BBCS2/Iron Tager

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Iron Tager


Overview



Health: 13,000
Guard Primers: 10
Play-style: Close range grappler
Movement Options: No double jump or air dash, backdash only

Drive: Magentism
Tager can magnetize opponents by making the opponent block (or get hit by specific attacks). When Tager magnetizes the opponent when already magnetized, the duration gets added on (max 960F). When the opponent is magnetized, certain attacks will pull in the opponent. After a period of time, the magnetism will disappear.
Normally, magnetism reduces at a rate of 1 point per frame, but while taking damage the rate changes to 1 point per 2 frames (when Tager gets up or techs, the rate goes back to normal). Magnetism does not decrease during superflash or hitstop.

In addition to Magnetism, Tager has an extra gauge: the Spark Bolt Gauge. This gauge fills up 1 point per frame (stops during hitstop and superflash) and is 1200 units big. When full, Tager can use the Spark Bolt attack.

Move List

Note for the Guard section in the tables:

  • H: can block while standing
  • L: can block while crouching
  • A: can block while in the air without using barrier
  • UNB: unblockable
  • All: can be blocked however
  • All attacks can be blocked with aerial barrier unless stated otherwise.


WARNING: all frame data is from CS2. Will be updated when Extend frame data is released.

Normal Moves

5A

Desc
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
210
80
84
All
1
7
3
7
Click!

Tager's fastest poke, good at stuffing slower pokes, bad run ins, setting up tick throws, and tech traps. It's slower than most 5A's but has better range to compensate.


5B

Desc.
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
480
80
86
L
2
10
3
14
Click!

Decently fast poke that hits low. Use it to set up tick throws and OTG combos.


5C

Desc.
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
910
100
92
HL
4
15
4
18
Click!

Good poke for mid range, Does good damage and is safe on block. Buffed with better proration and can lead into some pretty nasty combos. Can combo into 6A now on grounded normal hit.


2A

Desc.
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
280
80
86
All
2
8
3
9
Click!

This poke's primary use is as an anti air or combo filler for crouch loops.


2B

Desc.
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
600
85
89
L
2
11
3
9
Click!

Great low poke being +5 on block, having many uses as a tick throw set up and for doing higher damaging OTG combos.


2C

Desc.
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
1020
90
92
HL
4
15
2
39
Click!
  • 11~14F head invul
  • floats on hit
  • fatal possible
  • breaks 1 guard primer

The usual anti air, use it only when you know its gonna hit. Breaks 1 primer and on CH lasted until your opponent hits the ground. Has fatal counter property on counter hit.


6A

Desc.
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
700
80
89
HL
3
19
7
37
Click!
  • Pulls in on hit
  • can hold down button; attack comes out 12F after button release
  • 18F~end of active frames has super armor against High, Mid, and Projectile attacks(opponent's attacks do half damage)
  • 15F hitstop when opponent attacks Tager in super armor
  • can absorb 750 (base 1500) before super armor breaks
  • 52F startup at full charge
  • can pull in magnetized opponent 6F~

This move pulls in magnetized foes and as of CS2 have been given super armor! Meaning it can beat DP's and other reversals, you can also hold it down and it will draw people closer on release.


6B

Desc.
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
960
70
92
H
4
24
2
28
Click!
  • 27F hitstun on ground
  • forces crouch on CH
  • fatal possible

Overhead that has fatal counter and forces crouch.


6C

Desc.
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
1100
90
80
H
4
28
2
33
Click!
  • Ground bounces on hit
  • breaks 1 guard primer
  • 55% repeat proration

Long range primer breaking overhead, main use is for combos. Beware this move has 55% repeat move proration making it really bad to use with our 40% combo rate.


3C

Desc.
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
760
90
88
L
4
14
3
22
Click!
  • Downs on hit
  • cannot emergency tech
  • breaks 1 guard primer

Decent low hitting poke that breaks primer and leads to knock down, use this for OTG combos or or for guard crushing.


Counter Assault

Desc
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
0
50
92
HA
4
16
2
37
Click!
  • 1~20F fully invul
  • downs on hit
  • cannot emergency tech
  • 180F Heat Gauge Cooldown



j.A

Desc.
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
250
100
82
HA
0
7
3
9
Click!

Fast aerial poke use it to force tech or bring down aerial foes when you have them in block stun.


j.B

Desc.
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
700
90
89
HA
3
12
9
12
Click!

Tager's air to ground poke that stays active for quite a while, Good combo starter and can OTG some characters mid screen for higher damage combos.


j.C

Desc.
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
1050
90
92
HA
4
13
5
12
Click!

Tager lunges forward in the air, good air to air and pushes Tager forward a bit while airborne.


j.2C

Desc.
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
1100
90
92
HA
4
15
while falling + 2L
18
Click!
  • Grounds on hit
  • cannot emergency tech
  • breaks 1 guard primer
  • inputting move 3F before landing changes into immediate shoulder (5F startup)
  • frame advantage is off of "immediate shoulder" (inputting move 3F before landing)

Tager's elbow drop, Stops you mid air before falling down, if you do it close to the ground it becomes instant.


Drive Moves

5D

Desc.
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
1040
85
92
all
4
23
4
23
Click!
  • Staggers for 20F on hit
  • blows back on aerial hit
  • wall bouunces on CH
  • 28F guard recovery
  • adds 360F of magnetism, can pull in magnetized opponent 16F~

A long ranged straight punch. Adds 6 seconds of magnetism. Wall bounces on CH, stuns on normal grounded hit and blows away and floor slides on air hit (They can tech before they hit the floor). Due to the reduced active time on the attraction, this isn't the massive attractor it once was. But at the same time, you'll find yourself less likely to pull someone in too close before it goes active and getting the move stuffed.


2D

Desc.
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
1200
100
92
all
4
26
10
24
Click!
  • 34F hitstun on ground blows back on aerial hit
  • 32F guard recovery
  • adds 360F of magnetism
  • can pull in magnetized opponent 13F~

A sort of Rhino's charge which covers a lot of ground and has long active frames. Just like B sledgehammer, you'll get punished for using this as a command dash in neutral situations. So reserve it for pressure when you have frame advantage, or after Atomic Collider. Unless you catch a CH with this on its last active frames, you cannot follow it up without RC. However, its proration is very good and its initial damage is very high, so it's well worth using an RC in this way. Adds 6 seconds of magnetism


4D

Desc.
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
800
75
80
all
4
13
5
20
Click!

24F hitstun on ground

  • blows back on aerial hit
  • wall bounces on CH
  • 24F blockstun
  • smaller hitbox on last 2 active frames (17~18F)
  • adds 240F of magnetism
  • can pull in magnetized opponent 7F~

Surprisingly quick attack where Tager just seems to launch his arm backwards. Good active time, leads to wallbounce on CH (easier to combo from than 5D CH), tall hitbox and gives neutral advantage on block (Which is very good for Tager). Very bad if you whiff. Much stronger attraction than in CS1 but otherwise unchanged. Adds 4 seconds of magnetism


j.D

Desc
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
1080
100
92
HA
4
21
3
18+7L
Click!
  • adds 360F of magnetism
  • can pull in magnetized opponent 13F~

Slow but powerful horizontal poke with a big hitbox. Its attraction makes it a very useful air to air attack and leads to big damage if you can score a counterhit low enough to the ground to follow it up with AC. Adds 6 seconds of magnetism.


Throws

Forward Throw

Desc
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
0, 1900
90
100, 55
GR.T
0, 4
6
3
15
Click!
  • 2nd attack blows back on hit
  • 100% minimum damage



Back Throw

Desc.
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
0, 1200
90
100, 55
GR.T
0, 4
7
3
15
Click!
  • 2nd hit ground bounces
  • 100% minimum damage




Air Throw

Desc.
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
0, 1900
100
100, 55
AIR.T
0, 3
6
2
10
Click!
  • 2nd hit ground bounces
  • cannot emergency tech
  • 100% minimum damage
  • 0F hitstop
  • vertical range is 60 ~ 280



Special Moves

A Gigantic Tager Driver (360A)

Desc.
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
0x3, 2700
100
100, 82, 100, 48
G.Throw
0x3, 4
11~31
1
40
Click!
  • 3~11F fully invul
  • can not emergency tech
  • 100% minimum damage
  • can hold down button; attack comes out 2F after button release
  • can pull in grounded magnetized opponent 2F~ or when downed

Command grabs that cannot be throw escaped under normal circumstances. 360A boasts invulnerability (frame 3-11, goes active on the 11th) making it a decent reversal in many situations but at the price of it being slower and less damaging. 360B on the hand comes out faster (6 frames) but does a whopping 3700 damage and it can be followed up with more stuff than A buster. In both cases you will attract magnetised opponents towards you and you can extend this attraction by holding down the button. 360A Can be extended significantly longer than 360B but 360A will only attempt to grab your opponent after you've let go of A whereas 360B will grab them whenever it can, even if you are still holding the button.


B Gigantic Tager Driver (360B)

Desc.
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
0x3, 3700
100
100, 82, 100, 60
G.Throw
0x3, 4
6
2~10
29
Click!
  • can not emergency tech
  • 100% minimum damage
  • can hold down button; attack comes out 1F after button release
  • can pull in grounded opponent 2F~ or when downed

Command grabs that cannot be throw escaped under normal circumstances. 360A boasts invulnerability (frame 3-11, goes active on the 11th) making it a decent reversal in many situations but at the price of it being slower and less damaging. 360B on the hand comes out faster (6 frames) but does a whopping 3700 damage and it can be followed up with more stuff than A buster. In both cases you will attract magnetised opponents towards you and you can extend this attraction by holding down the button. 360A Can be extended significantly longer than 360B but 360A will only attempt to grab your opponent after you've let go of A whereas 360B will grab them whenever it can, even if you are still holding the button.


Atomic Collider (623C)

Desc
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
0, 1600
100, 60
100, 80
UNB
0, 4
17~60
4
19
Click!
  • can only hit airborne opponents
  • can hold down button; attack comes out 2F after button release
  • 7~16F head invul
  • cannot emergency tech
  • ground bounces on hit

can pull in magnetized aerial opponent 7F~

  • not affected by Tager's combo rate
  • 45% repeat proration

An unblockable Anti air grab which slams your opponent down to the floor on the other side of yo and is untechable for a long time (And thus can be followed up in various ways). Generally used more for the big damage it inflicts in combos rather than as an anti air (It ignores Tager's 40% combo rate and thus is always worth adding into your combos whenever you can). This move pulls in magnetized and airborne opponents, and quite strongly too. just like 360A you can hold the button down to lengthen the attractive time on the move, but also like 360A you must let go of the button to actually perform the grab. Note that while it has Head invulnerability, it starts late you so won't take advantage of it too often


A Sledge (236A)

Desc
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
980
70
80
all
3
19
3
21
Click!
  • 1~22F projectile guard point (doesn't work vs. Bursts)
  • 29F hitstun on ground
  • 19F blockstun
  • 55% repeat proration (B version doesn't count)
  • can perform followup 22~31F

An advancing strike with an anti-projectile guard point until it enters recovery. The A version is quick but doesn't move very far, and often only sees use inside fatal combos and not much else. The B version has a long startup but covers a long horizontal distance and can easily be followed up on hit, often overused by scrubs as a command dash and frequently gets them punished for it. To reiterate: This move is not a command dash do not use it as such!


B Sledge (236B)

Desc
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
1100
70
70
all
3
35
6
15
Click!
  • 1~41F projectile guard point (doesn't work vs Bursts)
  • 38F hitstun on ground
  • 23F blockstun
  • 55% repeat proration (A version doesn't count)
  • can followup 41~48F

An advancing strike with an anti-projectile guard point until it enters recovery. The A version is quick but doesn't move very far, and often only sees use inside fatal combos and not much else. The B version has a long startup but covers a long horizontal distance and can easily be followed up on hit, often overused by scrubs as a command dash and frequently gets them punished for it. To reiterate: This move is not a command dash do not use it as such!


Hammer (236A after Sledge)

Desc
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
1200
100
85
H
4
21
16
20
Click!
  • 1~19F projectile guard point
  • ground bounces on hit
  • cannot emergency tech on CH
  • breaks 1 guard primer

The follow up to sledge hammer. Breaks 1 primer and has 100p1, nail a counter hit of 1 of these and you are going to be dishing out some serious Tager hurt. Has Projectile auto guard now and slides you forward, good for reckless zoners.


Gadget Finger (22D on downed opponent)

Desc
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
0, 100
100
100, 60
D Throw
0
7
1~40
16
Click!
  • Forces stand on hit
  • 100% minimum damage
  • 0F hitstop
  • can pull in magnetized opponent 2F~
  • can hold down button; attack comes out 1F after button release
  • adds 360F of magnetism
  • frame advantage is off of successful hit

OTG Pick up that does 100 fixed damage, magnetises your opponent and drops them in front of you in a standing position. It leaves you at +3 frame advantage leaving your enemy in a rather unpleasant situation with no guaranteed escape from what you might do. Since you are at +3 you can actually poke without worry of being out poked or stuff a jump out. It can be rapid cancelled allowing for additional mix up. (See the more detailed analysis below). Note that as well as picking up downed opponents, it can also be used to pick up opponents that are just about to hit the ground as well. This move attracts downed opponents during its active frames and can be held to extend these frames.


Voltec Charge (214D)

Desc
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
--
--
--
--
--
--
--
39-113F
Click!
  • 6~16F head, body, and projectile guard point (upon holding button down, guards until 1F from button release; max duration 90F)
  • adds 60 units to magnetism gauge on 22F
  • hold down button to charge
  • can end from 24F~
  • can cancel into 720C 1~11F
  • adds 4 units to magnetism gauge for every frame that button is held down (max 360)
  • adds to Spark Bolt gauge 7F after button release

(Note the changed input as of CS2) A standing pose with a high/projectile autoguard that can be held for just over a second (Throws and lows still work against you). When the move ends your Spark bolt guarge increases a significant amount (Based on how long you were in this stance). Because it is a special move, you can special cancel into it as a means of baiting bursts, DPs etc, but be wary that it has a a vulnerable recovery which your opponents will take advantage of if you let them. In the first ten frames of this move it is possible to cancel it into Genesic Emerald Tager Buster (See below) which offers a way of performing it without needing to buffer it in some way.


Spark Bolt (41236D)

Desc
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
1100
75
80
all
4
13
--
48T
Click!
  • Wall bounces on hit
  • breaks 1 guard primer
  • projectile (Lv 2)
  • 16F hitstop
  • Requires full Spark Bolt Gauge and empties it on startup
  • Adds 360F of magnetism

When Tager's energy gauge is full (The one above the heat gauge) he gains access to the fastest projectile in the game! It breaks a primer and magnetizes on hit and block. See below for further details regarding this move.


Distortion Drives

Magna Tech Wheel (236236B)

Desc.
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
40x19, 2891
80
88(once)x19, 70
all x 19, HA
4
7+12
4, 2x18(15)3
72
Click!
  • 1~51F after superflash full body guard point
  • hits 1-19 pull in opponent and have 0F hitstop
  • 20th hit ground, breaks 1 guard primer, and has 28F hitstop
  • 20% minimum damage
  • cannot emergency tech
  • not affected by Tager's combo rate
  • can cancel into followup 70~101F after superflash
  • can pull in magnetized opponent 14F~
  • 180F Heat Gauge Cooldown

A useful super move that has 50+ frames of auto-guard and throw invulnerability. When used against a magnetized opponent, Tager will gravitate towards them as opposed to pulling them towards you, and you have some directional control of tager during the spinning part of the move. Useful in combos and as a counter to jump-ins. On block, it should be RCed and followed-up with pressure or mind games. Breaks two guard primers. Not afftected by combo rate. Following this move up depends heavily on how high up you opponent was when the last hit strikes, (The higher the better).


Terra Break (236236B during Magna Tech Wheel)

Desc.
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
3500
100
45
all
4
9+25
3
43
Click!
  • 1~4F after superflash fully invul
  • wall bounces on hit
  • cannot emergency tech
  • breaks 2 guard primers
  • 20% minimum damage
  • not affected by Tager's combo rate
  • 18F hitstop
  • 180F Heat Gauge Cooldown

Follow up to Magna-Tech Wheel, does really good damage by itself but if you got 50 meter you might as well use it for rapids. Use only for the kill or to gain a health lead in a time out situation. Note that to make sure it hits, you want to input the command so that you press B just momentarily after your opponent starts falling from the previous hit. You can activate it much earlier than this, which typically will make it miss. Often possible to follow up with a quick move but Terrabreak prorates so badly that you won't get any damage from it.


Genesic Emerald Tager Buster (720C)

Desc.
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
0x3, 5620
100
100, 82, 100, 92
G.Throw
0x3, 4
5+0
5
41
Click!
  • 1~1F after superflash fully invul
  • cannot emergency tech
  • 100% minimum damage
  • can pull in grounded magnetized opponent 2F~ or when downed
  • 180F Heat Gauge Cooldown

A highly damaging super grab, and the super you will probably be using most often. Invincible on startup, and starts attracting magnetised opponents two frames after activation (before the super flash) and can be held like 360A, although it will not be invincible during this time. Unlike 360A, this attack will grab even if you're still holding down the button, which makes it very easy to use.


Astral Heat

King of Tager (1080D)

Desc.
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
death
--
--
UNB
5
5+16
4
76
Click!
  • 1~4F after superflash fully invul
  • can pull in magnetized opponent (in the air as well) 6F~
  • vertical range is 0~320
  • 180F Heat Gauge Cooldown


Strategy

Offense


Defense


Combos

Notations

- = normal gatling or perform the move after preceding move's recovery
> = cancel into followups of the special move
jc = jump cancel
hjc = high jump cancel
dc = dash cancel
CU = cross-under (mainly for after A Ice car in the corner)
(N) = only use the Nth attack of the move (for example, if 5B(1) is written, you only use the first hit of 5B)
(text) = whatever's listed in the parentheses is optional
Blue text = opponent must be crouching for combo to work
Red text = requires 50 heat in order to use the combo
Purple text = requires both crouching opponent and 50 heat
Green text = combo is character specific; check the notes to see who it works on
Turquoise text = requires crouching and is character specific
Yellow text = Fatal Counter combo
Orange text = requires Fatal Counter and 50 heat

Midscreen


Corner

Revolver Action Table

Ground Revolver Action Table
A B C D Cancels
5A 5A, 2A, 6A 5B, 2B, 6B 5C, 2C, 6C, 3C 5D, 2D, 4D Throw, Jump, Special
5B 6A 2B, 6B 5C, 2C, 6C, 3C 5D, 2D, 4D Throw, Special
5C 6A 6B 6C, 3C 5D, 2D, 4D Special
5D - - - - Special
2A 2A 5B, 2B 5C, 2C, 3C 5D, 2D, 4D Throw, Jump, Special
2B - 5B 2C, 3C 2D Special
2C - - 3C - Special
2D - - - - -
6A - 6B 2C, 6C, 3C 5D, 2D, 4D Special
6B - 6B 2C, 6C 5D, 4D Special
6C - - - 5D, 2D, 4D Jump, Special
6D - - - - -
3C - - - - -
4D - - - - -
Air Revolver Action Table
A B C D Cancels
j.A j.A j.B j.C j.D Throw
j.B j.A - j.C j.D -
j.C - j.B - - -
j.2C - - - - -
j.D - - - - -
Red = On Hit only
Green = Available on whiff
Blue = Only once per spring
Special = Specials and Supers
Super = Supers only


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