BBCF/Iron Tager/Combos: Difference between revisions

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|+ A starter
|+ 5A/2A starter
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! # !! Combo !! Position !! Magnetism !! SB !! Damage !! Heat Gain !! Works on: !! Difficulty !! Notes
! # !! Combo !! Position !! Magnetism !! SB !! Damage !! Heat Gain !! Works on: !! Difficulty !! Notes
|-
|-
| _
| 1
| 5A/2A > 5B > 3C > (236A ,) 22D || Anywhere || No || No || 1104/1054 (1566/1516) || 12 (15) || || Very Easy (Easy) || Adding 236A adds more damage, but tighter link.
| 5A/2A > 5B > 3C > (236A ,) 22D || Anywhere || No || No || 1104/1054 (1566/1516) || 12 (15) || || Very Easy (Easy) || Adding 236A adds more damage, but tighter link.
|-
|-
| _
| 2
| 5A/2A > 5B > 5C > 6A > 6B > 2C > 623C , 22D || Anywhere || No || No || 2631/2581 || 23 || || Very Easy || Requires opponent crouching.
| 5A/2A > 5B > 5C > 6A > 6B > 2C > 623C , 22D || Anywhere || No || No || 2631/2581 || 23 || || Very Easy || Requires opponent crouching.
|-
|-
| _
| 3
| 5A/2A > 5B > 3C > 623C (whiff) , 5C > 6A > 2C > 623C , 22D || Anywhere || Yes || No || 2699/2649 || 23 ||  || Easy ||
| 5A/2A > 5B > 3C > 623C (whiff) , 5C > 6A > 2C > 623C , 22D || Anywhere || Yes || No || 2699/2649 || 23 ||  || Easy ||
|-
|-
| _
| 4
| 5A/2A > 5B > 3C > 623C (whiff) , 6B > 2C > 623C , 22D || Anywhere || Yes || No || 2350/2300 || 21 ||  || Medium || 6B sideswaps depending on start distance.
| 5A/2A > 5B > 3C > 623C (whiff) , 6B > 2C > 623C , 22D || Anywhere || Yes || No || 2350/2300 || 21 ||  || Medium || 6B sideswaps depending on start distance.
|-
|-
| _
| 5
| (AA) 5A/2A > 9jc j.A > j.B > j.C > j.63214A || Anywhere || No || No || 1902/1852 || 13 ||  || Easy || 5A/2A > j.A window is very tight.
| (AA) 5A/2A > 9jc j.A > j.B > j.C > j.63214A || Anywhere || No || No || 1902/1852 || 13 ||  || Easy || 5A/2A > j.A window is very tight.
|-
|-
| _
| 6
| 5A/2A, 5B > 3C > 623D , 6A > 236B , 6A > 6C > 9jc j.2C , 3C > 623C , 22D || Midscreen || No || Yes || 3508/3458 || 29 ||  || Hard || Requires low 6A.
| 5A/2A, 5B > 3C > 623D , 6A > 236B , 6A > 6C > 9jc j.2C , 3C > 623C , 22D || Midscreen || No || Yes || 3508/3458 || 29 ||  || Hard || Requires low 6A.
|-
|-

Revision as of 06:31, 6 September 2021


Combo Notation GuideCharacter Name Abbreviations
7 7 8 8 9 9
4 4 5 5 6 6
1 1 2 2 3 3
Numbers represent direction on a keyboard numpad. For example, 236+A becomes 236A.
> = Proceed from the previous move to the following move.
/land = Indicate that the player must land at that point in the sequence.
, = Link To perform a second action after the first action completely finishes its animation. the previous move into the following move.
->/~ = Cancel To bypass the remaining time or frames in an action by proceeding directly into another action. the previous special into a follow-up special.
dl./delay = Delay the following move.
whiff/(whiff) = The move must whiff (not hit).
c. = Close
f. = Far
j. = Jumping/Aerial
hj./sj. = High Jump/Super Jump
jc = Jump Cancel
hjc/sjc = High Jump Cancel/Super Jump Cancel
dc/adc = Dash Cancel/Air Dash Cancel
CH = Counter Hit
AA = Anti-Air
IAS = Instant Air Special
[X] = Hold input.
]X[ = Release input.
(move) = Move is optional.
[X] or [Y] = Perform sequence X or Y.
[sequence] xN = Repeat sequence N amount of times.
(N) = Hit N of a move or move must deal N amount of hits.
IAD = Instant Air Dash
RC = Rapid Cancel
OD = Overdrive
ODc / cOD / ODC / OD Cancel = Overdrive Cancel
EA = Exceed Accel
AM = Amane
AR = Arakune
AZ = Azrael
BG = Bang
BU = Bullet
CR = Carl
CE = Celica
ES = Es
HK = Hakumen
HZ = Hazama
HI = Hibiki
TG = Tager
IN = Izanami
IZ = Izayoi
JI = Jin
JU = Jubei
KG = Kagura
KO = Kokonoe
LA = Λ-No.11-
LI = Litchi
MA = Mai
MK = Makoto
MU = Mu-12
NA = Naoto
NI = Nine
NO = Noel
NU = ν-No.13-
PL = Platinum
RC = Rachel
RG = Ragna
RE = Relius
SU = Susano'o
TK = Taokaka
TS = Tsubaki
VK = Valkenhayn
TE = Terumi


Combo List

Common Combo Pieces
# Combo Position Magnetism Difficulty Notes
1 6A > 6B(B) > 236A , 5A > 5B > 3C > (236A ,) 22D Anywhere No Easy Works best early in combos and magnetizes opponent.
2 (5B >) 5C > 6A > 2C > 623C , 22D Anywhere No Easy Useful for ending longer combos.
3 (airborne) (5B >) 5C > 6A > 2C > 22D (whiff) , 2A > 5B > 5C > 623C , 22D Anywhere Yes Medium Hold 22D (whiff) slightly longer to get a sideswap reset.
4 (airborne) (5B >) 5C > 6A > 2C > 22D (whiff) , 2A > 5B > 5C > 6A > 2C > 623C , 22D Anywhere Yes Medium Most damage, but prone to dropping at the end of long combos.
5 6C > 5D , 6C > 5D , 6C > 5D > 236B , 6A > 6C > 5D > 236B , 6BB > 22D Facing Corner Yes Medium Corner combo loop for massive damage. Can end with 6B > 2D for slightly better oki.
6 (on FCH, airborne) 6C/5B > 9jc j.C > j.D , land > 9jc j.C j.D , land 5C > 6A > 2C > 623C , 22D Anywhere No Medium You can hold 9 to jump as soon as possible.
7 41236D/623D , (6A > 236B ,) 6A > 6C > 9jc j.2C , 3C > 623C , 22D Not facing corner No Hard Spark Bolt extension, requires low 6A. Can be added in almost any combo for more damage.
8 6C > 9jc j.2C , 5B > 623D , 6A > 6C > 9jc j.2C , 3C > 623C , 22D Not facing corner No Hard Uses Spark Bolt, requires low 6A, adds good damage.
9 623C > RC 6C > 9jc j.2C , 3C > 623C , 22D Anywhere No Medium Primary RC extension, sideswaps, RC window is fairly generous.
10 623C > RC 236B , 6A > 6C > 9jc j.2C , 3C > 623C , 22D Anywhere No Hard Sideswaps, more damage but tighter RC window.




5A/2A starter
# Combo Position Magnetism SB Damage Heat Gain Works on: Difficulty Notes
1 5A/2A > 5B > 3C > (236A ,) 22D Anywhere No No 1104/1054 (1566/1516) 12 (15) Very Easy (Easy) Adding 236A adds more damage, but tighter link.
2 5A/2A > 5B > 5C > 6A > 6B > 2C > 623C , 22D Anywhere No No 2631/2581 23 Very Easy Requires opponent crouching.
3 5A/2A > 5B > 3C > 623C (whiff) , 5C > 6A > 2C > 623C , 22D Anywhere Yes No 2699/2649 23 Easy
4 5A/2A > 5B > 3C > 623C (whiff) , 6B > 2C > 623C , 22D Anywhere Yes No 2350/2300 21 Medium 6B sideswaps depending on start distance.
5 (AA) 5A/2A > 9jc j.A > j.B > j.C > j.63214A Anywhere No No 1902/1852 13 Easy 5A/2A > j.A window is very tight.
6 5A/2A, 5B > 3C > 623D , 6A > 236B , 6A > 6C > 9jc j.2C , 3C > 623C , 22D Midscreen No Yes 3508/3458 29 Hard Requires low 6A.
6A starter
# Combo Position Magnetism SB Damage Heat Gain Works on: Difficulty Notes
1 6A > 6BB > 236A , 5A > 5B > 3C > (236A ,) 22D Anywhere No No 2392 (2470) 21 Very Easy (Easy) Adding 236A adds more damage, but tighter link.
2 6A > 6BB > 236A , 5A > 5B > 3C > 623C (whiff) , 5C > 6A > 2C > 623C , 22D Anywhere Yes No 3231 27 Easy Magnetized version.
3 6A > 2C > 623D , 6A > 236B , 6A > 6C > 9jc j.2C , 3C > 623C , 22D Anywhere No Yes 3929 32 Hard
4 (CH) 6A (max hold) > 6C > 9jc j.D > land 5C > 6A > 2C > 22D (whiff) , 2A > 5B > 5C > 6A > 2C > 623C , 22D Anywhere No No 4747 38 Hard Requires precise slight delay j.D
5 (CH) 6A (max hold) > 360B , 5D , 6C > 5D , 6C > 5D > 236B , 6A > 6C > 5D > 236B , 6BB > 22D Back to corner No No 5339 42 Hard Connect first 5D high.
6 (CH) 6A (max hold) > 6C > 9jc j.D , land 5C > 6A > 2C > 22D (whiff) , 2A > 5B > 5C > 6A > 2C > 623C , 22D Facing corner No No 5024 40 Hard


B starter
# Combo Position Magnetism SB Damage Heat Gain Works on: Difficulty Notes
1 5B > 3C > 236A , 5A > 9jc j.A > j.B > j.C > j.63214A Anywhere N/A No 2565 18 Medium
2 5B > 5C > 6A > 6B > 236A , 5A > 5B > 3C > (236A ,) 22D Anywhere N/A No 2573 (2645) 22 Easy
3 5B > 3C > 623C (whiff) , 5C > 6A > 2C > 22D (whiff) , 2A > 5B > 5C > 6A > 2C > 623C , 22D Anywhere Yes No 3252 27 Medium Staple magnetized combo.
4 5B > 5C > 6A > 6B > 236A , 5A > 5B > 3C > 623C (whiff) , 5C > 6A > 2C > 623C , 22D Anywhere Yes No 3400 28 Medium
5 5B > 3C > 41236D , 5C > 6A > 2C > 22D (whiff) , 2A > 5B > 5C > 6A > 2C > 623C , 22D Midscreen N/A No 3498 29 Medium Sparkbolt confirm. Used to kill if they aren't magnetized.
6 5B > 5C > 3C > 623C (whiff) , 5C > 6A > 6BB > 236236B Anywhere Yes No 3669 -33 Medium Requires 33 Heat.
7 (CH) 6B > 6C > 9jc j.D , land 5C > 6A > 2C > 22D (whiff) , 2A > 5B > 5C > 6A > 2C > 623C . 22D Anywhere Yes No 4137 34 Medium Requires precise slight delay j.D.


C starter
# Combo Position Magnetism SB Damage Heat Gain Works on: Difficulty Notes
1 5C > 6A > 6BB > 236A , 5A > 5B > 3C > 236A , 22D Anywhere Yes No* 3986 22 Medium
2 5C > 6A > 6BB > 236A , 5A > 5B > 3C > 623C (whiff) , 5C > 6A > 2C > 623C , 22D Anywhere Yes No* 3986 22 Medium
3 5C > 41236D , 6A > 6C > 9jc j.2C , 5B > 5C > 6A > 2C > 623C , 22D Midscreen N/A No 4783 38 Hard Useful for confirm far hit 5C. Requires low 6A.
4 (CH) 5C > 6C > 9jc j.D , land 5B > 5C > 6A > 2C > 22D (whiff) , 2A > 5B > 5C > 623C , 22D Anywhere Yes No 4827 39 Medium
5 (CH) 5C > 6C > 9jc j.D , land 5C > 6A > 2C > 22D (whiff) , 2A > 5B > 5C > 6A > 2C > 623C , 22D Anywhere No* No 5057 40 Hard Works farther than above combo, requires precise slight delay j.D. *Magnetism necessary at max range.
6 (CH) 5C > 6C > 9jc j.D > j.63214A > RC 236B , 6A > 6C > 9jc j.2C , 3C > 623C , 22D Anywhere N/A No 5920 -13 Medium Requires 25 Heat
7 (CH) 5C > 6C > j.2C , 5B > 5C > 6A > 2C > 623C , 22D Anywhere N/A No 4622 37 Medium Must start right by the opponent.
8 (FCH) 6C > 9jc j.C > j.D , land > 9jc j.C > j.D , land > 9jc j.C > j.D > land 5C > 6A > 2C > 623C , 22D Anywhere N/A No 5342 42 Medium Slight delay before first jump cancel.
9 (CH) 5C > ODC > 236236B > 236236B , 6C > j.2C , 3C > 623D , 5C > 623C , 22D Not in corner N/A Yes 8701 -100 Hard Short OD version, Terra Break when opponent is at the peak to land 6C after.
10 (CH) 5C > ODC > 236236B > 236236B , 6C > (Active Flow) EA Not in corner N/A No 9453 -100 Hard Long OD version, at least 4 seconds.


D starter
# Combo Position Magnetism SB Damage Heat Gain Works on: Difficulty Notes
1 (CH) 5D , 6A (charge) > 6BB > 2C > 623C , 22D Anywhere N/A No 3282 27 Easy
2 (CH) 5D , 360B , 6C > 9jc j.2C , 5B > 5C > 6A > 2C > 623C , 22D Midscreen Yes No 5038 40 Medium
3 (CH) 5D , 6C > 5D , 6C > 5D , 6C > 5D > 236B , 6BB > 236A > 236A Corner N/A No 4874 35 Medium Sub 236A > 236A for 22D if you want magnetism.
4 (FCH) 2D , 5C > 6A > 6BB > 236A , 5A > 3C > 623C (whiff) , 5C > 6A > 2C > 22D (whiff) , 2A > 5B > 5C > 6A > 2C > 623C , 22D Anywhere N/A No 4228 34 Medium
5 (FCH) 2D , 3C > 623C (whiff) , 5B > 9jc j.C > j.D , land > 9jc j.C > j.D , land > 5C > 6A > 2C > 623C , 22D Anywhere N/A No 4810 38 Not on Noel, Rachel, Amane, Kokonoe, Naoto, Es, Mai Hard For listed characters, omit the second j.C > j.D
6 (FCH) 2D , 3C > 623C (whiff) , 6A > 6C > dl 9jc j.C > j.D , land > 8jc j.C > j.D , land > 236A , 5B > 5C > 6A > 2C > 623C , 22D Anywhere N/A No 4976 40 Very Hard Requires low 6A.
7 (CH) 4D , 3C > 623C (whiff) , 5C > 6A > 2C > 22D (whiff) , 2A > 5B > 5C > 623C , 22D Anywhere N/A No 3635 30 Medium Basic combo, no resources needed.
8 (CH) 4D , 3C > 623C (whiff) , 5C > 6A > 2C > 623D , 6A > 6C > 9j2 j.2C , 3C > 623C , 22D Anywhere N/A Yes 4448 36 Hard
9 (CH) 4D , 3C > 623C (whiff) , 5C > 4D , 5A > 623D , 6A > 6C > 9jc j.2C , 3C > 623C , 22D Anywhere N/A Yes 4129 34 Hard More magnetism, slightly less damage.


j.2C starter
# Combo Position Magnetism SB Damage Heat Gain Works on: Difficulty Notes
1 j.2C > RC > 5B > 5C > 6A > 2C > 623C > 22D Anywhere N/A No 3166 -33 Easy Requires 42 Heat.
2 j.2C > RC > 5B > 5C > 6A > 2C > 22D (whiff) , 2A > 5B > 5C > 6A > 2C > 623C , 22D Anywhere Yes No 3553 -31 Medium Requires 42 HT. Magnetised version.
3 (FCH) j.2C , 5B > 9jc j.C > j.D , land > 9jc j.C > j.D , land 5C > 6A > 2C > 22D (whiff) , 2A > 5B > 5C > 6A > 2C > 623C , 22D Anywhere N/A No 4684 37 Not on Noel, Rachel, Amane, Kokonoe, Naoto, Es, Mai Hard For listed characters, omit the second j.C > j.D
4 (FCH) j.2C , 9jc j.C > j.D > land > 9jc j.C > j.D , land 5C > 6A > 2C > 22D (whiff) , 2A > 5B > 5C > 6A > 2C > 623C , 22D Anywhere N/A No 4821 Consistent on crouchers. Requires low hit j.2C for consistency on standing opponents. When magnetized, you can loop j.C > j.D 3 times instead.
5 (FCH) j.2C , 6A > 6C > 9jc j.C > j.D > land > 9jc j.C > j.D > land 6A > 236B , 6A > 6C > 9jc j.2C , 3C > 623C , 22D Anywhere N/A No 5336 42 Very Hard Requires starting low 6A.


360A and 360B Starter
# Combo Position Magnetism SB Damage Heat Gain Works on: Difficulty Notes
1 360A , 22D > RC 6C > 623C , 22D Anywhere N/A No 3660 -26 Medium Requires 27 Heat.
2 360B , 6C > 9jc j.2C , 5B > 5C > 6A > 2C > 623C , 22D Midscreen N/A No 3530 29 Easy Standard meterless 360B combo.
3 360B , 6C > 9jc j.D , land 5B > 5C > 6A > 2C > 623C , 22D Misdscreen Yes No 3531 29 Medium More difficult variation, but gives about 7 seconds (400F) of Magnetism.
4 360B , 5D , 6C > 5D , 6C > 5D , 6C > 5D > 236B , 6BB > 236A > 236A Back to Corner N/A No 3792 27 Medium
5 360B , 5D , 6C > 5D , 6C > 5D > 236B , 6A > 6C > 5D > 236B , 6BB > 22D Back to Corner N/A No 3801 31 Hard Harder route, but ends with much better oki.


Spark Bolt
# Combo Position Magnetism SB Damage Heat Gain Works on: Difficulty Notes
1 41236D , 5C > 6A > 2C > 22D (whiff) , 2A > 5B > 5C > 6A > 2C > 623C , 22D Midscreen N/A Yes 3619 30 Medium
2 41236D, 6A > 6C > j.2C, 5B > 5C > 6A > 2C > 623C , 22D Not facing corner N/A Yes 4082 33 Hard Requires low 6A.


Sledge
# Combo Position Magnetism SB Damage Heat Gain Works on: Difficulty Notes
1 236B , 5A > 5B > 3C > (236A , ) 22D Anywhere N/A No 2000 (2328) 18 (21) Easy
2 236B , 5A > 5B > 3C > 623C (whiff) , 5C > 6A > 2C > 623C , 22D Anywhere Yes No 3135 26 Medium
3 236B > 5A > 5B > 3C > 41236D , 5C > 6A > 2C > 623C , 22D Not facing corner N/A No 3341 28 Medium
4 (CH) 236B , 360B , 6C > 623C , 22D Anywhere N/A No 3570 30 Medium
5 (CH) 236B , 6C > 9jc j.D , land 5B > 5C > 6A > 2C > 623C , 22D Anywhere N/A No 4177 34 Medium More damage and magnetism.

Combo Theory

Gadget Finger RC Timeout Routes

Video Examples

BBCF2 Tager combo collections


Examples of Tager Combos by Evira


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