BBCF/Iron Tager/Combos

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< BBCF‎ | Iron Tager
Revision as of 15:32, 15 September 2021 by Wakeup720 (talk | contribs) (→‎Ground Combos: Housekeeping (5A/2A - C))


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.




Ground Combos

5A/2A Starter
# Combo Position Magnetism SB Damage Heat Gain Works on: Difficulty Notes
1A 5A > 5B > 3C > (236A* , ) 22D Anywhere No No 1104 / 1566 12 / 15 All Very Easy Applies magnetism. *Prone to whiffing on small characters w/o starting magnetism.
1B 5A > 5B > 3C > 236A~236A Anywhere No No 1935 13 All Very Easy Most damage, does not apply magnetism.
2 5A > 5B > 3C > 236A , 5A > 5B > 5C > 623C , 22D Anywhere No No 2596 22 Not on small characters Easy Must be really close at the start.
3 [Crouching] 5A > 5B > 5C > 6A > 6B > 2C > 623C , 22D Anywhere No No 2631 23 All Very Easy 6A whiffs at max range.
4 5A > 5B > 3C > 623C (whiff) , 5C > 6A > 2C > 623C , 22D Anywhere Yes No 2699 23 All Easy Common magnetized combo.
5 5A > 5B > 3C > 623C (whiff) , 5C > 4D , 5B > 5C > 623C , 22D Anywhere Yes No 2801 24 All Medium Typically works with midrange 5A.
6 5A > 3C > 623C (whiff) , 5C > 4D , 5B > 5C > 6A > 2C > 623C , 22D Anywhere Yes No 3133 26 All Easy Similar to #5, but requires 5A > 3C for a tighter hitconfirm window.
7 5A > 5B > 3C > 623C (whiff) , 6B > 2C > 623C , 22D Anywhere Yes No 2350 21 All Medium 6B sideswaps depending on start distance.
8 5A, 5B > 5C > 41236D , 5C > 6A > 2C > 623C , 22D Midscreen No Yes 3109 26 All Easy
9 5A, 5B > 5C > 41236D , low 6A > 236B , low 6A > 6C > 9jc j.2C , 3C > 623C , 22D Midscreen No Yes 3710 30 All Medium
10 [AA] 5A / 2A > 9jc j.A > j.B > j.C > j.63214A Anywhere No No 1902 / 1852 13 All Easy 5A / 2A > j.A window is very tight.
11 [AA] 2A > 4D , 5A > 5B > 5C > 6A > 2C > 623C , 22D Anywhere No No 2446 21 All Hard 2A > 4D must be input as 2A > 5 > 4D to avoid 214D misinput.
12 [AA] 5A > 623D , walk back , low 6A > 236B , low 6A > 6C > 9jc j.2C , 3C > 623C , 22D Midscreen No Yes 3583 30 All Hard
13 [CH] [AA] 5A / 2A > 9jc j.2C , 5B > 5C > 6A > 2C > 623C , 22D Anywhere No No 2982 25 All Medium
14 [CH] [AA] 5A / 2A > 9jc j.2C , 5B > 5C > 6A > 2C > 623D , walk back , low 6A > 6C > 9jc j.2C , 3C > 623C , 22D Anywhere No Yes 3835 31 All Hard


6A Starter
# Combo Position Magnetism SB Damage Heat Gain Works on: Difficulty Notes
1 6A > 6BB > 2C > 623C , 22D Anywhere N/A No 2581 22 All Very Easy
2 6A > 6BB > 236A , 5A > 5B > 3C > (236A* ,) 22D Anywhere N/A No 2392 (2470) 21 All Easy *Followup 22D will whiff on small characters w/o starting magnetism.
3 6A > 6BB > 236A , 5A > 5B > 3C > 623C (whiff) , 5C > 6A > 2C > 623C , 22D Anywhere Yes No 3231 27 All Easy Magnetized version.
4 6A > 6B > 236A , 5A > 5B > 3C > 623C (whiff) , 5C > 4D , 5B > 5C > 6A > 2C > 623C , 22D Anywhere Yes No 3507 29 All Medium More damage, slightly harder.
5 6A > 2C > 623D , 5C > 236A , 5B > 5C > 6A > 2C > 3C > 623C , 22D Midscreen N/A Yes 3812 31 All Medium
6 6A > 2C > 623D , walk back , low 6A > 6C > 9jc j.D , 5B > 5C > 6A > 2C > 3C > 623C , 22D Midscreen N/A Yes 4057 33 All Hard
7 6A > 2C > 623C > RC dl.6C > 9jc j.2C , 5B > 5C > 6A > 2C 623D , > 9jc j.2C , 6BB > 236A~236A Midscreen N/A Yes 4629 -28 All Hard Requires 35 Heat, hit j.2C when you're close to the ground.
8A [CH AA, low 6A] 6A > 6C > 9jc j.2C , 5B > 5C > 6A > 2C > 22D (whiff) , 2A > 5B > 5C > 623C , 22D Anywhere N/A No 4137 34 All Medium Easier version without starting magnetism.
8B [CH AA, low 6A] 6A > 6C > 9jc j.D , 5B* > 5C > 6A > 2C > 22D (whiff) , 2A > 5B > 5C > 623C , 22D Anywhere No* No 4137 34 All Medium *first 5B whiffs on small characters w/o starting magnetism.
8C [CH AA, low 6A] 6A > 6C > 9jc dl. j.D > 5C > 6A > 2C > 22D (whiff) , 2A > 5B > 5C > 6A > 2C > 623C , 22D Anywhere N/A No 4335 35 All Hard Works on everyone regardless of starting magnetism.
9 [CH AA, low 6A] 6A > 236B, low 6A > 6C > 9jc j.2C , 5B > 5C > 6A > 2C > 623C , 22D Anywhere N/A No 4301 35 All Medium
10A (CH) 6A (max hold) > 6C > 9jc j.D , land 5B > 5C > 6A > 2C > 22D (whiff) , 2A > 5B > 5C > 6A > 2C > 623C , 22D Anywhere N/A No 4532 36 All Medium Easier version of #10B.
10B (CH) 6A (max hold) > 6C > 9jc dl. j.D , land 5C > 6A > 2C > 22D (whiff) , 2A > 5B > 5C > 6A > 2C > 623C , 22D Anywhere N/A No 4747 38 All Hard
11 (CH) 6A (max hold) > 360B , 5D , 6C > 5D , 6C > 5D > 236B , 6A > 6C > 5D > 236B , 6B > 2D Back to corner N/A No 5299 42 All Hard Connect first 5D high.
12 (CH) 6A (max hold) > 6C > 5D , 6C > 5D, 6C > 5D > 236B , 6A > 6C > 5D > 236B , 6B > 2D Facing corner N/A No 4974 40 All Hard If no starting magnetism, slightly delay the first 5D.


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 All Easy Fairly tight 5A > j.A link.
2 5B > 5C > 6A > 6B > 236A , 5A > 5B > 3C > (236A* ,) 22D Anywhere N/A No 2573 (2645) 22 All Easy W/o magnetism, 6A whiffs at mid-max 5B range. *Followup 22D will whiff on small characters w/o starting magnetism.
3 5B > 3C > 623C (whiff) , 5C > 6A > 2C > 22D (whiff) , 2A > 5B > 5C > 6A > 2C > 623C , 22D Anywhere Yes No 3252 27 All 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 All Medium Magnetized version of Combo #2.
5 5B > 5C > 41236D , low 6A > 236B , low 6A > 6C > 9jc j.2C , 3C > 623C , 22D Midscreen N/A No 3959 32 All Medium Sparkbolt confirm. Used to kill if they aren't magnetized.
6 6BB > 236A , 5A > 5B > 3C > 623C (whiff) , 5C > 6A > 2C > 623C , 22D Midscreen Yes No 3073 26 All Medium Consistent magnetized 6B combo.
7 6BB > 236A , 5A > 5B > 3C > 623C (whiff) , 5C > 4D , 5B > 5C > 6A > 2C > 623C , 22D Anywhere Yes No 3327 28 All Medium Works best from just outside point-blank range.
8A (CH) 6B > 6C > 9jc j.2C , land 5B > 5C > 6A > 2C > 623C . 22D Anywhere Yes No 3760 31 All Medium Easier version.
8B (CH) 6B > 6C > 9jc dl. j.D , land 5C > 6A > 2C > 22D (whiff) , 2A > 5B > 5C > 6A > 2C > 623C , 22D Anywhere Yes No 4137 34 Medium Harder version, more damage.


C Starter
# Combo Position Magnetism SB Damage Heat Gain Works on: Difficulty Notes
1A 5C > 6A > 6BB > 236A , 5A > 5B > 3C > (236A* , ) 22D Anywhere No No 3067 (3146) 26 All Medium *Followup 22D will whiff on small characters w/o starting magnetism.
1B 5C > 6A > 6BB > 236A , 5A > 5B > 3C > (236A~236A) Anywhere No No 3316 23 All Medium More damage than #1A.
2 5C > 6A > 6BB > 236A , 5A > 5B > 3C > 623C (whiff) , 5C > 6A > 2C > 623C , 22D Anywhere Yes No 3986 32 All Medium
3 5C > 41236D , low 6A > 6C > 9jc j.2C , 5B > 5C > 6A > 2C > 623C , 22D Midscreen N/A No 4783 38 All Hard Useful for confirm far hit 5C.
4 [CH] 5C > 6C > 9jc j.D , land 5B* > 5C > 6A > 2C > 22D (whiff) , 2A > 5B > 5C > 623C , 22D Anywhere Yes No 4827 39 All Medium *first 5B whiffs on small characters w/o starting magnetism.
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 All Hard Works farther than above combo, requires precise slight delay j.D. *Starting 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 All Medium Requires 25 Heat.
7 (CH) 5C > 6C > j.2C , 5B > 5C > 6A > 2C > 623C , 22D Anywhere N/A No 4622 37 All 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 > 236A , 5B > 5C > 6A > 2C , 22D Anywhere N/A No 5747 45 All Medium Slight delay before first jump cancel if starting magnetism.
9A (CH) 5C > ODC > 236236B > 236236B , 6C > j.2C , 3C > 236A~236A Not in corner N/A No 8246 -88 All Medium Short OD version, Terra Break when opponent is at the peak to land 6C after.
9B (CH) 5C > ODC > 236236B > 236236B , 6C > j.2C , 3C > 623D , 5C > 623C , 22D Not in corner N/A Yes 8701 -84 All Medium More damaging version with Spark Bolt.
9C (CH) 5C > ODC > 236236B > 236236B , 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.


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 > 236A , 5B > 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 > 9jc j.2C , 3C > 623C , 22D Anywhere N/A Yes 4448 36 Hard
9 (CH) 4D , 3C > 623C (whiff) , 5C > 4D , 5B > 5C > 623D , 6A > 6C > 9jc j.2C , 3C > 623C , 22D Anywhere N/A Yes 4129 34 Hard More magnetism, tighter link.




Air-to-Ground Combos

j.A Starter
# Combo Position Magnetism SB Damage Heat Gain Works on: Difficulty Notes
1 j.A > j.B > j.C > j.63214A Anywhere N/A No 1720 12 All Easy Basic combo off j.A.
2 j.A > j.B > j.C > j.63214A > RC 236B , low 6A > 6C > 623C , 22D Anywhere N/A No 3096 -31 All Easy Requires 38 Heat.
3 [CH] j.A > j.D , land 5C > 6A > 2C > 22D (whiff) , 2A > 5B > 5C > 6A > 2C > 623C , 22D Anywhere N/A No 2818 24 All Easy
j.B Starter
# Combo Position Magnetism SB Damage Heat Gain Works on: Difficulty Notes
1 j.B > j.C > j.63214A Anywhere N/A No 2003 14 All Easy Basic combo off j.B.
2 j.B > j.C > j.63214A > RC 6C > 9jc j.2C , 5B > 5C > 6A > 2C > 623C , 22D Anywhere N/A No 4161 -27 All Easy Requires 36 Heat.
3 [CH] j.B , land 5C > 6A > 2C > 623C , 22D Anywhere N/A No 2640 23 All Easy CH combo if you can't connect j.D and no magnetism.
4 [CH] j.B , land 5C > 6A > 2C > 22D (whiff) , 2A > 5B > 2C > 22D (whiff) , 5B > 5C > 6A > 2C > 623C , 22D Anywhere Yes No 3146 26 All Medium CH combo if you can't connect j.D.
5 [CH] j.B > j.D , land low 6A > 6C > 9jc j.2C , 5B > 5C > 6A > 2C > 623C , 22D Anywhere N/A No 3882 32 All Medium Optimal route, must be ascending j.B.
6 [CH] j.B , land 5C > 623D , low 6A > 236B , low 6A > 6C > 9jc j.2C , 3C > 623C , 22D Anywhere N/A Yes 3821 31 All Medium Similar damage to #5, but usable without j.D.
j.C Starter
# Combo Position Magnetism SB Damage Heat Gain Works on: Difficulty Notes
1 j.C > (j.B) > j.63214A Anywhere N/A No 2011 (2214) 14 (15) All Easy Basic combo off j.C, j.B only connects if not descending
2 j.C > j.B > j.63214A > RC 6C > 9jc j.2C , 5B > 5C > 6A > 2C > 623C , 22D Anywhere N/A No 4372 -26 All Easy Requires 35 Heat.
3 [CH] j.C , land 5B > 5C > 236A , 5B > 5C > 6A > 2C > 623C , 22D Anywhere N/A No 3121 26 All Easy Easiest combo to connect from almost any height.
4 [CH] j.C > j.D , land 5C > 6A > 2C > 22D (whiff) , 2A > 5B > 5C > 6A > 2C > 623C , 22D Anywhere Yes No 3878 32 All Medium Works best after a jump, especially w/o starting magnetism.
5 [CH] j.C > j.D , land 6A > 6C > 9jc j.2C , 5B > 5C > 6A > 2C > 623C , 22D Anywhere N/A No 4367 35 All Hard Requires opponent close to the ground w/o starting magnetism.
j.D Starter
# Combo Position Magnetism SB Damage Heat Gain Works on: Difficulty Notes
1 j.D , land (5B) > 5C > 6A > 2C > 22D (whiff) , 2A > 5B > 2C > 22D (whiff) , 5C > 6A > 623C , 22D Anywhere N/A No 3625 (3599) 30 All Medium 5B is sometimes necessary for a pickup, otherwise omit it.
2 j.D , land low 6A > 6C > 9jc j.2C , 5B 2C > 22D (whiff) , 5B > 5C > 6A > 2C > 623C , 22D Anywhere N/A No 4066 33 All Hard Works best on descending j.D.
3 [CH] j.C , land 5B > 5C > 236A , 5B > 5C > 6A > 2C > 623C , 22D Anywhere N/A No 3121 26 All Easy Easiest combo to connect from almost any height.
4 j.D , land (5B) > 5C > 623C > RC 6C > 9jc j.D , land 5B > 5C > 6A > 6BB > 236A~236A Anywhere Yes No 4641 (4495) -26 All Medium Requires 32 Heat. 5B is sometimes necessary for a pickup, otherwise omit it.
5 [CH] j.D , land low 6A > 6C > 9jc j.D , 5B > 2C > 22D (whiff) , 5B > 5C > 6A > 2C > 623C , 22D Anywhere N/A No 4308 35 All Hard Works best on descending j.D.
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 Heat. Magnetized version.
3 (FCH) j.2C , 5B > 9jc j.C > j.D , land > 9jc j.C > j.D , land 5C > 236A , 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 , 5B > 9jc j.C > j.D , land > 9jc j.C > j.D , land > 9jc j.C > j.D , land 5C > 236A , 5B > 5C > 6A > 2C > 623C , 22D Anywhere No No 4684 37 Not on Noel, Rachel, Amane, Kokonoe, Naoto, Es, Mai Hard Only works with NO starting magnetism.
4 (FCH) j.2C , 9jc j.C > j.D , land > 9jc j.C > j.D , land 5C > 236A , 5B > 5C > 6A > 2C > 623C , 22D Anywhere N/A No 4821 Consistent on crouching opponents. Requires low hit j.2C for consistency on standing opponents.
5 (FCH) j.2C , 9jc j.C > j.D , land > 9jc j.C > j.D , land > 9jc j.C > j.D , land 5C > 236A , 5B > 5C > 6A > 2C > 623C , 22D Anywhere No No 4821 Only works with NO starting magnetism.
6 (FCH) j.2C , low 6A > 6C > 9jc j.C > j.D > land > 9jc j.C > j.D , land > 9jc j.C > j.D > land 5B > 22D (whiff) , 5B > 5C > 6A > 2C > 623C , 22D Anywhere N/A No 5336 42 Very Hard
7 (FCH) j.2C , low 6A > 6C > 9jc j.C > j.D > land > 9jc j.C > j.D , land > 9jc j.C > j.D > land 5C > 236A , 5B > 5C > 6A > 2C > 623C , 22D Anywhere Yes No 5336 42 Very Hard Higher damage, only works with starting magnetism.


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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