BBTag/Iron Tager/Frame Data: Difference between revisions

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{{#lst:BBTag/Iron Tager/Data|5AA Full}}
{{#lst:BBTag/Iron Tager/Data|5AA Full}}
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{{Description|18|text={{ColumnList |text=
{{Description|21|text={{ColumnList |text=
*Values in [] are for max charge
*Values in [] are for max charge
*On Guard Point, hitstop for Tager is 14F. Opponent hitstop unchanged
*On Guard Point, hitstop for Tager is 14F. Opponent hitstop unchanged
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{{#lst:BBTag/Iron Tager/Data|5B Full}}
{{#lst:BBTag/Iron Tager/Data|5B Full}}
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{{Description|18|text={{ColumnList |text=
{{Description|21|text={{ColumnList |text=
*Values in [] are for max charge
*Values in [] are for max charge
*On Guard Point, hitstop for Tager is 0F. Opponent hitstop unchanged
*On Guard Point, hitstop for Tager is 0F. Opponent hitstop unchanged
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{{#lst:BBTag/Iron Tager/Data|5BB Full}}
{{#lst:BBTag/Iron Tager/Data|5BB Full}}
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{{Description|18|text={{ColumnList |text=
{{Description|21|text={{ColumnList |text=
*On Guard Point, hitstop for Tager is 0F. Opponent hitstop unchanged
*On Guard Point, hitstop for Tager is 0F. Opponent hitstop unchanged
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{{#lst:BBTag/Iron Tager/Data|2B Full}}
{{#lst:BBTag/Iron Tager/Data|2B Full}}
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{{Description|18|text={{ColumnList |text=
{{Description|21|text={{ColumnList |text=
*Tager immediately enters 18F recovery on hit/block
*Tager immediately enters 18F recovery on hit/block
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{{#lst:BBTag/Iron Tager/Data|BC Full}}
{{#lst:BBTag/Iron Tager/Data|BC Full}}
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{{Description|18|text={{ColumnList |text=
{{Description|21|text={{ColumnList |text=
*Minimum Damage 100% (2000)
*Minimum Damage 100% (2000)
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{{#lst:BBTag/Iron Tager/Data|214A Full}}
{{#lst:BBTag/Iron Tager/Data|214A Full}}
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{{Description|18|text={{ColumnList |text=
{{Description|21|text={{ColumnList |text=
*Minimum Damage 100% (4200)
*Minimum Damage 100% (4200)
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{{#lst:BBTag/Iron Tager/Data|j.214A Full}}
{{#lst:BBTag/Iron Tager/Data|j.214A Full}}
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{{Description|18|text={{ColumnList |text=
{{Description|21|text={{ColumnList |text=
*Minimum Damage 100% (4500)
*Minimum Damage 100% (4500)
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{{#lst:BBTag/Iron Tager/Data|j.214B Full}}
{{#lst:BBTag/Iron Tager/Data|j.214B Full}}
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{{Description|18|text={{ColumnList |text=
{{Description|21|text={{ColumnList |text=
*Minimum Damage 100% (4500)
*Minimum Damage 100% (4500)
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{{#lst:BBTag/Iron Tager/Data|Gadget Finger Full}}
{{#lst:BBTag/Iron Tager/Data|Gadget Finger Full}}
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{{Description|18|text={{ColumnList |text=
{{Description|21|text={{ColumnList |text=
*Minimum Damage 100% (100)
*Minimum Damage 100% (100)
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{{#lst:BBTag/Iron Tager/Data|214C Full}}
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  }}
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{{#lst:BBTag/Iron Tager/Data|j.214C Full}}
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{{#lst:BBTag/Iron Tager/Data|236BC Full}}
{{#lst:BBTag/Iron Tager/Data|236BC Full}}
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{{Description|18|text={{ColumnList |text=
{{Description|21|text={{ColumnList |text=
*Values in [] are for Enhanced version
*Values in [] are for Enhanced version
*Enhanced version only does the wall punch on hit
*Enhanced version only does the wall punch on hit
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{{#lst:BBTag/Iron Tager/Data|214BC Full}}
{{#lst:BBTag/Iron Tager/Data|214BC Full}}
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{{Description|18|text={{ColumnList |text=
{{Description|21|text={{ColumnList |text=
*Values in [] are for Enhanced version
*Values in [] are for Enhanced version
*Minimum Damage 6120 [7120]
*Minimum Damage 6120 [7120]
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{{#lst:BBTag/Iron Tager/Data|j.214BC Full}}
{{#lst:BBTag/Iron Tager/Data|j.214BC Full}}
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{{Description|18|text={{ColumnList |text=
{{Description|21|text={{ColumnList |text=
*Values in [] are for Enhanced version
*Values in [] are for Enhanced version
*Minimum Damage 6850 [7850]
*Minimum Damage 6850 [7850]
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{{#lst:BBTag/Iron Tager/Data|Distortion Skill Duo Full}}
{{#lst:BBTag/Iron Tager/Data|Distortion Skill Duo Full}}
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{{Description|18|text={{ColumnList |text=
{{Description|21|text={{ColumnList |text=
*Values in [] are for Enhanced version
*Values in [] are for Enhanced version
*Minimum Damage 2000 [2500]
*Minimum Damage 2000 [2500]

Revision as of 04:33, 12 August 2020

  Overview   Combos   Strategy/Counter Strategy   Full Frame Data    

System Data

Health
Prejump
Backdash
Additional Notes


Normal Moves

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
4A
4AA
4AAA
5A
5AA
  • Values in [] are for max charge
  • On Guard Point, hitstop for Tager is 14F. Opponent hitstop unchanged
5AAA
5AAAA
2A
5B
  • Values in [] are for max charge
  • On Guard Point, hitstop for Tager is 0F. Opponent hitstop unchanged
5BB
  • On Guard Point, hitstop for Tager is 0F. Opponent hitstop unchanged
2B
  • Tager immediately enters 18F recovery on hit/block
5C
2C
j.A
j.AA
j.B
j.C

Universal Mechanics

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
Ground Throw
  • Minimum Damage 100% (2000)
Charged Lightning
Reversal Action

Skills

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
A Atomic Collider
236A
B Atomic Collider
236B
A Gigantic Tager Driver
214A
  • Minimum Damage 100% (4200)
Wedge Catapult
214B
A Air Driver
j.214A
  • Minimum Damage 100% (4500)
B Air Driver
j.214B
  • Minimum Damage 100% (4500)
Gadget Finger
After certain moves > A/B/C
  • Minimum Damage 100% (100)

Extra Skills

  • All Extra Skills have the following properties unless otherwise stated:
    • Cost 1 Skill Gauge on 4F
    • Skill Gauge Cooldown 180F (starting on 5F)
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
Spark Bolt
236C
EX Gigantic Tager Driver
214C
EX Air Driver
j.214C

Partner Skills

  • Startup includes the 18F needed to come onscreen. The character is invincible 1-18F.
  • During Cross Combo, startup is reduced by 18F and this invincibility is removed.
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
5P
Sledgehammer
6P
Spark Bolt
4P
Up Spark Bolt

Distortion Skills

  • All Distortion Skills have the following properties unless otherwise stated:
    • Cost 2 Skill Gauge at the beginning of superflash
    • Skill Gauge Cooldown 180F (starts frame after superflash starts)
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
Magna Tech Wheel
236B+C
  • Values in [] are for Enhanced version
  • Enhanced version only does the wall punch on hit
  • On Guard Point, hitstop for Tager is 0F. Opponent hitstop unchanged
  • Minimum Damage 50*19, 966 (1916) [50*19, 966, 208 (2124)]
Genesic Emerald Tager Buster
214B+C
  • Values in [] are for Enhanced version
  • Minimum Damage 6120 [7120]
  • Can also be inputted as a 720. In this case, final hit's damage increased by 500
Air Genesic Emerald Tager Buster
j.214B+C
  • Values in [] are for Enhanced version
  • Minimum Damage 6850 [7850]
  • Can also be inputted as a j.720. In this case, final hit's damage increased by 500
Terra Break
Distortion Skill Duo
  • Values in [] are for Enhanced version
  • Minimum Damage 2000 [2500]

Astral Heat

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
King of Tager
222B+C

Revolver Action Table

Ground Revolver Action Table
A B C Cancel
4A 4AA, 5A, 2A 5B, 2B 5C, 2C Throw, Jump, Special, Super
4AA 4AAA, 5A, 2A 5B, 2B 5C, 2C Throw, Jump, Special, Super
4AAA - 5B, 2B 5C, 2C Special, Super
5A[1] 5AA, 2A 5B, 2B 5C, 2C Throw, Jump, Special, Super
5AA 5AAA, 2A 5B, 2B 5C, 2C Special, Super
5AAA 5AAAA 5B 5C Special, Super
5AAAA - - - Special, Super
2A 5A 5B, 2B 5C, 2C Special, Super
5B 2A[-] 5BB[+] 5C[-], 2C[-] -
5BB - - - -
2B 2A 5B 5C, 2C Special, Super
5C - - - -
2C - 5B - Special, Super
Air Revolver Action Table
A B C Cancel
j.A j.AA j.B j.C -
j.AA - j.B j.C -
j.B - - j.C -
j.C - - - -
X = X is available on hit or block
X[-] = X is available only on hit
X[+] = X is available on whiff
X[#] = X can be used only # times per string

Sources

Early Proration Data from Hima based on the beta Link

Navigation

To edit frame data, edit values in BBTag/Iron Tager/Data. Be sure to update both the move and the move Full sections. One is shown on the character page, while the other is shown on the frame data page.