal: 1120
OD: 1200
HA 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 ALL 16 2 31 - -
Crush Trigger
Crush Trigger
BBCP Tager CrushTrigger.png
1000 B 20 1 25 - - 1000 B 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 U 6 1-10 29 - T -
Wedge Catapult
Wedge Catapult
360B Wedge 'em and Sledge 'em
0, 1200 U 30 4 30 - - 0, 1400 - T -
Air Gigantic Tager Driver
Air Driver
360C
BBCS Tager Buster.png
About time!
2700 U 6 1-11 Until L+12 - T -
Atomic Collider
Atomic Collider
623C
BBCS Tager Collider.png
Make your opponent jump then snatch them out the air with this.
0, 2250 U 17 5-?? 19 - T -
A Sledge
A Sledgehammer
236A
BBCS Tager Sledge.png
Slap projectiles and your opponent silly with this sledge
1200 HL 20 3 18 - -
B Sledge
B Sledgehammer
236B
BBCS Tager Sledge.png
Good at closing the distance against zoners...sometimes
1300 HL 35 4 15 - - 1500 HL 56 4 15 - -
Hammer
Additional Attack
236A after Sledge or Voltic charge guardpoint
BBCS Tager Hammer.png
CRUSH THEIR SKULLS!
1370 H 22 6 30 - -
Gadget Finger
Gadget Finger
22D on downed opponent
BBCS Tager Finger.png
Get Fingered.
100 U 7 8-47 16 - T -
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 All 12 Until Offscreen Total 47 - P -
Crimson Punisher
Crimson Punisher
63214A
BBCP Tager GrandPunish.png
Whoa! Air combo oki ender :O
800, 1500 HA 15 3 13+3L - H -

Distortion Drives

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


Exceed Accel

Charged Lightning
ABCD during Overdrive
All 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