BBCPE/Iron Tager

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Iron Tager
BBCP Tager Portrait.png

Health: 13,000

Combo Rate: 60%

Jump Startup: 6

Backdash Time: 23

Backdash Invincibility: 1-19

Movement Options
Magnetism, no Double Jump, no Airdash, no Run
Play-style
Grappler
Full Frame Data
Tager_Frame_Data_(BBCPE)

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


External References:


Move List

Normal Moves

5A
5A
BBCS Tager 5A.png
The jab of science.
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
460 SOJR All 7 3 7 +4 B -
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5B
5B
BBCS Tager 5B.png
Now with color. And jump cancel.
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
520 SOJR L 10 3 14 0 F -
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5C
5C
BBCS Tager 5C.png
Chops! Very good starter as well.
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
1000 SOR HL 15 4 18 -3 B -
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2A
2A
BBCS Tager 2A.png
Kind of an anti air.
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
400 CSOJR All 8 3 9 +2 B -
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2B
2B
BBCS Tager 2B.png
The monkey kick that's surprisingly fast and safe.
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
650 SOR L 11 3 9 +5 F -
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2C
2C
BBCS Tager 2C.png
Most manly launcher
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
1200 SOR HL 15 2 39 -22 B 11-14H
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6A
6A
BBCS Tager 6A.png
Good for shutting down mashers and scrubs.
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
Uncharged 800 SOR HL 19 7 37 -27 B -
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|- ! Max Charge | height="25px"| 800 | SOR | HL | 52 | 7 | 37 | -23 | B | HBP Super Armor from frame 16-end of Active frames |- | colspan="12" style="text-align: left; vertical-align:top;" |

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|- }}

6B
6B
BBCS Tager 6B.png
Stomp em in da nutz
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
960 SO(J)R H 24 2 28 -11 B -
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6C
6C
BBCS Tager 6C.png
Slow long range overhead. SMASH!!!
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
1500 SO(J)R H 28 2 33 -16 B -
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3C
3C
BBCS Tager 3C.png
I'mma trip you, and then I'mma make you fly!
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
760 SOR L 14 3 22 -6 F -
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j.A
j.A
BBCS Tager jA.png
The best move nobody uses.
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
500 CSOR HA 7 3 9 - H -
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j.B
j.B
BBCS Tager jB.png
#TheClassic
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
700 SOR HA 12 9 12 - H -
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j.C
j.C
BBCS Tager jC.png
The indiscriminate headbutt. Good for closing in on the opponent.
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
1050 SOR HA 13 5 12 - H -
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j.2C
j.2C
BBCS Tager j2C.png
The cries of anguish you will hear when this hits.
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
1200 R HA 15 Till L+2 18 - H -
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Drive Moves

5D
5D
BBCS Tager 5D.png
The punch of science.
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
1100 SOR All 23 7 20 -4 B -
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2D
2D
BBCS Tager 2D.png
Be careful of using this move. Whiffing this move can result in unwanted situations.
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
1200 R All 26 10 24 -1 B -
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  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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4D
4D
BBCS Tager 4D.png
Nice blockstring ender because of its speed and frame advantage.
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
800 R All 13 5 20 -2 B -
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j.D
j.D
BBCS Tager jD.png
Hot damn that clap hurts.
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
1120 SOR HA 21 3 18 - H -
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Universal Mechanics

Forward Throw
Forward Throw
BBCS Tager FThrow.png
Yes, Tager actually does have normal throws.
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
0, 1500 --, SOR T (140) 6 3 15 - T -
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Back Throw
Back Throw
BBCS Tager BThrow.png
Recovery on his normal throws is scarily fast.
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
0, 1500 --, SOR T (140) 7 3 15 - T -
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Air Throw
Air Throw
BBCS Tager AThrow.png
This probably won't ever happen.
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
0, 1500 --, SOR T (160) 6 3 10+3L - T -
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Counter Assault
Counter Assault
BBCS Tager 6B.png
Not an overhead anymore :(
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
0 R All 16 2 31 -14 B 1-20 Inv
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Crush Trigger
Crush Trigger
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
1000 R B 30-60 1 23 0 B -
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Specials

A Gigantic Tager Driver
A Gigantic Tager Driver
360A
BBCS Tager Buster.png
Make your opponent feels stupid for getting grabbed by this.
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
0x3, 2700 - c.T (275) 11 1 40 - T 3-11 Inv
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B Gigantic Tager Driver
B Gigantic Tager Driver
360B
BBCS Tager Buster.png
Make your opponent feel scared then grab them anyway.
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
0x3, 3500 - c.T (210) 6 2 29 - T -
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Air Gigantic Tager Driver
Air Gigantic Tager Driver
360C
BBCS Tager Buster.png
About time!
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
0x3, 2800 - c.T (210) 6 3 Till L+12 - T -
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Atomic Collider
Atomic Collider
623C
BBCS Tager Collider.png
Make your opponent jump then snatch them out the air with this.
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
0, 1668 --, R UNB 17 4 19 - T 4-15H
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A Sledge
A Sledge
236A
BBCS Tager Sledge.png
Slap projectiles and your opponent silly with this sledge
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
980 R All 20 3 18 -4 B 1-23GP (P)
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B Sledge
B Sledge
236B
BBCS Tager Sledge.png
Good at closing the distance against zoners...sometimes
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
Uncharged 1100 R All 35 6 15 +1 B 1- end of active GP (P)
Max Charge 1500 R All 35 6 15 +1 B 1- end of active GP (P)
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Hammer
Hammer
236A after Sledge
BBCS Tager Hammer.png
CRUSH THEIR SKULLS!
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
1200 R H 21 16 20 -17 B 1-19GP (P)
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Gadget Finger
Gadget Finger
22D on downed opponent
BBCS Tager Finger.png
Get Fingered.
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
0, 100 R UNB 7 1 16 +3 on hit T -
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Voltec Charge
Voltec Charge
214D
BBCS Tager Charge.png
Guard point the world then hammer their skulls afterward
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
- - - - - 23 after end of GP - - 6-(16-90) (HBP)
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Spark Bolt
Spark Bolt
41236D / 623D
BBCP Tager SparkBolt.png
Now with wall bound property.
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
1100 R All 13 - 48T +1 P -
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Grand Punish
Grand Punish
63214A
BBCP Tager GrandPunish.png
Whoa! Air combo oki ender :O
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
600, 800 R All 19 6 till L+18 - H -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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Distortion Drives

Magna Tech Wheel
Magna Tech Wheel
236236B
BBCS Tager MTW.png
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
Normal 40x19, 2891 R Allx19, HA 7+12 4, 2x18 (15) 3 72 -56 B 1-51GP (A)
Overdrive 40, 50x30, 2891 R Allx31, HA 7+12 4, 2x11, 12x5, 12x12 (15) 3 72 -56 B 1-80GP (A)
  • List what the move is used for
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Terra Break
Terra Break
MTW -> 236236B
BBCS Tager TerraBreak.png
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
Normal 3600 - All 9+25 3 43 -27 B 1-13 Inv
Overdrive 4200 - All 9+25 3 43 -27 B 1-13 Inv
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Genesic Emerald Tager Buster
Genesic Emerald Tager Buster
720C
BBCS Tager GETB.png
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
Normal 0x3, 5020 - c.T (320) 5+0 5 41 - T 1-6 Inv
Overdrive 0x3, 5620 - c.T (320) 5+0 5 41 - T 1-6 Inv
  • List what the move is used for
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Astral Heat

King of Tager
1080D
BBCS Tager Astral.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
DEATH - UNB 5+16 4 76 - T 1-9 Inv
  • List what the move is used for
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Strategy

Offense

In this part, you can talk about anything you feel like beginner players should know.

Split up your topics like this

  • And even further split it up
  • Like this.

Add more asterisks to further indent your text as necessary.

The categories are split into Offense, Defense, and Neutral, but you can change these categories as you see fit for your character.


Defense


Neutral

Combos

Combo Notation Guide:
> = cancel into the next attack
, = link the next attack after preceding move's recovery
jc = jump cancel
hjc = high jump cancel
dc = dash cancel
(N) = only use the Nth attack of the move (for example, if 5D(1) is written, you only use the first hit of 5D)
(move) = whatever's listed in the parentheses is optional
If you have notations that are not listed here but are necessary, feel free to add them as you see fit.

Midscreen

This combo section is designed on a "move starter" basis. However, you can use whatever kind of organization you prefer, as long as it is readable and efficient.

*insert move name* Starter
Notes: In case these combos need notes. If they do not, you can remove this line.
Point 1

  • move > move > special >> special NOTE: this is only a base. your combos do not have to follow this format.
Requirements: -- (ex: 50 heat, Overdrive, crouching opponent. if no requirements, leave as is)
Damage: ----, Heat Gain: --
+ move = Damage: ----, Heat Gain: -- NOTE: if a necessary combo is very similar to a previous one, you can add options like this.
Notes: Write notes for the combo if necessary.

Point 2

Copy and paste the code from Point 1 to Point 2 as many times as you need to.

Midscreen to Corner

Corner Only

Tickgrabs


BlazBlue: Chrono Phantasma Extende
Click [*] for character's frame data
System Explanations

HUDControlsFrame DataSystem Data


Movement/CancelingOffenseDefenseDamage/ComboAttack AttributesHeat/Barrier/Burst GaugeMisc