https://www.dustloop.com/wiki/api.php?action=feedcontributions&user=50.202.132.10&feedformat=atomDustloop Wiki - User contributions [en]2024-03-28T22:25:10ZUser contributionsMediaWiki 1.39.6https://www.dustloop.com/wiki/index.php?title=BBTag/Hakumen/Data&diff=142914BBTag/Hakumen/Data2020-02-28T15:48:07Z<p>50.202.132.10: /* j.214C Data */</p>
<hr />
<div>{{EditDataNotice}}<br />
{{TOC limit|3}}<br />
<br />
==Nav==<br />
{{CharNav|charMainPage=BBTag/Hakumen |image=BBTag_Hakumen_Icon.png |videos= |forums=}}<br />
==Links==<br />
<section begin=Links/><br />
{{CharLinks|charMainPage=BBTag/Hakumen |videos= |discord= }}<br />
<section end=Links/><br />
==SystemData==<br />
{{CharData-BBTag|health=18,000 |prejump=4F |backdashTime=15F |backdashInv=1-7F All |forwarddashTime=16 |forwarddashInv=None |additonalNotes=Can cancel forward dash into all actions except walk on 12F }}<br />
<br />
==Normal Moves==<br />
===4A Data===<br />
====4A====<br />
{{AttackData-BBTag|damage=1500|p1=100|p2=80<br />
|level=3 |attribute=B |guard=All<br />
|startup=10|active=2|recovery=15|frameAdv=0<br />
|blockstun=16 |groundHit=17 |airHit=17 |hitstop=11<br />
|invul= |hitbox=<br />
}}<br />
====4A Full====<br />
{{FrameData-BBTag|damage=1500|p1=100|p2=80<br />
|level=3 |attribute=B |guard=All<br />
|startup=10|active=2|recovery=15|frameAdv=0<br />
|blockstun=16 |groundHit=17 |airHit=17 |hitstop=11<br />
|invul= |hitbox=<br />
}}<br />
===5A Data===<br />
====5A====<br />
{{AttackData-BBTag|damage=2000 |p1=100 |p2=85<br />
|level=3 |attribute=B |guard=All<br />
|startup=14|active=2|recovery=20|frameAdv=-3<br />
|blockstun=18 |groundHit=19 |airHit=19+Down 24 |hitstop=12<br />
|invul= |hitbox=<br />
}}<br />
====5A Full====<br />
{{FrameData-BBTag|damage=2000 |p1=100 |p2=85<br />
|level=3 |attribute=B |guard=All<br />
|startup=14|active=2|recovery=20|frameAdv=-3<br />
|blockstun=18 |groundHit=19 |airHit=19+Down 24 |hitstop=12<br />
|invul= |hitbox=<br />
}}<br />
===5AA Data===<br />
====5AA====<br />
{{AttackData-BBTag|damage=1500 |p1=100 |p2=80<br />
|level=3 |attribute=B |guard=All<br />
|startup=15|active=5|recovery=21|frameAdv=-9<br />
|blockstun=16 |groundHit=17 |airHit=17 |hitstop=11<br />
|invul= |hitbox=<br />
}}<br />
====5AA Full====<br />
{{FrameData-BBTag|damage=1500 |p1=100 |p2=80<br />
|level=3 |attribute=B |guard=All<br />
|startup=15|active=5|recovery=21|frameAdv=-9<br />
|blockstun=16 |groundHit=17 |airHit=17 |hitstop=11<br />
|invul= |hitbox=<br />
}}<br />
===5AAA Data===<br />
====5AAA====<br />
{{AttackData-BBTag|damage=1700 |p1=100 |p2=85<br />
|level=4 |attribute=B |guard=All<br />
|startup=15|active=3|recovery=24|frameAdv=-8<br />
|blockstun=18 |groundHit=19 |airHit=24 |hitstop=12<br />
|invul= |hitbox=<br />
}}<br />
====5AAA Full====<br />
{{FrameData-BBTag|damage=1700 |p1=100 |p2=85<br />
|level=4 |attribute=B |guard=All<br />
|startup=15|active=3|recovery=24|frameAdv=-8<br />
|blockstun=18 |groundHit=19 |airHit=24 |hitstop=12<br />
|invul= |hitbox=<br />
}}<br />
===5AAAA Data===<br />
====5AAAA====<br />
{{AttackData-BBTag|damage=2200 |p1=100 |p2=90<br />
|level=5 |attribute=B |guard=All<br />
|startup=17|active=3|recovery=27|frameAdv=-9<br />
|blockstun=20 |groundHit=Launch |airHit=36 |hitstop=13<br />
|invul= |hitbox=<br />
}}<br />
====5AAAA Full====<br />
{{FrameData-BBTag|damage=2200 |p1=100 |p2=90<br />
|level=5 |attribute=B |guard=All<br />
|startup=17|active=3|recovery=27|frameAdv=-9<br />
|blockstun=20 |groundHit=Launch |airHit=36 |hitstop=13<br />
|invul= |hitbox=<br />
}}<br />
===2A Data===<br />
====2A====<br />
{{AttackData-BBTag|damage=1500 |p1=90 |p2=80<br />
|level=3 |attribute=F |guard=Low<br />
|startup=8|active=6|recovery=15|frameAdv=-4<br />
|blockstun=16 |groundHit=17 |airHit=17 |hitstop=11<br />
<br />
|invul= |hitbox=<br />
}}<br />
====2A Full====<br />
{{FrameData-BBTag|damage=1500 |p1=90 |p2=80<br />
|level=3 |attribute=F |guard=Low<br />
|startup=8|active=6|recovery=15|frameAdv=-4<br />
|blockstun=16 |groundHit=17 |airHit=17 |hitstop=11<br />
|invul= |hitbox=<br />
}}<br />
===5B Data===<br />
====5B====<br />
{{AttackData-BBTag|damage=1700 |p1=80 |p2=85<br />
|level=4 |attribute=B |guard=All<br />
|startup=15|active=3|recovery=22|frameAdv=-6<br />
|blockstun=18 |groundHit=19 |airHit=36 |hitstop=12<br />
|invul= |hitbox=<br />
}}<br />
====5B Full====<br />
{{FrameData-BBTag|damage=1700 |p1=80 |p2=85<br />
|level=4 |attribute=B |guard=All<br />
|startup=15|active=3|recovery=22|frameAdv=-6<br />
|blockstun=18 |groundHit=19 |airHit=36 |hitstop=12<br />
|invul= |hitbox=<br />
}}<br />
===5BB Data===<br />
====5BB====<br />
{{AttackData-BBTag|damage= |p1= |p2=<br />
|level= |attribute= |guard=<br />
|startup= |active= |recovery=Total: 24 |frameAdv=-9<br />
|blockstun= |groundHit= |airHit= |hitstop=<br />
|invul= |hitbox=<br />
}}<br />
====5BB Full====<br />
{{FrameData-BBTag|damage= |p1= |p2=<br />
|level= |attribute= |guard=<br />
|startup= |active= |recovery=Total: 24 |frameAdv=-9<br />
|blockstun= |groundHit= |airHit= |hitstop=<br />
|invul= |hitbox=<br />
}}<br />
===5BBB Data===<br />
====5BBB====<br />
{{AttackData-BBTag|damage=1700 |p1=80 |p2=75<br />
|level=4 |attribute=B |guard=All<br />
|startup=6|active=7|recovery=21|frameAdv=-9<br />
|blockstun=18 |groundHit=Launch |airHit=40 |hitstop=16<br />
|invul= |hitbox=<br />
}}<br />
====5BBB Full====<br />
{{FrameData-BBTag|damage=1700 |p1=80 |p2=75<br />
|level=4 |attribute=B |guard=All<br />
|startup=6|active=7|recovery=21|frameAdv=-9<br />
|blockstun=18 |groundHit=Launch |airHit=40 |hitstop=16<br />
|invul= |hitbox=<br />
}}<br />
===2B Data===<br />
====2B====<br />
{{AttackData-BBTag|damage=1700 |p1=90 |p2=75<br />
|level=4 |attribute=B |guard=All<br />
|startup=13 |active=3 |recovery=33 |frameAdv=-17<br />
|blockstun=18 |groundHit=Launch |airHit=23 |hitstop=12<br />
|invul=9-15 H |hitbox=<br />
}}<br />
====2B Full====<br />
{{FrameData-BBTag|damage=1700 |p1=90 |p2=75<br />
|level=4 |attribute=B |guard=All<br />
|startup=13 |active=3 |recovery=33 |frameAdv=-17<br />
|blockstun=18 |groundHit=Launch |airHit=23 |hitstop=12<br />
|invul=9-15 H |hitbox=<br />
}}<br />
===5C Data===<br />
====5C====<br />
{{AttackData-BBTag|damage=800 |p1= |p2=<br />
|level=3 |attribute= |guard=High<br />
|startup=22|active=3|recovery=24|frameAdv=-10<br />
|blockstun=16 |groundHit= |airHit= |hitstop=11<br />
|invul= |hitbox=<br />
}}<br />
====5C Full====<br />
{{FrameData-BBTag|damage=800 |p1= |p2=<br />
|level=3 |attribute= |guard=High<br />
|startup=22|active=3|recovery=24|frameAdv=-10<br />
|blockstun=16 |groundHit= |airHit= |hitstop=11<br />
|invul= |hitbox=<br />
}}<br />
===2C Data===<br />
====2C====<br />
{{AttackData-BBTag|damage=1700 |p1=90 |p2=85<br />
|level=4 |attribute=F |guard=Low<br />
|startup=9|active=3|recovery=33|frameAdv=-17<br />
|blockstun=18 |groundHit=Down 24 |airHit=36 |hitstop=12<br />
|invul= |hitbox=<br />
}}<br />
====2C Full====<br />
{{FrameData-BBTag|damage=1700 |p1=90 |p2=85<br />
|level=4 |attribute=F |guard=Low<br />
|startup=9|active=3|recovery=33|frameAdv=-17<br />
|blockstun=18 |groundHit=Down 24 |airHit=36 |hitstop=12<br />
|invul= |hitbox=<br />
}}<br />
===j.A Data===<br />
====j.A====<br />
{{AttackData-BBTag|damage=1500 |p1=80 |p2=80<br />
|level=3 |attribute=H |guard=High<br />
|startup=12|active=4|recovery=30|frameAdv=<br />
|blockstun=16 |groundHit=17 |airHit=17 |hitstop=11<br />
|invul= |hitbox=<br />
}}<br />
====j.A Full====<br />
{{FrameData-BBTag|damage=1500 |p1=80 |p2=80<br />
|level=3 |attribute=H |guard=High<br />
|startup=12|active=4|recovery=30|frameAdv=<br />
|blockstun=16 |groundHit=17 |airHit=17 |hitstop=11<br />
|invul= |hitbox=<br />
}}<br />
===j.AA Data===<br />
====j.AA====<br />
{{AttackData-BBTag|damage=1500 |p1=80 |p2=80<br />
|level=3 |attribute=H |guard=High<br />
|startup=11|active=12|recovery=12|frameAdv=<br />
|blockstun=16 |groundHit=17 |airHit=21 |hitstop=11<br />
|invul= |hitbox=<br />
}}<br />
====j.AA Full====<br />
{{FrameData-BBTag|damage=1500 |p1=80 |p2=80<br />
|level=3 |attribute=H |guard=High<br />
|startup=11|active=12|recovery=12|frameAdv=<br />
|blockstun=16 |groundHit=17 |airHit=21 |hitstop=11<br />
|invul= |hitbox=<br />
}}<br />
===j.B Data===<br />
====j.B====<br />
{{AttackData-BBTag|damage=1800 |p1=80 |p2=85<br />
|level=4 |attribute=H |guard=High<br />
|startup=12|active=2|recovery=32+3L|frameAdv=<br />
|blockstun=18 |groundHit=19 |airHit=30 WallStick|hitstop=12<br />
|invul= |hitbox=<br />
}}<br />
====j.B Full====<br />
{{FrameData-BBTag|damage=1800 |p1=80 |p2=85<br />
|level=4 |attribute=H |guard=High<br />
|startup=12|active=2|recovery=32+3L|frameAdv=<br />
|blockstun=18 |groundHit=19 |airHit=30 WallStick|hitstop=12<br />
|invul= |hitbox=<br />
}}<br />
===j.C Data===<br />
====j.C====<br />
{{AttackData-BBTag|damage=1700 |p1=80 |p2=85<br />
|level=4 |attribute=H |guard=All<br />
|startup=11|active=3|recovery=24|frameAdv=<br />
|blockstun=18 |groundHit=Launch |airHit=25 |hitstop=12<br />
|invul= |hitbox=<br />
}}<br />
====j.C Full====<br />
{{FrameData-BBTag|damage=1700 |p1=80 |p2=85<br />
|level=4 |attribute=H |guard=All<br />
|startup=11|active=3|recovery=24|frameAdv=<br />
|blockstun=18 |groundHit=Launch |airHit=25 |hitstop=12<br />
|invul= |hitbox=<br />
}}<br />
<br />
==Universal Mechanics==<br />
<br />
===BC Data===<br />
====BC====<br />
{{AttackData-BBTag|damage=0, 2000 |p1=100 |p2=50 (once)<br />
|level=0, 4 |attribute=T |guard=Throw<br />
|startup=7~30|active=3|recovery=23||frameAdv=<br />
|blockstun= |groundHit=Stagger 45 |airHit= |hitstop=12<br />
|invul= |hitbox=<br />
}}<br />
====BC Full====<br />
{{FrameData-BBTag|damage=0, 2000 |p1=100 |p2=50 (once)<br />
|level=0, 4 |attribute=T |guard=Throw<br />
|startup=7~30|active=3|recovery=23||frameAdv=<br />
|blockstun= |groundHit=Stagger 45 |airHit= |hitstop=12<br />
|invul= |hitbox=<br />
}}<br />
===4BC Data===<br />
====4BC====<br />
{{AttackData-BBTag|damage=0, 500, 1500 |p1=100 |p2=50 (once)<br />
|level=0, 2, 4 |attribute=T |guard=Throw<br />
|startup=7~30|active=3|recovery=23||frameAdv=<br />
|blockstun= |groundHit=60, WBounce 50 |airHit= |hitstop=0, 12<br />
|invul= |hitbox=<br />
}}<br />
====4BC Full====<br />
{{FrameData-BBTag|damage=0, 500, 1500 |p1=100 |p2=50 (once)<br />
|level=0, 2, 4 |attribute=T |guard=Throw<br />
|startup=7~30|active=3|recovery=23||frameAdv=<br />
|blockstun= |groundHit=60, WBounce 50 |airHit= |hitstop=0, 12<br />
|invul= |hitbox=<br />
}}<br />
===AD Data===<br />
====AD====<br />
{{AttackData-BBTag<br />
|damage= |p1= |p2=<br />
|level= |attribute= |guard=<br />
|startup= |active= |recovery=Total: 45 |frameAdv=<br />
|blockstun= |groundHit= |airHit= |hitstop=0/+12<br />
|invul=1-25 Guard All |hitbox=<br />
}}<br />
====AD Full====<br />
{{FrameData-BBTag<br />
|damage= |p1= |p2=<br />
|level= |attribute= |guard=<br />
|startup= |active= |recovery=Total: 45 |frameAdv=<br />
|blockstun= |groundHit= |airHit= |hitstop=0/+12<br />
|invul=1-25 Guard All |hitbox=<br />
}}<br />
<br />
===AD Attack Data===<br />
====AD Attack====<br />
{{AttackData-BBTag<br />
|damage=0, 3300 |p1=80 |p2=100, 60<br />
|level=0, 4 |attribute=BT |guard=Air Unblockable<br />
|startup=16 |active=10 |recovery=10 |frameAdv=-10<br />
|blockstun=9 |groundHit= |airHit= |hitstop=8,0<br />
|invul=1-End All |hitbox=<br />
}}<br />
====AD Attack Full====<br />
{{FrameData-BBTag<br />
|damage=0, 3300 |p1=80 |p2=100, 60<br />
|level=0, 4 |attribute=BT |guard=Air Unblockable<br />
|startup=9 |active=10 |recovery=10 |frameAdv=-10<br />
|blockstun= |groundHit= |airHit= |hitstop=8,0<br />
|invul=1-End All |hitbox=<br />
}}<br />
<br />
===j.AD Data===<br />
====j.AD====<br />
{{AttackData-BBTag<br />
|damage= |p1= |p2=<br />
|level= |attribute= |guard=<br />
|startup= |active= |recovery=Total: 53 |frameAdv=<br />
|blockstun= |groundHit= |airHit= |hitstop=0/+12<br />
|invul=1-15 Guard All |hitbox=<br />
}}<br />
====j.AD Full====<br />
{{FrameData-BBTag<br />
|damage= |p1= |p2=<br />
|level= |attribute= |guard=<br />
|startup= |active= |recovery=Total: 53 |frameAdv=<br />
|blockstun= |groundHit= |airHit= |hitstop=0/+12<br />
|invul=1-15 Guard All |hitbox=<br />
}}<br />
<br />
===j.AD Attack Data===<br />
====j.AD Attack====<br />
{{AttackData-BBTag<br />
|damage=0, 3300 |p1=80 |p2=100, 60<br />
|level=0, 4 |attribute=BT |guard=All<br />
|startup=17 |active=4 |recovery=36 |frameAdv=<br />
|blockstun=9 |groundHit= |airHit= |hitstop=12<br />
|invul=1-End All |hitbox=<br />
}}<br />
====j.AD Attack Full====<br />
{{FrameData-BBTag<br />
|damage=0, 3300 |p1=80 |p2=100, 60<br />
|level=0, 4 |attribute=BT |guard=All<br />
|startup=17 |active=4 |recovery=36 |frameAdv=<br />
|blockstun=9 |groundHit= |airHit= |hitstop=12<br />
|invul=1-End All |hitbox=<br />
}}<br />
<br />
==Skills==<br />
<br />
===236A Data===<br />
====236A====<br />
{{AttackData-BBTag<br />
|damage=1300*2 |p1=90 |p2=85<br />
|level=4 |attribute=F, B |guard=Low,All<br />
|startup=9|active=3(10)3|recovery=20|frameAdv=-4<br />
|blockstun=18 |groundHit=Stagger 39, Launch |airHit=30+Down 24, 30 |hitstop=15, 12<br />
|invul= |hitbox=<br />
}}<br />
====236A Full====<br />
{{FrameData-BBTag<br />
|damage=1300*2 |p1=90 |p2=85<br />
|level=4 |attribute=F, B |guard=Low,All<br />
|startup=9|active=3(10)3|recovery=20|frameAdv=-4<br />
|blockstun=18 |groundHit=Stagger 39, Launch |airHit=30+Down 24, 30 |hitstop=15, 12<br />
|invul= |hitbox=<br />
}}<br />
===236B Data===<br />
====236B====<br />
{{AttackData-BBTag<br />
|damage=2500, 1500 |p1=80 |p2=80<br />
|level=5, 3 |attribute=B, F |guard=High, Low<br />
|startup=22|active=3(14)3|recovery=26|frameAdv=-12<br />
|blockstun=20, 16 |groundHit=Stagger 39, Launch |airHit=30, 17 |hitstop=15, 13<br />
|invul= |hitbox=<br />
}}<br />
====236B Full====<br />
{{FrameData-BBTag<br />
|damage=2500, 1500 |p1=80 |p2=80<br />
|level=5, 3 |attribute=B, F |guard=High, Low<br />
|startup=22|active=3(14)3|recovery=26|frameAdv=-12<br />
|blockstun=20, 16 |groundHit=Knockown 25 |airHit=30+Down 25, 17+Down25 |hitstop=15, 13<br />
|invul= |hitbox=<br />
}}<br />
===214A Data===<br />
====214A====<br />
{{AttackData-BBTag<br />
|damage=1500 |p1=80 |p2=75<br />
|level=4 |attribute=B |guard=All<br />
|startup=14|active=3|recovery=20|frameAdv=-4<br />
|blockstun=18 |groundHit=26 |airHit=60 |hitstop=12<br />
|invul= |hitbox=<br />
}}<br />
====214A Full====<br />
{{FrameData-BBTag<br />
|damage=1500 |p1=80 |p2=75<br />
|level=4 |attribute=B |guard=All<br />
|startup=14|active=3|recovery=20|frameAdv=-4<br />
|blockstun=18 |groundHit=26 |airHit=60 |hitstop=12<br />
|invul= |hitbox=<br />
}}<br />
===214B Data===<br />
====214B====<br />
{{AttackData-BBTag<br />
|damage=1700 |p1=80 |p2=85<br />
|level=4 |attribute=B |guard=All<br />
|startup=19|active=3|recovery=25|frameAdv=-9<br />
|blockstun=18 |groundHit=Stagger 48 |airHit=60 |hitstop=12<br />
|invul= |hitbox=<br />
}}<br />
====214B Full====<br />
{{FrameData-BBTag<br />
|damage=1700 |p1=80 |p2=85<br />
|level=4 |attribute=B |guard=All<br />
|startup=19|active=3|recovery=25|frameAdv=-9<br />
|blockstun=18 |groundHit=Stagger 48 |airHit=60 |hitstop=12<br />
|invul= |hitbox=<br />
}}<br />
===j.214A Data===<br />
====j.214A====<br />
{{AttackData-BBTag<br />
|damage=1500 |p1=80 |p2=80<br />
|level= |attribute=P |guard=All<br />
|startup=12 |active=4 |recovery=Total: 36 |frameAdv= -1<br />
|blockstun=16 |groundHit=Down 24 |airHit=50 |hitstop=0/+12<br />
|invul= |hitbox=<br />
}}<br />
====j.214A Full====<br />
{{FrameData-BBTag<br />
|damage=1500 |p1=80 |p2=80<br />
|level= |attribute=P |guard=All<br />
|startup=12 |active=4 |recovery=Total: 36 |frameAdv= -1<br />
|blockstun=16 |groundHit=Down 24 |airHit=50 |hitstop=0/+12<br />
|invul= |hitbox=<br />
}}<br />
<br />
===j.214B Data===<br />
====j.214B====<br />
{{AttackData-BBTag<br />
|damage=2000 |p1=80 |p2=85<br />
|level=4 |attribute=H |guard=High<br />
|startup=19|active=3|recovery=Until L+9|frameAdv= -4<br />
|blockstun=18 |groundHit=Down 24 |airHit=60+Down 24 |hitstop=8<br />
|invul= |hitbox=<br />
}}<br />
====j.214B Full====<br />
{{FrameData-BBTag<br />
|damage=2000 |p1=80 |p2=85<br />
|level=4 |attribute=H |guard=High<br />
|startup=19|active=3|recovery=Until L+9|frameAdv= -4<br />
|blockstun=18 |groundHit=Down 24 |airHit=60+Down 24 |hitstop=8<br />
|invul= |hitbox=<br />
}}<br />
<br />
===Cut Projectile Data===<br />
====Cut Projectile====<br />
{{AttackData-BBTag<br />
|damage=1500 |p1=80 |p2=100<br />
|level=3 |attribute=P2 |guard=All<br />
|startup= |active= |recovery= |frameAdv= <br />
|blockstun=16 |groundHit=Launch |airHit=40 |hitstop=0/+11<br />
|invul= |hitbox=<br />
}}<br />
====Cut Projectile Full====<br />
{{FrameData-BBTag<br />
|damage=1500 |p1=80 |p2=100<br />
|level=3 |attribute=P2 |guard=All<br />
|startup= |active= |recovery= |frameAdv= <br />
|blockstun=16 |groundHit=Launch |airHit=40 |hitstop=0/+11<br />
|invul= |hitbox=<br />
}}<br />
<br />
==Extra Skills==<br />
===236C Data===<br />
====236C====<br />
{{AttackData-BBTag<br />
|damage=1400*2 |p1=90 |p2=85<br />
|level=4 |attribute=F, B |guard=Low, All<br />
|startup=9|active=3(12)3|recovery=21|frameAdv=-5<br />
|blockstun=18 |groundHit=Stagger 39, Launch |airHit=30+Down 24, 30 |hitstop=15, 12<br />
|invul= |hitbox=<br />
}}<br />
====236C Full====<br />
{{FrameData-BBTag<br />
|damage=1400*2 |p1=90 |p2=85<br />
|level=4 |attribute=F, B |guard=Low, All<br />
|startup=9|active=3(12)3|recovery=21|frameAdv=-5<br />
|blockstun=18 |groundHit=Stagger 39, Launch |airHit=30+Down 24, 30 |hitstop=15, 12<br />
|invul= |hitbox=<br />
}}<br />
===214C Data===<br />
====214C====<br />
{{AttackData-BBTag<br />
|damage=1000, 3500 |p1=80 |p2=75<br />
|level=4 |attribute=B |guard=All<br />
|startup=30 |active=3 |recovery=9 |frameAdv=+7<br />
|blockstun=18 |groundHit=Down 24 |airHit=Down 24 |hitstop=12, 0<br />
|invul= |hitbox=<br />
}}<br />
====214C Full====<br />
{{FrameData-BBTag<br />
|damage=1000, 3500 |p1=80 |p2=75<br />
|level=4 |attribute=B |guard=All<br />
|startup=30 |active=3 |recovery=9 |frameAdv=+7<br />
|blockstun=18 |groundHit=Down 24 |airHit=Down 24 |hitstop=12, 0<br />
|invul= |hitbox=<br />
}}<br />
===j.214C Data===<br />
====j.214C====<br />
{{AttackData-BBTag<br />
|damage=2500 |p1=80 |p2=85<br />
|level=4 |attribute=H |guard=High<br />
|startup=15|active=3|recovery=22+4L |frameAdv= +2<br />
|blockstun=19 |groundHit=Down 31 |airHit=60+Down 31 |hitstop=8<br />
|invul= |hitbox=<br />
}}<br />
====j.214C Full====<br />
{{FrameData-BBTag<br />
|damage=2500 |p1=80 |p2=85<br />
|level=4 |attribute=H |guard=High<br />
|startup=15|active=3|recovery=22+4L |frameAdv= +2<br />
|blockstun=19 |groundHit=Down 31 |airHit=60+Down 31 |hitstop=8<br />
|invul= |hitbox=<br />
}}<br />
<br />
==Partner Skills==<br />
===5P Data===<br />
====5P====<br />
{{AttackData-BBTag<br />
|damage=1700 |p1=70 |p2=85<br />
|level=4 |attribute=B |guard=All<br />
|startup=(18)+21 |active=3 |recovery=20 |frameAdv=-4<br />
|blockstun=18 |groundHit=Launch |airHit=60+WBounce |hitstop=12<br />
|invul= |hitbox=<br />
}}<br />
====5P Full====<br />
{{FrameData-BBTag<br />
|damage=1700 |p1=70 |p2=85<br />
|level=4 |attribute=B |guard=All<br />
|startup=(18)+21 |active=3 |recovery=20 |frameAdv=-4<br />
|blockstun=18 |groundHit=Launch |airHit=60+WBounce |hitstop=12<br />
|invul= |hitbox=<br />
}}<br />
===6P Data===<br />
====6P====<br />
{{AttackData-BBTag<br />
|damage=3900, 1950 |p1=70 |p2=80<br />
|level=5, 4 |attribute=B, P2 |guard=All<br />
|startup=(18)+90 |active=4 |recovery=41 |frameAdv=-24<br />
|blockstun=20, 18 |groundHit=Launch |airHit=50+Down 24, 80 |hitstop=25, 0/+12<br />
|invul= |hitbox=<br />
}}<br />
====6P Full====<br />
{{FrameData-BBTag<br />
|damage=3900, 1950 |p1=70 |p2=80<br />
|level=5, 4 |attribute=B, P2 |guard=All<br />
|startup=(18)+90 |active=4 |recovery=41 |frameAdv=-24<br />
|blockstun=20, 18 |groundHit=Launch |airHit=50+Down 24, 80 |hitstop=25, 0/+12<br />
|invul= |hitbox=<br />
}}<br />
===4P Data===<br />
====4P====<br />
{{AttackData-BBTag<br />
|damage=1700 |p1=70 |p2=85<br />
|level=4 |attribute=B |guard=All<br />
|startup=(18)+12 |active=7 |recovery=28 |frameAdv=-16<br />
|blockstun=18 |groundHit=Launch |airHit=60 |hitstop=16<br />
|invul= |hitbox=<br />
}}<br />
====4P Full====<br />
{{FrameData-BBTag<br />
|damage=1700 |p1=70 |p2=85<br />
|level=4 |attribute=B |guard=All<br />
|startup=(18)+12 |active=7 |recovery=28 |frameAdv=-16<br />
|blockstun=18 |groundHit=Launch |airHit=60 |hitstop=16<br />
|invul= |hitbox=<br />
}}<br />
<br />
==Distortion Skills==<br />
===236BC Data===<br />
====236BC====<br />
{{AttackData-BBTag<br />
|damage=5800 [11600] |p1=80 |p2=60<br />
|level=5, 4|attribute=B |guard=All<br />
|startup=13+6 [13+86]|active=4 |recovery=41 |frameAdv=-24<br />
|blockstun=20 |groundHit=Launch |airHit=50 |hitstop=25<br />
|invul=1-13 All |hitbox=<br />
}}<br />
====236BC Full====<br />
{{FrameData-BBTag<br />
|damage=5800 [11600] |p1=80 |p2=60<br />
|level=5, 4|attribute=B |guard=All<br />
|startup=13+6 [13+86]|active=4 |recovery=41 |frameAdv=-24<br />
|blockstun=20 |groundHit=Launch |airHit=50 |hitstop=25<br />
|invul=1-13 All |hitbox=<br />
}}<br />
===236BC Enhanced Data===<br />
====236BC Enhanced====<br />
{{AttackData-BBTag<br />
|damage=5000, 200*15, 1800<br/>[12500, 200*15, 1800] |p1=80 |p2=60 [100*16, 60]<br />
|level=5 |attribute=B |guard=All<br />
|startup=13+6 [13+86]|active=4 |recovery=41 |frameAdv=-24<br />
|blockstun=20 |groundHit=Launch |airHit=50 |hitstop=25<br />
|invul=1-13 All |hitbox=<br />
}}<br />
====236BC Enhanced Full====<br />
{{FrameData-BBTag<br />
|damage=5000, 200*15, 1800<br/>[12500, 200*15, 1800] |p1=80 |p2=60 [100*16, 60]<br />
|level=5 |attribute=B |guard=All<br />
|startup=13+6 [13+86]|active=4 |recovery=41 |frameAdv=-24<br />
|blockstun=20 |groundHit=Launch |airHit=50 |hitstop=25<br />
|invul=1-13 All |hitbox=<br />
}}<br />
<br />
===236BC Wave Data===<br />
====236BC Wave====<br />
{{AttackData-BBTag<br />
|damage=2500 [3000] |p1=80 |p2=60<br />
|level=4 [5]|attribute=P2 |guard=All<br />
|startup=13+23 [13+90] |active= |recovery= |frameAdv=<br />
|blockstun=18 [20] |groundHit=Launch |airHit=50 |hitstop=0 [0/+13]<br />
|invul= |hitbox=<br />
}}<br />
====236BC Wave Full====<br />
{{FrameData-BBTag<br />
|damage=5800 [11600] |p1=80 |p2=60<br />
|level=4 [5]|attribute=P2 |guard=All<br />
|startup=13+23 [13+90] |active= |recovery= |frameAdv=<br />
|blockstun=18 [20] |groundHit=Launch |airHit=50 |hitstop=0 [0/+13]<br />
|invul= |hitbox=<br />
}}<br />
<br />
===214BC Data===<br />
====214BC====<br />
{{AttackData-BBTag<br />
|damage= |p1= |p2=<br />
|level= |attribute= |guard=<br />
|startup= |active= |recovery=Total: 44 |frameAdv= <br />
|blockstun= |groundHit= |airHit= |hitstop=<br />
|invul=1-27 Guard All |hitbox=<br />
}}<br />
====214BC Full====<br />
{{FrameData-BBTag<br />
|damage= |p1= |p2=<br />
|level= |attribute= |guard=<br />
|startup= |active= |recovery=Total: 44 |frameAdv= <br />
|blockstun= |groundHit= |airHit= |hitstop=<br />
|invul=1-27 Guard All |hitbox=<br />
}}<br />
<br />
===214BC Attack Data===<br />
====214BC Attack====<br />
{{AttackData-BBTag<br />
|damage=6000 <br/>[2500, 100*18, 4000] |p1=80 |p2=60 [100]<br />
|level=4 |attribute=B |guard=Unblockable<br />
|startup=0+44 |active=12 |recovery=52 |frameAdv= <br />
|blockstun= |groundHit=Launch |airHit=60 |hitstop=0/+10/+30<br />
|invul=1-End All |hitbox=<br />
}}<br />
====214BC Attack Full====<br />
{{FrameData-BBTag<br />
|damage=6000 <br/>[2500, 100*18, 5000] |p1=80 |p2=60 [100]<br />
|level=4 |attribute=B |guard=Unblockable<br />
|startup=0+44 |active=12 |recovery=52 |frameAdv= <br />
|blockstun= |groundHit=Launch |airHit=60 |hitstop=0/+10/+30<br />
|invul=1-End All |hitbox=<br />
}}<br />
===j.236BC Data===<br />
====j.236BC====<br />
{{AttackData-BBTag<br />
|damage=5600 [6600]|p1=80|p2=60<br />
|level=5|attribute=H|guard=All<br />
|startup=1+Until L|active=3|recovery=54|frameAdv=-16<br />
|blockstun=20|groundHit=Launch|airHit=90 + GBounce|hitstop=24/+20/+0 [54/+20/+0]<br />
|invul=1-End of Active All|hitbox=<br />
}}<br />
====j.236BC Full====<br />
{{FrameData-BBTag<br />
|damage=5600 [6600]|p1=80|p2=60<br />
|level=5|attribute=H|guard=All<br />
|startup=1+Until L|active=3|recovery=54|frameAdv=-16<br />
|blockstun=20|groundHit=Launch|airHit=90 + GBounce|hitstop=24/+20/+0 [54/+20/+0]<br />
|invul=1-End of Active All|hitbox=<br />
}}<br />
<br />
===Distortion Skill Duo Data===<br />
====Distortion Skill Duo====<br />
{{AttackData-BBTag<br />
|damage=2000 [200, 100*18, 500] |p1=100 |p2=100<br />
|level=4 |attribute=B |guard=All<br />
|startup=1+1 |active=12 |recovery=52 |frameAdv=-35<br />
|blockstun=18 |groundHit=Launch |airHit=60 |hitstop=0/+10/+30<br />
|invul=1-13 All |hitbox=<br />
}}<br />
====Distortion Skill Duo Full====<br />
{{FrameData-BBTag<br />
|damage=2000 [200, 100*18, 500] |p1=100 |p2=100<br />
|level=4 |attribute=B |guard=All<br />
|startup=1+1 |active=12 |recovery=52 |frameAdv=-35<br />
|blockstun=18 |groundHit=Launch |airHit=60 |hitstop=0/+10/+30<br />
|invul=1-13 All |hitbox=<br />
}}<br />
<br />
==Astral Heat==<br />
===222BC Data===<br />
====222BC====<br />
{{AttackData-BBTag<br />
|damage= |level= |attribute= |guard=<br />
|startup= |active= |recovery=Total: 0+36 |frameAdv= <br />
|blockstun= |groundHit= |airHit= |hitstop=<br />
|invul=1-20 Guard All |hitbox=<br />
}}<br />
====222BC Full====<br />
{{FrameData-BBTag<br />
|damage= |level= |attribute= |guard=<br />
|startup= |active= |recovery=Total: 0+36 |frameAdv= <br />
|blockstun= |groundHit= |airHit= |hitstop=<br />
|invul=1-20 Guard All |hitbox=<br />
}}<br />
<br />
==Category==<br />
{{Navbar-BBTag}}<br />
[[Category:Hakumen]]</div>50.202.132.10https://www.dustloop.com/wiki/index.php?title=BBTag/Hakumen/Data&diff=142913BBTag/Hakumen/Data2020-02-28T15:47:43Z<p>50.202.132.10: /* Skills */</p>
<hr />
<div>{{EditDataNotice}}<br />
{{TOC limit|3}}<br />
<br />
==Nav==<br />
{{CharNav|charMainPage=BBTag/Hakumen |image=BBTag_Hakumen_Icon.png |videos= |forums=}}<br />
==Links==<br />
<section begin=Links/><br />
{{CharLinks|charMainPage=BBTag/Hakumen |videos= |discord= }}<br />
<section end=Links/><br />
==SystemData==<br />
{{CharData-BBTag|health=18,000 |prejump=4F |backdashTime=15F |backdashInv=1-7F All |forwarddashTime=16 |forwarddashInv=None |additonalNotes=Can cancel forward dash into all actions except walk on 12F }}<br />
<br />
==Normal Moves==<br />
===4A Data===<br />
====4A====<br />
{{AttackData-BBTag|damage=1500|p1=100|p2=80<br />
|level=3 |attribute=B |guard=All<br />
|startup=10|active=2|recovery=15|frameAdv=0<br />
|blockstun=16 |groundHit=17 |airHit=17 |hitstop=11<br />
|invul= |hitbox=<br />
}}<br />
====4A Full====<br />
{{FrameData-BBTag|damage=1500|p1=100|p2=80<br />
|level=3 |attribute=B |guard=All<br />
|startup=10|active=2|recovery=15|frameAdv=0<br />
|blockstun=16 |groundHit=17 |airHit=17 |hitstop=11<br />
|invul= |hitbox=<br />
}}<br />
===5A Data===<br />
====5A====<br />
{{AttackData-BBTag|damage=2000 |p1=100 |p2=85<br />
|level=3 |attribute=B |guard=All<br />
|startup=14|active=2|recovery=20|frameAdv=-3<br />
|blockstun=18 |groundHit=19 |airHit=19+Down 24 |hitstop=12<br />
|invul= |hitbox=<br />
}}<br />
====5A Full====<br />
{{FrameData-BBTag|damage=2000 |p1=100 |p2=85<br />
|level=3 |attribute=B |guard=All<br />
|startup=14|active=2|recovery=20|frameAdv=-3<br />
|blockstun=18 |groundHit=19 |airHit=19+Down 24 |hitstop=12<br />
|invul= |hitbox=<br />
}}<br />
===5AA Data===<br />
====5AA====<br />
{{AttackData-BBTag|damage=1500 |p1=100 |p2=80<br />
|level=3 |attribute=B |guard=All<br />
|startup=15|active=5|recovery=21|frameAdv=-9<br />
|blockstun=16 |groundHit=17 |airHit=17 |hitstop=11<br />
|invul= |hitbox=<br />
}}<br />
====5AA Full====<br />
{{FrameData-BBTag|damage=1500 |p1=100 |p2=80<br />
|level=3 |attribute=B |guard=All<br />
|startup=15|active=5|recovery=21|frameAdv=-9<br />
|blockstun=16 |groundHit=17 |airHit=17 |hitstop=11<br />
|invul= |hitbox=<br />
}}<br />
===5AAA Data===<br />
====5AAA====<br />
{{AttackData-BBTag|damage=1700 |p1=100 |p2=85<br />
|level=4 |attribute=B |guard=All<br />
|startup=15|active=3|recovery=24|frameAdv=-8<br />
|blockstun=18 |groundHit=19 |airHit=24 |hitstop=12<br />
|invul= |hitbox=<br />
}}<br />
====5AAA Full====<br />
{{FrameData-BBTag|damage=1700 |p1=100 |p2=85<br />
|level=4 |attribute=B |guard=All<br />
|startup=15|active=3|recovery=24|frameAdv=-8<br />
|blockstun=18 |groundHit=19 |airHit=24 |hitstop=12<br />
|invul= |hitbox=<br />
}}<br />
===5AAAA Data===<br />
====5AAAA====<br />
{{AttackData-BBTag|damage=2200 |p1=100 |p2=90<br />
|level=5 |attribute=B |guard=All<br />
|startup=17|active=3|recovery=27|frameAdv=-9<br />
|blockstun=20 |groundHit=Launch |airHit=36 |hitstop=13<br />
|invul= |hitbox=<br />
}}<br />
====5AAAA Full====<br />
{{FrameData-BBTag|damage=2200 |p1=100 |p2=90<br />
|level=5 |attribute=B |guard=All<br />
|startup=17|active=3|recovery=27|frameAdv=-9<br />
|blockstun=20 |groundHit=Launch |airHit=36 |hitstop=13<br />
|invul= |hitbox=<br />
}}<br />
===2A Data===<br />
====2A====<br />
{{AttackData-BBTag|damage=1500 |p1=90 |p2=80<br />
|level=3 |attribute=F |guard=Low<br />
|startup=8|active=6|recovery=15|frameAdv=-4<br />
|blockstun=16 |groundHit=17 |airHit=17 |hitstop=11<br />
<br />
|invul= |hitbox=<br />
}}<br />
====2A Full====<br />
{{FrameData-BBTag|damage=1500 |p1=90 |p2=80<br />
|level=3 |attribute=F |guard=Low<br />
|startup=8|active=6|recovery=15|frameAdv=-4<br />
|blockstun=16 |groundHit=17 |airHit=17 |hitstop=11<br />
|invul= |hitbox=<br />
}}<br />
===5B Data===<br />
====5B====<br />
{{AttackData-BBTag|damage=1700 |p1=80 |p2=85<br />
|level=4 |attribute=B |guard=All<br />
|startup=15|active=3|recovery=22|frameAdv=-6<br />
|blockstun=18 |groundHit=19 |airHit=36 |hitstop=12<br />
|invul= |hitbox=<br />
}}<br />
====5B Full====<br />
{{FrameData-BBTag|damage=1700 |p1=80 |p2=85<br />
|level=4 |attribute=B |guard=All<br />
|startup=15|active=3|recovery=22|frameAdv=-6<br />
|blockstun=18 |groundHit=19 |airHit=36 |hitstop=12<br />
|invul= |hitbox=<br />
}}<br />
===5BB Data===<br />
====5BB====<br />
{{AttackData-BBTag|damage= |p1= |p2=<br />
|level= |attribute= |guard=<br />
|startup= |active= |recovery=Total: 24 |frameAdv=-9<br />
|blockstun= |groundHit= |airHit= |hitstop=<br />
|invul= |hitbox=<br />
}}<br />
====5BB Full====<br />
{{FrameData-BBTag|damage= |p1= |p2=<br />
|level= |attribute= |guard=<br />
|startup= |active= |recovery=Total: 24 |frameAdv=-9<br />
|blockstun= |groundHit= |airHit= |hitstop=<br />
|invul= |hitbox=<br />
}}<br />
===5BBB Data===<br />
====5BBB====<br />
{{AttackData-BBTag|damage=1700 |p1=80 |p2=75<br />
|level=4 |attribute=B |guard=All<br />
|startup=6|active=7|recovery=21|frameAdv=-9<br />
|blockstun=18 |groundHit=Launch |airHit=40 |hitstop=16<br />
|invul= |hitbox=<br />
}}<br />
====5BBB Full====<br />
{{FrameData-BBTag|damage=1700 |p1=80 |p2=75<br />
|level=4 |attribute=B |guard=All<br />
|startup=6|active=7|recovery=21|frameAdv=-9<br />
|blockstun=18 |groundHit=Launch |airHit=40 |hitstop=16<br />
|invul= |hitbox=<br />
}}<br />
===2B Data===<br />
====2B====<br />
{{AttackData-BBTag|damage=1700 |p1=90 |p2=75<br />
|level=4 |attribute=B |guard=All<br />
|startup=13 |active=3 |recovery=33 |frameAdv=-17<br />
|blockstun=18 |groundHit=Launch |airHit=23 |hitstop=12<br />
|invul=9-15 H |hitbox=<br />
}}<br />
====2B Full====<br />
{{FrameData-BBTag|damage=1700 |p1=90 |p2=75<br />
|level=4 |attribute=B |guard=All<br />
|startup=13 |active=3 |recovery=33 |frameAdv=-17<br />
|blockstun=18 |groundHit=Launch |airHit=23 |hitstop=12<br />
|invul=9-15 H |hitbox=<br />
}}<br />
===5C Data===<br />
====5C====<br />
{{AttackData-BBTag|damage=800 |p1= |p2=<br />
|level=3 |attribute= |guard=High<br />
|startup=22|active=3|recovery=24|frameAdv=-10<br />
|blockstun=16 |groundHit= |airHit= |hitstop=11<br />
|invul= |hitbox=<br />
}}<br />
====5C Full====<br />
{{FrameData-BBTag|damage=800 |p1= |p2=<br />
|level=3 |attribute= |guard=High<br />
|startup=22|active=3|recovery=24|frameAdv=-10<br />
|blockstun=16 |groundHit= |airHit= |hitstop=11<br />
|invul= |hitbox=<br />
}}<br />
===2C Data===<br />
====2C====<br />
{{AttackData-BBTag|damage=1700 |p1=90 |p2=85<br />
|level=4 |attribute=F |guard=Low<br />
|startup=9|active=3|recovery=33|frameAdv=-17<br />
|blockstun=18 |groundHit=Down 24 |airHit=36 |hitstop=12<br />
|invul= |hitbox=<br />
}}<br />
====2C Full====<br />
{{FrameData-BBTag|damage=1700 |p1=90 |p2=85<br />
|level=4 |attribute=F |guard=Low<br />
|startup=9|active=3|recovery=33|frameAdv=-17<br />
|blockstun=18 |groundHit=Down 24 |airHit=36 |hitstop=12<br />
|invul= |hitbox=<br />
}}<br />
===j.A Data===<br />
====j.A====<br />
{{AttackData-BBTag|damage=1500 |p1=80 |p2=80<br />
|level=3 |attribute=H |guard=High<br />
|startup=12|active=4|recovery=30|frameAdv=<br />
|blockstun=16 |groundHit=17 |airHit=17 |hitstop=11<br />
|invul= |hitbox=<br />
}}<br />
====j.A Full====<br />
{{FrameData-BBTag|damage=1500 |p1=80 |p2=80<br />
|level=3 |attribute=H |guard=High<br />
|startup=12|active=4|recovery=30|frameAdv=<br />
|blockstun=16 |groundHit=17 |airHit=17 |hitstop=11<br />
|invul= |hitbox=<br />
}}<br />
===j.AA Data===<br />
====j.AA====<br />
{{AttackData-BBTag|damage=1500 |p1=80 |p2=80<br />
|level=3 |attribute=H |guard=High<br />
|startup=11|active=12|recovery=12|frameAdv=<br />
|blockstun=16 |groundHit=17 |airHit=21 |hitstop=11<br />
|invul= |hitbox=<br />
}}<br />
====j.AA Full====<br />
{{FrameData-BBTag|damage=1500 |p1=80 |p2=80<br />
|level=3 |attribute=H |guard=High<br />
|startup=11|active=12|recovery=12|frameAdv=<br />
|blockstun=16 |groundHit=17 |airHit=21 |hitstop=11<br />
|invul= |hitbox=<br />
}}<br />
===j.B Data===<br />
====j.B====<br />
{{AttackData-BBTag|damage=1800 |p1=80 |p2=85<br />
|level=4 |attribute=H |guard=High<br />
|startup=12|active=2|recovery=32+3L|frameAdv=<br />
|blockstun=18 |groundHit=19 |airHit=30 WallStick|hitstop=12<br />
|invul= |hitbox=<br />
}}<br />
====j.B Full====<br />
{{FrameData-BBTag|damage=1800 |p1=80 |p2=85<br />
|level=4 |attribute=H |guard=High<br />
|startup=12|active=2|recovery=32+3L|frameAdv=<br />
|blockstun=18 |groundHit=19 |airHit=30 WallStick|hitstop=12<br />
|invul= |hitbox=<br />
}}<br />
===j.C Data===<br />
====j.C====<br />
{{AttackData-BBTag|damage=1700 |p1=80 |p2=85<br />
|level=4 |attribute=H |guard=All<br />
|startup=11|active=3|recovery=24|frameAdv=<br />
|blockstun=18 |groundHit=Launch |airHit=25 |hitstop=12<br />
|invul= |hitbox=<br />
}}<br />
====j.C Full====<br />
{{FrameData-BBTag|damage=1700 |p1=80 |p2=85<br />
|level=4 |attribute=H |guard=All<br />
|startup=11|active=3|recovery=24|frameAdv=<br />
|blockstun=18 |groundHit=Launch |airHit=25 |hitstop=12<br />
|invul= |hitbox=<br />
}}<br />
<br />
==Universal Mechanics==<br />
<br />
===BC Data===<br />
====BC====<br />
{{AttackData-BBTag|damage=0, 2000 |p1=100 |p2=50 (once)<br />
|level=0, 4 |attribute=T |guard=Throw<br />
|startup=7~30|active=3|recovery=23||frameAdv=<br />
|blockstun= |groundHit=Stagger 45 |airHit= |hitstop=12<br />
|invul= |hitbox=<br />
}}<br />
====BC Full====<br />
{{FrameData-BBTag|damage=0, 2000 |p1=100 |p2=50 (once)<br />
|level=0, 4 |attribute=T |guard=Throw<br />
|startup=7~30|active=3|recovery=23||frameAdv=<br />
|blockstun= |groundHit=Stagger 45 |airHit= |hitstop=12<br />
|invul= |hitbox=<br />
}}<br />
===4BC Data===<br />
====4BC====<br />
{{AttackData-BBTag|damage=0, 500, 1500 |p1=100 |p2=50 (once)<br />
|level=0, 2, 4 |attribute=T |guard=Throw<br />
|startup=7~30|active=3|recovery=23||frameAdv=<br />
|blockstun= |groundHit=60, WBounce 50 |airHit= |hitstop=0, 12<br />
|invul= |hitbox=<br />
}}<br />
====4BC Full====<br />
{{FrameData-BBTag|damage=0, 500, 1500 |p1=100 |p2=50 (once)<br />
|level=0, 2, 4 |attribute=T |guard=Throw<br />
|startup=7~30|active=3|recovery=23||frameAdv=<br />
|blockstun= |groundHit=60, WBounce 50 |airHit= |hitstop=0, 12<br />
|invul= |hitbox=<br />
}}<br />
===AD Data===<br />
====AD====<br />
{{AttackData-BBTag<br />
|damage= |p1= |p2=<br />
|level= |attribute= |guard=<br />
|startup= |active= |recovery=Total: 45 |frameAdv=<br />
|blockstun= |groundHit= |airHit= |hitstop=0/+12<br />
|invul=1-25 Guard All |hitbox=<br />
}}<br />
====AD Full====<br />
{{FrameData-BBTag<br />
|damage= |p1= |p2=<br />
|level= |attribute= |guard=<br />
|startup= |active= |recovery=Total: 45 |frameAdv=<br />
|blockstun= |groundHit= |airHit= |hitstop=0/+12<br />
|invul=1-25 Guard All |hitbox=<br />
}}<br />
<br />
===AD Attack Data===<br />
====AD Attack====<br />
{{AttackData-BBTag<br />
|damage=0, 3300 |p1=80 |p2=100, 60<br />
|level=0, 4 |attribute=BT |guard=Air Unblockable<br />
|startup=16 |active=10 |recovery=10 |frameAdv=-10<br />
|blockstun=9 |groundHit= |airHit= |hitstop=8,0<br />
|invul=1-End All |hitbox=<br />
}}<br />
====AD Attack Full====<br />
{{FrameData-BBTag<br />
|damage=0, 3300 |p1=80 |p2=100, 60<br />
|level=0, 4 |attribute=BT |guard=Air Unblockable<br />
|startup=9 |active=10 |recovery=10 |frameAdv=-10<br />
|blockstun= |groundHit= |airHit= |hitstop=8,0<br />
|invul=1-End All |hitbox=<br />
}}<br />
<br />
===j.AD Data===<br />
====j.AD====<br />
{{AttackData-BBTag<br />
|damage= |p1= |p2=<br />
|level= |attribute= |guard=<br />
|startup= |active= |recovery=Total: 53 |frameAdv=<br />
|blockstun= |groundHit= |airHit= |hitstop=0/+12<br />
|invul=1-15 Guard All |hitbox=<br />
}}<br />
====j.AD Full====<br />
{{FrameData-BBTag<br />
|damage= |p1= |p2=<br />
|level= |attribute= |guard=<br />
|startup= |active= |recovery=Total: 53 |frameAdv=<br />
|blockstun= |groundHit= |airHit= |hitstop=0/+12<br />
|invul=1-15 Guard All |hitbox=<br />
}}<br />
<br />
===j.AD Attack Data===<br />
====j.AD Attack====<br />
{{AttackData-BBTag<br />
|damage=0, 3300 |p1=80 |p2=100, 60<br />
|level=0, 4 |attribute=BT |guard=All<br />
|startup=17 |active=4 |recovery=36 |frameAdv=<br />
|blockstun=9 |groundHit= |airHit= |hitstop=12<br />
|invul=1-End All |hitbox=<br />
}}<br />
====j.AD Attack Full====<br />
{{FrameData-BBTag<br />
|damage=0, 3300 |p1=80 |p2=100, 60<br />
|level=0, 4 |attribute=BT |guard=All<br />
|startup=17 |active=4 |recovery=36 |frameAdv=<br />
|blockstun=9 |groundHit= |airHit= |hitstop=12<br />
|invul=1-End All |hitbox=<br />
}}<br />
<br />
==Skills==<br />
<br />
===236A Data===<br />
====236A====<br />
{{AttackData-BBTag<br />
|damage=1300*2 |p1=90 |p2=85<br />
|level=4 |attribute=F, B |guard=Low,All<br />
|startup=9|active=3(10)3|recovery=20|frameAdv=-4<br />
|blockstun=18 |groundHit=Stagger 39, Launch |airHit=30+Down 24, 30 |hitstop=15, 12<br />
|invul= |hitbox=<br />
}}<br />
====236A Full====<br />
{{FrameData-BBTag<br />
|damage=1300*2 |p1=90 |p2=85<br />
|level=4 |attribute=F, B |guard=Low,All<br />
|startup=9|active=3(10)3|recovery=20|frameAdv=-4<br />
|blockstun=18 |groundHit=Stagger 39, Launch |airHit=30+Down 24, 30 |hitstop=15, 12<br />
|invul= |hitbox=<br />
}}<br />
===236B Data===<br />
====236B====<br />
{{AttackData-BBTag<br />
|damage=2500, 1500 |p1=80 |p2=80<br />
|level=5, 3 |attribute=B, F |guard=High, Low<br />
|startup=22|active=3(14)3|recovery=26|frameAdv=-12<br />
|blockstun=20, 16 |groundHit=Stagger 39, Launch |airHit=30, 17 |hitstop=15, 13<br />
|invul= |hitbox=<br />
}}<br />
====236B Full====<br />
{{FrameData-BBTag<br />
|damage=2500, 1500 |p1=80 |p2=80<br />
|level=5, 3 |attribute=B, F |guard=High, Low<br />
|startup=22|active=3(14)3|recovery=26|frameAdv=-12<br />
|blockstun=20, 16 |groundHit=Knockown 25 |airHit=30+Down 25, 17+Down25 |hitstop=15, 13<br />
|invul= |hitbox=<br />
}}<br />
===214A Data===<br />
====214A====<br />
{{AttackData-BBTag<br />
|damage=1500 |p1=80 |p2=75<br />
|level=4 |attribute=B |guard=All<br />
|startup=14|active=3|recovery=20|frameAdv=-4<br />
|blockstun=18 |groundHit=26 |airHit=60 |hitstop=12<br />
|invul= |hitbox=<br />
}}<br />
====214A Full====<br />
{{FrameData-BBTag<br />
|damage=1500 |p1=80 |p2=75<br />
|level=4 |attribute=B |guard=All<br />
|startup=14|active=3|recovery=20|frameAdv=-4<br />
|blockstun=18 |groundHit=26 |airHit=60 |hitstop=12<br />
|invul= |hitbox=<br />
}}<br />
===214B Data===<br />
====214B====<br />
{{AttackData-BBTag<br />
|damage=1700 |p1=80 |p2=85<br />
|level=4 |attribute=B |guard=All<br />
|startup=19|active=3|recovery=25|frameAdv=-9<br />
|blockstun=18 |groundHit=Stagger 48 |airHit=60 |hitstop=12<br />
|invul= |hitbox=<br />
}}<br />
====214B Full====<br />
{{FrameData-BBTag<br />
|damage=1700 |p1=80 |p2=85<br />
|level=4 |attribute=B |guard=All<br />
|startup=19|active=3|recovery=25|frameAdv=-9<br />
|blockstun=18 |groundHit=Stagger 48 |airHit=60 |hitstop=12<br />
|invul= |hitbox=<br />
}}<br />
===j.214A Data===<br />
====j.214A====<br />
{{AttackData-BBTag<br />
|damage=1500 |p1=80 |p2=80<br />
|level= |attribute=P |guard=All<br />
|startup=12 |active=4 |recovery=Total: 36 |frameAdv= -1<br />
|blockstun=16 |groundHit=Down 24 |airHit=50 |hitstop=0/+12<br />
|invul= |hitbox=<br />
}}<br />
====j.214A Full====<br />
{{FrameData-BBTag<br />
|damage=1500 |p1=80 |p2=80<br />
|level= |attribute=P |guard=All<br />
|startup=12 |active=4 |recovery=Total: 36 |frameAdv= -1<br />
|blockstun=16 |groundHit=Down 24 |airHit=50 |hitstop=0/+12<br />
|invul= |hitbox=<br />
}}<br />
<br />
===j.214B Data===<br />
====j.214B====<br />
{{AttackData-BBTag<br />
|damage=2000 |p1=80 |p2=85<br />
|level=4 |attribute=H |guard=High<br />
|startup=19|active=3|recovery=Until L+9|frameAdv= -4<br />
|blockstun=18 |groundHit=Down 24 |airHit=60+Down 24 |hitstop=8<br />
|invul= |hitbox=<br />
}}<br />
====j.214B Full====<br />
{{FrameData-BBTag<br />
|damage=2000 |p1=80 |p2=85<br />
|level=4 |attribute=H |guard=High<br />
|startup=19|active=3|recovery=Until L+9|frameAdv= -4<br />
|blockstun=18 |groundHit=Down 24 |airHit=60+Down 24 |hitstop=8<br />
|invul= |hitbox=<br />
}}<br />
<br />
===Cut Projectile Data===<br />
====Cut Projectile====<br />
{{AttackData-BBTag<br />
|damage=1500 |p1=80 |p2=100<br />
|level=3 |attribute=P2 |guard=All<br />
|startup= |active= |recovery= |frameAdv= <br />
|blockstun=16 |groundHit=Launch |airHit=40 |hitstop=0/+11<br />
|invul= |hitbox=<br />
}}<br />
====Cut Projectile Full====<br />
{{FrameData-BBTag<br />
|damage=1500 |p1=80 |p2=100<br />
|level=3 |attribute=P2 |guard=All<br />
|startup= |active= |recovery= |frameAdv= <br />
|blockstun=16 |groundHit=Launch |airHit=40 |hitstop=0/+11<br />
|invul= |hitbox=<br />
}}<br />
<br />
==Extra Skills==<br />
===236C Data===<br />
====236C====<br />
{{AttackData-BBTag<br />
|damage=1400*2 |p1=90 |p2=85<br />
|level=4 |attribute=F, B |guard=Low, All<br />
|startup=9|active=3(12)3|recovery=21|frameAdv=-5<br />
|blockstun=18 |groundHit=Stagger 39, Launch |airHit=30+Down 24, 30 |hitstop=15, 12<br />
|invul= |hitbox=<br />
}}<br />
====236C Full====<br />
{{FrameData-BBTag<br />
|damage=1400*2 |p1=90 |p2=85<br />
|level=4 |attribute=F, B |guard=Low, All<br />
|startup=9|active=3(12)3|recovery=21|frameAdv=-5<br />
|blockstun=18 |groundHit=Stagger 39, Launch |airHit=30+Down 24, 30 |hitstop=15, 12<br />
|invul= |hitbox=<br />
}}<br />
===214C Data===<br />
====214C====<br />
{{AttackData-BBTag<br />
|damage=1000, 3500 |p1=80 |p2=75<br />
|level=4 |attribute=B |guard=All<br />
|startup=30 |active=3 |recovery=9 |frameAdv=+7<br />
|blockstun=18 |groundHit=Down 24 |airHit=Down 24 |hitstop=12, 0<br />
|invul= |hitbox=<br />
}}<br />
====214C Full====<br />
{{FrameData-BBTag<br />
|damage=1000, 3500 |p1=80 |p2=75<br />
|level=4 |attribute=B |guard=All<br />
|startup=30 |active=3 |recovery=9 |frameAdv=+7<br />
|blockstun=18 |groundHit=Down 24 |airHit=Down 24 |hitstop=12, 0<br />
|invul= |hitbox=<br />
}}<br />
===j.214C Data===<br />
====j.214C====<br />
{{AttackData-BBTag<br />
|damage=2500 |p1=80 |p2=85<br />
|level=4 |attribute=H |guard=High<br />
|startup=15|active=3|recovery=22+4L |frameAdv= <br />
|blockstun=19 |groundHit=Down 31 |airHit=60+Down 31 |hitstop=8<br />
|invul= |hitbox=<br />
}}<br />
====j.214C Full====<br />
{{FrameData-BBTag<br />
|damage=2500 |p1=80 |p2=85<br />
|level=4 |attribute=H |guard=High<br />
|startup=15|active=3|recovery=22+4L |frameAdv= +2<br />
|blockstun=19 |groundHit=Down 31 |airHit=60+Down 31 |hitstop=8<br />
|invul= |hitbox=<br />
}}<br />
<br />
==Partner Skills==<br />
===5P Data===<br />
====5P====<br />
{{AttackData-BBTag<br />
|damage=1700 |p1=70 |p2=85<br />
|level=4 |attribute=B |guard=All<br />
|startup=(18)+21 |active=3 |recovery=20 |frameAdv=-4<br />
|blockstun=18 |groundHit=Launch |airHit=60+WBounce |hitstop=12<br />
|invul= |hitbox=<br />
}}<br />
====5P Full====<br />
{{FrameData-BBTag<br />
|damage=1700 |p1=70 |p2=85<br />
|level=4 |attribute=B |guard=All<br />
|startup=(18)+21 |active=3 |recovery=20 |frameAdv=-4<br />
|blockstun=18 |groundHit=Launch |airHit=60+WBounce |hitstop=12<br />
|invul= |hitbox=<br />
}}<br />
===6P Data===<br />
====6P====<br />
{{AttackData-BBTag<br />
|damage=3900, 1950 |p1=70 |p2=80<br />
|level=5, 4 |attribute=B, P2 |guard=All<br />
|startup=(18)+90 |active=4 |recovery=41 |frameAdv=-24<br />
|blockstun=20, 18 |groundHit=Launch |airHit=50+Down 24, 80 |hitstop=25, 0/+12<br />
|invul= |hitbox=<br />
}}<br />
====6P Full====<br />
{{FrameData-BBTag<br />
|damage=3900, 1950 |p1=70 |p2=80<br />
|level=5, 4 |attribute=B, P2 |guard=All<br />
|startup=(18)+90 |active=4 |recovery=41 |frameAdv=-24<br />
|blockstun=20, 18 |groundHit=Launch |airHit=50+Down 24, 80 |hitstop=25, 0/+12<br />
|invul= |hitbox=<br />
}}<br />
===4P Data===<br />
====4P====<br />
{{AttackData-BBTag<br />
|damage=1700 |p1=70 |p2=85<br />
|level=4 |attribute=B |guard=All<br />
|startup=(18)+12 |active=7 |recovery=28 |frameAdv=-16<br />
|blockstun=18 |groundHit=Launch |airHit=60 |hitstop=16<br />
|invul= |hitbox=<br />
}}<br />
====4P Full====<br />
{{FrameData-BBTag<br />
|damage=1700 |p1=70 |p2=85<br />
|level=4 |attribute=B |guard=All<br />
|startup=(18)+12 |active=7 |recovery=28 |frameAdv=-16<br />
|blockstun=18 |groundHit=Launch |airHit=60 |hitstop=16<br />
|invul= |hitbox=<br />
}}<br />
<br />
==Distortion Skills==<br />
===236BC Data===<br />
====236BC====<br />
{{AttackData-BBTag<br />
|damage=5800 [11600] |p1=80 |p2=60<br />
|level=5, 4|attribute=B |guard=All<br />
|startup=13+6 [13+86]|active=4 |recovery=41 |frameAdv=-24<br />
|blockstun=20 |groundHit=Launch |airHit=50 |hitstop=25<br />
|invul=1-13 All |hitbox=<br />
}}<br />
====236BC Full====<br />
{{FrameData-BBTag<br />
|damage=5800 [11600] |p1=80 |p2=60<br />
|level=5, 4|attribute=B |guard=All<br />
|startup=13+6 [13+86]|active=4 |recovery=41 |frameAdv=-24<br />
|blockstun=20 |groundHit=Launch |airHit=50 |hitstop=25<br />
|invul=1-13 All |hitbox=<br />
}}<br />
===236BC Enhanced Data===<br />
====236BC Enhanced====<br />
{{AttackData-BBTag<br />
|damage=5000, 200*15, 1800<br/>[12500, 200*15, 1800] |p1=80 |p2=60 [100*16, 60]<br />
|level=5 |attribute=B |guard=All<br />
|startup=13+6 [13+86]|active=4 |recovery=41 |frameAdv=-24<br />
|blockstun=20 |groundHit=Launch |airHit=50 |hitstop=25<br />
|invul=1-13 All |hitbox=<br />
}}<br />
====236BC Enhanced Full====<br />
{{FrameData-BBTag<br />
|damage=5000, 200*15, 1800<br/>[12500, 200*15, 1800] |p1=80 |p2=60 [100*16, 60]<br />
|level=5 |attribute=B |guard=All<br />
|startup=13+6 [13+86]|active=4 |recovery=41 |frameAdv=-24<br />
|blockstun=20 |groundHit=Launch |airHit=50 |hitstop=25<br />
|invul=1-13 All |hitbox=<br />
}}<br />
<br />
===236BC Wave Data===<br />
====236BC Wave====<br />
{{AttackData-BBTag<br />
|damage=2500 [3000] |p1=80 |p2=60<br />
|level=4 [5]|attribute=P2 |guard=All<br />
|startup=13+23 [13+90] |active= |recovery= |frameAdv=<br />
|blockstun=18 [20] |groundHit=Launch |airHit=50 |hitstop=0 [0/+13]<br />
|invul= |hitbox=<br />
}}<br />
====236BC Wave Full====<br />
{{FrameData-BBTag<br />
|damage=5800 [11600] |p1=80 |p2=60<br />
|level=4 [5]|attribute=P2 |guard=All<br />
|startup=13+23 [13+90] |active= |recovery= |frameAdv=<br />
|blockstun=18 [20] |groundHit=Launch |airHit=50 |hitstop=0 [0/+13]<br />
|invul= |hitbox=<br />
}}<br />
<br />
===214BC Data===<br />
====214BC====<br />
{{AttackData-BBTag<br />
|damage= |p1= |p2=<br />
|level= |attribute= |guard=<br />
|startup= |active= |recovery=Total: 44 |frameAdv= <br />
|blockstun= |groundHit= |airHit= |hitstop=<br />
|invul=1-27 Guard All |hitbox=<br />
}}<br />
====214BC Full====<br />
{{FrameData-BBTag<br />
|damage= |p1= |p2=<br />
|level= |attribute= |guard=<br />
|startup= |active= |recovery=Total: 44 |frameAdv= <br />
|blockstun= |groundHit= |airHit= |hitstop=<br />
|invul=1-27 Guard All |hitbox=<br />
}}<br />
<br />
===214BC Attack Data===<br />
====214BC Attack====<br />
{{AttackData-BBTag<br />
|damage=6000 <br/>[2500, 100*18, 4000] |p1=80 |p2=60 [100]<br />
|level=4 |attribute=B |guard=Unblockable<br />
|startup=0+44 |active=12 |recovery=52 |frameAdv= <br />
|blockstun= |groundHit=Launch |airHit=60 |hitstop=0/+10/+30<br />
|invul=1-End All |hitbox=<br />
}}<br />
====214BC Attack Full====<br />
{{FrameData-BBTag<br />
|damage=6000 <br/>[2500, 100*18, 5000] |p1=80 |p2=60 [100]<br />
|level=4 |attribute=B |guard=Unblockable<br />
|startup=0+44 |active=12 |recovery=52 |frameAdv= <br />
|blockstun= |groundHit=Launch |airHit=60 |hitstop=0/+10/+30<br />
|invul=1-End All |hitbox=<br />
}}<br />
===j.236BC Data===<br />
====j.236BC====<br />
{{AttackData-BBTag<br />
|damage=5600 [6600]|p1=80|p2=60<br />
|level=5|attribute=H|guard=All<br />
|startup=1+Until L|active=3|recovery=54|frameAdv=-16<br />
|blockstun=20|groundHit=Launch|airHit=90 + GBounce|hitstop=24/+20/+0 [54/+20/+0]<br />
|invul=1-End of Active All|hitbox=<br />
}}<br />
====j.236BC Full====<br />
{{FrameData-BBTag<br />
|damage=5600 [6600]|p1=80|p2=60<br />
|level=5|attribute=H|guard=All<br />
|startup=1+Until L|active=3|recovery=54|frameAdv=-16<br />
|blockstun=20|groundHit=Launch|airHit=90 + GBounce|hitstop=24/+20/+0 [54/+20/+0]<br />
|invul=1-End of Active All|hitbox=<br />
}}<br />
<br />
===Distortion Skill Duo Data===<br />
====Distortion Skill Duo====<br />
{{AttackData-BBTag<br />
|damage=2000 [200, 100*18, 500] |p1=100 |p2=100<br />
|level=4 |attribute=B |guard=All<br />
|startup=1+1 |active=12 |recovery=52 |frameAdv=-35<br />
|blockstun=18 |groundHit=Launch |airHit=60 |hitstop=0/+10/+30<br />
|invul=1-13 All |hitbox=<br />
}}<br />
====Distortion Skill Duo Full====<br />
{{FrameData-BBTag<br />
|damage=2000 [200, 100*18, 500] |p1=100 |p2=100<br />
|level=4 |attribute=B |guard=All<br />
|startup=1+1 |active=12 |recovery=52 |frameAdv=-35<br />
|blockstun=18 |groundHit=Launch |airHit=60 |hitstop=0/+10/+30<br />
|invul=1-13 All |hitbox=<br />
}}<br />
<br />
==Astral Heat==<br />
===222BC Data===<br />
====222BC====<br />
{{AttackData-BBTag<br />
|damage= |level= |attribute= |guard=<br />
|startup= |active= |recovery=Total: 0+36 |frameAdv= <br />
|blockstun= |groundHit= |airHit= |hitstop=<br />
|invul=1-20 Guard All |hitbox=<br />
}}<br />
====222BC Full====<br />
{{FrameData-BBTag<br />
|damage= |level= |attribute= |guard=<br />
|startup= |active= |recovery=Total: 0+36 |frameAdv= <br />
|blockstun= |groundHit= |airHit= |hitstop=<br />
|invul=1-20 Guard All |hitbox=<br />
}}<br />
<br />
==Category==<br />
{{Navbar-BBTag}}<br />
[[Category:Hakumen]]</div>50.202.132.10https://www.dustloop.com/wiki/index.php?title=BBTag/Blitztank&diff=139309BBTag/Blitztank2020-01-23T16:15:41Z<p>50.202.132.10: /* 5B */</p>
<hr />
<div>{| class="wikitable" style="float:right; margin-left: 10px; width:400px"<br />
|-<br />
!Blitztank<br />
|-<br />
||<br />
[[File:BBTag_Blitztank_Portrait.png|350x500px|center]]<br />
|-<br />
||<br />
{{#lsth:BBTag/Blitztank/Data|SystemData}}<br />
;Movement Options<br />
* 1 Jump, Dash Type: damaging step<br />
<br />
;Playstyle<br />
:Zoner<br />
<br />
;Team role<br />
:Anchor, Support<br />
|}<br />
<div style="float:left; margin-right:25px;"><br />
{{TOC limit|2}}<br />
</div><br />
==Overview==<br />
''WHEEEN WHEEEN''<br />
===Backstory===<br />
While Akatsuki's submarine went through the Artic, the Gesellschaft's research division did not stop. The potential of the Blitz Engines were fruitful, and one of the products of this were the ''Blitztank'' units: armored fortresses, armed with fire throwers, lightning grenades, deadly lasers and sheer, bulk power. Sadly, only a single test unit was produced, and it's whereabouts are unknown. It's speculated Blitztanks are made with human subjects.<br />
<br />
===Playstyle===<br />
<br />
===Strengths/Weaknesses===<br />
{{StrengthsAndWeaknesses<br />
| intro = {{Character Label|BBTag|Blitztank|24px}} is a slow, stationary fortress specialized in punishment.<br />
| pros =<br />
* Numerous moves have Armor.<br />
* Very strong Reversal in the form of a Parry with [[BBTag/Blitztank#Reflector|Reflector]]<br />
* Access to a full screen and highly applicable unblockable in [[BBTag/Blitztank#j.C|j.C]]. <br />
* Highly damaging and extremely fast Distortion Skills.<br />
* Strong Corner Carry in combos ending in [[BBTag/Blitztank#Ansturm|Ansturm]].<br />
* High Damage with Assists and very high Corner Damage.<br />
* [[BBTag/Blitztank#Elektro Auge|Elektro Auge]] is a strong beam projectile to facilitate zoning and long range lockdown.<br />
* Large and versatile Assists.<br />
* With the aforementioned [[BBTag/Blitztank#j.C|j.C]] and high damage, can capitalize and enable many teams to perform devastating unblockable setups.<br />
| cons =<br />
* Extremely slow and limited movement.<br />
* Massive hurtbox.<br />
* Only 1 jump with low height, to the point where it needs to super jump to jump over most of the cast.<br />
* High landing recovery on all of his moves, making the standard jump in Combos very inconsistent.<br />
* Although corner combos do huge damage, mid screen combos without an Assist are weak in comparison.<br />
* Lack of a proper Anti-Air forcing Blitztank to rely on DP, j.A, 214C, 236C, or to simply block.<br />
* Zoning capabilities can't cover the air space above 236C, making Blitztank overall very weak to air approach and air zoning.<br />
}}<br />
<br />
===Blitztank's Armor===<br />
<br />
A large amount of Blitztank's moves have Armor. Armor is a mechanic that allows a move to take hits and still continue. What type of hit each Armor can take depends on the attribute, be it Head, Body, or Feet attribute.<br />
Armor as the following features:<br />
*Blitztank can't die from an Armor hit, even at 1 health.<br />
*Armor, regardless of attribute, can take all projectiles during their armored frames.<br />
*Armor can take all hits of their intended attribute, regardless if it's a Normal move or a Distortion Skill.<br />
*Armor will reduce damage taken by 50%.<br />
*Armor will NOT scale multi hit attacks and subsequent moves.<br />
*Armor will stay on the frame it got hit until it's free to move on. Meaning, if 5B takes a multi hit attack during the 6th frame, it will stay on that 6th frame for subsequent hits. This also applies to a string of different moves as long as there's little to no gap in between the hits. For example, Elizabeth's 5AAAA string.<br />
<br />
{{#lst:BBTag/Blitztank/Data|Links}}<br />
<br style="clear:both;"/><br />
<br />
==Normal Moves==<br />
<br />
====== <font style="visibility:hidden" size="0">5A</font> ======<br />
{{MoveData<br />
|image=BBTag_Blitztank_5A.png |caption=All except 5AAAA are the same, and you can move backwards or forwards during it<br />
|image2=BBTag_Blitztank_5AAAA.png |caption2= And with a magic trick, I summon my partner in a flash!<br />
<div class="mw-collapsible mw-collapsed" data-expandtext="Show Hitbox" data-collapsetext="Hide Hitbox"><br />
[[File:BBTag_Blitztank_5A_Hitbox.png|center|175px]]<br />
[[File:BBTag_Blitztank_5A2_Hitbox.png|center|175px]]<br />
[[File:BBTag_Blitztank_5A3_Hitbox.png|center|175px]]<br />
</div><br />
|name=5A<br />
|data=<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=5A}}<br />
{{#lsth:BBTag/Blitztank/Data|5A}}<br />
{{!}}-<br />
{{AttackVersion|name=5AA}}<br />
{{#lsth:BBTag/Blitztank/Data|5AA}}<br />
{{!}}-<br />
{{AttackVersion|name=5AAA}}<br />
{{#lsth:BBTag/Blitztank/Data|5AAA}}<br />
{{!}}-<br />
{{AttackVersion|name=5AAAA}}<br />
{{#lsth:BBTag/Blitztank/Data|5AAAA}}<br />
{{!}}-<br />
{{Description|7|text=*Has Armor against Body-Attribute attacks during frames 4-11. All subsequent As also has armor for specific periods of their active frames and start-up. Details in framedata tab.<br />
Button can be held down to go through the entire string, and is whiffable, yet using Cross Raid requires press again normally. j.A works the same way. 5A is also the only move of Blitztank that can be jump canceled, but only on hit however.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5B</font> ======<br />
{{MoveData<br />
|image=BBTag_Blitztank_5B.png |caption= The neutral button<br />
|image2=BBTag_Blitztank_5BB.png |caption2= Because a jump cancelable launcher would be too much.<br />
<div class="mw-collapsible mw-collapsed" data-expandtext="Show Hitbox" data-collapsetext="Hide Hitbox"><br />
[[File:BBTag_Blitztank_5B_Hitbox.png|center|175px]]<br />
[[File:BBTag_Blitztank_5BB_Hitbox.png|center|175px]]<br />
</div><br />
|name=5B<br />
|data=<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=5B}}<br />
{{#lsth:BBTag/Blitztank/Data|5B}}<br />
{{!}}-<br />
{{Description|7|text=*Has Armor against Body-Attribute attacks during frames 4-14.<br />
A fairly long range poke that leads into 5BB at any range. Very vulnerable to pushblock. Will most likely be your go-to move for many situations, as it leads into Blitztank's rather basic pressure game, and can lead into decent damage midscreen and high damage in the corner. Be careful, however, as this move has plenty of recovery, making it unsafe on block, and covers little vertical space.<br />
}}<br />
{{AttackVersion|name=5BB}}<br />
{{#lsth:BBTag/Blitztank/Data|5BB}}<br />
{{!}}-<br />
{{Description|7|text=*Has Armor against Body-Attribute attacks during frames 4-18.<br />
A forward rushing attack that knocks the opponent upwards. Essential piece in Blitztank's combos, pressure, and conversions. Guarantees combos into 236C Laser, and allows for loops in the corner. On ground hit, it combos reliably into 2C. As with 5B, horrible recovery and unsafe on block. Strangely, despite being a launcher, it cannot be jump canceled.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5C</font> ======<br />
{{MoveData<br />
|image=BBTag_Blitztank_5C.png |caption=Never thought I'd see a tank headbutt someone, but here we are.<br />
<div class="mw-collapsible mw-collapsed" data-expandtext="Show Hitbox" data-collapsetext="Hide Hitbox"><br />
[[File:BBTag_Blitztank_5C_Hitbox.png|center|175px]]<br />
</div><br />
|name=5C<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Blitztank/Data|5C}}<br />
{{!}}-<br />
{{Description|6|text=The standard slow but safe 5C. Due to the generous knock-up and hitstun on 5BB, it can easily be comboed into even in very long corner combos for a good knockdown. Do keep in mind however that the opponent needs to be decently close to the ground for the 5C to connect.<br />
<br />
As far as overheads go, Blitz only has this and j.B as viable overheads, so you might be using this a little more than other characters might. <br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2A</font> ======<br />
{{MoveData<br />
|image=BBTag_Blitztank_2A.png |caption=Is it just me or does this move look rather adorable?<br />
<div class="mw-collapsible mw-collapsed" data-expandtext="Show Hitbox" data-collapsetext="Hide Hitbox"><br />
[[File:BBTag_Blitztank_2A_Hitbox.png|center|175px]]<br />
</div><br />
|name=2A<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Blitztank/Data|2A}}<br />
{{!}}-<br />
{{Description|6|text=*Has Armor against Body-Attribute attacks during frames 4-10.<br />
Blitz fastest normal, making it your go-to abare button. As this move too has armor on it, it can be potentially used even when at a small frame disadvantage, but do remember that like all of his armored moves, it has no Low armor.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2B</font> ======<br />
{{MoveData<br />
|image=BBTag_Blitztank_2B.png |caption=Good option on opponents wake-up.<br />
<div class="mw-collapsible mw-collapsed" data-expandtext="Show Hitbox" data-collapsetext="Hide Hitbox"><br />
[[File:BBTag_Blitztank_2B_Hitbox.png|center|175px]]<br />
[[File:BBTag_Blitztank_2B2_Hitbox.png|center|175px]]<br />
</div><br />
|name=2B<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Blitztank/Data|2B}}<br />
{{!}}-<br />
{{Description|6|text=*Has Armor against Body-Attribute attacks during frames 4-14.<br />
A 2 hit low that moves forward and has a lot of range. Both hits can be canceled.<br />
<br />
Due to being much less unsafe compared to 5B and with 2 hits for confirming, 2B will most likely be your go-to meaty on someones wake-up if you have the time due to hitting low and having good active frames. If properly timed, can catch certain wake-up reversals.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2C</font> ======<br />
{{MoveData<br />
|image=BBTag_Blitztank_2C.png |caption= Your ONLY + on block normal.<br />
<div class="mw-collapsible mw-collapsed" data-expandtext="Show Hitbox" data-collapsetext="Hide Hitbox"><br />
[[File:BBTag_Blitztank_2C_Hitbox.png|center|175px]]<br />
</div><br />
|name=2C<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Blitztank/Data|2C}}<br />
{{!}}-<br />
{{Description|6|text=*Has Armor against Body-Attribute attacks during frames 4-27.<br />
Very slow, but positive on block long range sweep. Can't normally be comboed into from any ground hit, with the exception being the launch from 5BB. Can frametrap into and from other normals, but be aware of Low and Foot attribute abare options, and slow reversals.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.A</font> ======<br />
{{MoveData<br />
|image=BBTag_Blitztank_jA.png |caption= Bangbangbangbangbangbangbang<br />
<div class="mw-collapsible mw-collapsed" data-expandtext="Show Hitbox" data-collapsetext="Hide Hitbox"><br />
[[File:BBTag_Blitztank_jA_Hitbox.png|center|175px]]<br />
</div><br />
|name=j.A<br />
|data=<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=j.A}}<br />
{{#lsth:BBTag/Blitztank/Data|j.A}}<br />
{{!}}-<br />
{{Description|7|text=*Has Armor against Head-Attribute attacks during frames 4-8.<br />
This will be your Anti-Air, for most of the time. With relative quick start-up and air armor, it can work if your reactions are on point. However, please remember that Blitz have the jump height of a knocked over turtle and many air moves vastly out range his own. <br />
<br />
j.A also has a peculiar property of all hits after the first one don't scale, no matter how long you hold it for. This is crucial for optimal combos.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.B</font> ======<br />
{{MoveData<br />
|image=BBTag_Blitztank_jB.png |caption= The only overhead<br />
<div class="mw-collapsible mw-collapsed" data-expandtext="Show Hitbox" data-collapsetext="Hide Hitbox"><br />
[[File:BBTag_Blitztank_jB_Hitbox.png|center|175px]]<br />
</div><br />
|name=j.B<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Blitztank/Data|j.B}}<br />
{{!}}-<br />
{{Description|6|text=*Has Armor against Head-Attribute attacks during frames 4-16.<br />
This will be one of your more versatile options as it can be used as an instant overhead on the entire cast. In the corner Blitz can combo off it solo for a full combo, while midscreen he can get some additional damage and a super if you are willing to spend the bars. It also allows Blitz to get a pretty strong knockdown from corner loops to place a meaty Mine on their wake-up.<br />
<br />
If Blitztank is launched sufficiently high up, it can act as a pseudo-jump and stall your air descent. However, this is hardly reliable.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.C</font> ======<br />
{{MoveData<br />
|image=BBTag_Blitztank_jC_Stall.png |caption= "I recommend don't block."<br />
|image2=BBTag_Blitztank_jC_Fall.png |caption2= “Too late.”<br />
|name=j.C<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Blitztank/Data|j.C}}<br />
{{!}}-<br />
{{Description|6|text=*Has Armor against Head-Attribute attacks, unknown amount.<br />
Unblockable full screen ground pound. Not only can it be canceled into specials and supers, with select assists you can get some decent combos off it. The damage scaling is harsh, but that's the price to pay for such a unique option. It is relatively fast, allowing just about any good lockdown Assist to guarantee it.<br />
<br />
The shockwave upon landing on the ground counts as a projectile, [https://twitter.com/commiku1/status/1197733473034870785 meaning some characters can counter it if used outside of blockstrings.]<br />
}}<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Universal Moves==<br />
<br />
====== <font style="visibility:hidden" size="0">Ground Throw</font> ======<br />
{{MoveData<br />
|image=BBTag_Blitztank_GroundThrow.png |caption=Does this look like the face of mercy? <br />
|name=Ground Throw<br />
|input=5B+C<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Blitztank/Data|BC}}<br />
{{!}}-<br />
{{Description|6|text=A rather below average throw due to Blitz poor movement speed, but it does give little over 5k midscreen, and Blitz always have the option to add in a bit extra damage with Supers. In the corner, it allows him to go straight into corner loops.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Reflector</font> ======<br />
{{MoveData<br />
|image=BBTag_Blitztank_Reflector.png |caption= Because armour isn't enough, here's a counter!<br />
|image2=BBTag_Blitztank_Entladung.png |caption2= '''Bzzt'''<br />
<div class="mw-collapsible mw-collapsed" data-expandtext="Show Hitbox" data-collapsetext="Hide Hitbox"><br />
[[File:BBTag_Blitztank_ED_Hitbox.png|center|175px]]<br />
No, I did not draw a red square around Blitztank. That's legit the hitbox.<br />
</div><br />
|name=Reflector<br />
|input=5A+D (Air OK)<br />
|data=<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Reflector|subtitle=Catch}}<br />
{{#lsth:BBTag/Blitztank/Data|AD}}<br />
{{!}}-<br />
{{AttackVersion|name=Entladung|subtitle=Attack}}<br />
{{#lsth:BBTag/Blitztank/Data|AD Attack}}<br />
{{!}}-<br />
{{AttackVersion|name=Reflector|subtitle=Air Catch}}<br />
{{#lsth:BBTag/Blitztank/Data|j.AD}}<br />
{{!}}-<br />
{{AttackVersion|name=Entladung|subtitle=Air Attack}}<br />
{{#lsth:BBTag/Blitztank/Data|j.AD Attack}}<br />
{{!}}-<br />
{{Description|7|text=A surprisingly strong counter-esque move, as it allows Blitz to act if the follow-up doesn't trigger. Useful to ignore the opponents projectiles, and will build you a small amount of meter. Be aware, however, that it still has the same weaknesses that all other A+D attacks in the game share.<br />
<br />
The Parry has the following properties:<br />
* If successfully Parrying a physical hit that's within range automatically transition into the follow-up, Entladung.<br />
* If successfully Parrying a physical hit that's NOT within range Entladung will not come out and Blitztank is fully invul during the recovery.<br />
* The recovery can be canceled partway through into any option, including another Parry. When recovery can be canceled is based on the move being parried and when it was parried.<br />
* Projectiles and Assists can be freely Parried WITHOUT triggering follow-up and recovery can quickly be canceled, allowing for punishment and escape from setups and situations that would normally be very difficult to deal with.<br />
<br />
[https://www.youtube.com/watch?v=vsFofdUAyps Please refer to the following video detailing examples and usage of the Parry for both Blitztank and Akatsuki.]<br />
}}<br />
}}<br />
<br />
<br style="clear:both;"/><br />
<br />
==Skills==<br />
====== <font style="visibility:hidden" size="0">Elektro Auge</font> ======<br />
{{MoveData<br />
|image=BBTAG_Blitztank_Laser.png |caption= Heard you like zoning<br />
|image2=BBTag_Blitztank_AirElektroAuge.png |caption2=<br />
<div class="mw-collapsible mw-collapsed" data-expandtext="Show Hitbox" data-collapsetext="Hide Hitbox"><br />
[[File:BBTag_Blitztank_236x_Hitbox.png|center|175px]]<br />
</div><br />
|input=236A/B/C (air OK)<br />
|name=Elektro Auge<br />
|data=<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=236A}}<br />
{{#lsth:BBTag/Blitztank/Data|236A}}<br />
{{!}}-<br />
{{Description|7|text=With the sharpest angle, it's Blitztank go-to laser for ending combos and ending pressure safely. It hits anyone right roughly in front of Blitz.<br />
}}<br />
{{AttackVersion|name=236B}}<br />
{{#lsth:BBTag/Blitztank/Data|236B}}<br />
{{!}}-<br />
{{Description|7|text=The go-to space control laser for Blitztank. It hits the entire screen in length at a relative shallow angle, ending slightly above the corner on the other side. Snipe the opponent for doing something, hit the assist, you name it.<br />
<br />
Do keep in mind that it has a decent amount of recovery, and thanks to Blitz height, making it weak to IADs.<br />
}}<br />
{{AttackVersion|name=236C}}<br />
{{#lsth:BBTag/Blitztank/Data|236C}}<br />
{{!}}-<br />
{{Description|7|text=The Anti-Air laser. It goes straight forward the entire screen, completely missing the entire cast except for standing Tager, Merkava, and an opponent Blitztank. It acts as his best option to stop anyone from trying to jump too much at long ranges.<br />
<br />
This laser also has the least amount of recovery, making it crucial for combos and conversions. From mid to full screen, you can tack on a bit extra with a second laser or 236BC. Close range, a Ansturm will hit nicely. In the corner, however, it's the second vital part of his corner loops, making 5BB 236C loop into itself for at least 6 times with a 5B starter. Unlike most C moves, it does not cost meter<br />
}}<br />
{{!}}-<br />
{{AttackVersion|name=j.236A}}<br />
{{#lsth:BBTag/Blitztank/Data|j.236A}}<br />
{{!}}-<br />
{{AttackVersion|name=j.236B}}<br />
{{#lsth:BBTag/Blitztank/Data|j.236B}}<br />
{{!}}-<br />
{{AttackVersion|name=j.236C}}<br />
{{#lsth:BBTag/Blitztank/Data|j.236C}}<br />
{{!}}-<br />
{{Description|7|text=Mostly the same with varying angles, but the most important feature is that the recovery of air lasers is cut short when landing, making them potentially much safer on block to the point of possibly being + on block, AND making combos after them possible. A quick TK air Laser can be up to +3 on block, while a fully delayed air laser can be up to +8 on block.<br />
<br />
Delayed laser after j.B is needed to get combos afterwards<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Blitz Mine</font> ======<br />
{{MoveData<br />
|image=BBTag_Blitztank_BlitzMineAB.png |caption= Who would've guessed the "B" in "B-Mine" stood for "Blitz"?<br />
<div class="mw-collapsible mw-collapsed" data-expandtext="Show Hitbox" data-collapsetext="Hide Hitbox"><br />
[[File:BBTag_Blitztank_214x_Hitbox.png|center|175px]]<br />
Does anyone feel as insulted as I do about that tiny thing?<br />
[[File:BBTag_Blitztank_214x2_Hitbox.png|center|175px]]<br />
</div><br />
|input=214A/B (air OK)<br />
|name=Blitz Mine<br />
|data=<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=214A}}<br />
{{#lsth:BBTag/Blitztank/Data|214A}}<br />
{{!}}-<br />
{{AttackVersion|name=214B}}<br />
{{#lsth:BBTag/Blitztank/Data|214B}}<br />
{{!}}-<br />
{{AttackVersion|name=j.214A}}<br />
{{#lsth:BBTag/Blitztank/Data|j.214A}}<br />
{{!}}-<br />
{{AttackVersion|name=j.214B}}<br />
{{#lsth:BBTag/Blitztank/Data|j.214B}}<br />
{{!}}-<br />
{{Description|7|text=A 2 hit projectile that go in an arc from Blitztank. In the current state of the game, not particularly useful except for niche corner oki and even that is rather weak.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Ansturm</font> ======<br />
{{MoveData<br />
|image=BBTag_Blitztank_Ansturm.png |caption= '''GAS GAS GAS I'M GONNA STEP ON THE GAS'''<br />
<div class="mw-collapsible mw-collapsed" data-expandtext="Show Hitbox" data-collapsetext="Hide Hitbox"><br />
[[File:BBTag_Blitztank_66_Hitbox.png|center|175px]]<br />
</div><br />
|name=Ansturm<br />
|input=66<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Blitztank/Data|66}}<br />
{{!}}-<br />
{{Description|6|text=*Has Armor against Body-Attribute attacks during frames 4-7.<br />
A fast, armored, and most importantly SAFE ON BLOCK, dash attack. Useful to make your pressure safe, go through the opponents projectiles, and in general whenever you feel like running the opponent down. However, this move has HORRIBLE whiff recovery. The opponent has plenty of time to do whatever punish of their choice if this move is not used with care. It also does not reach full screen, so you sadly can't punish the opponents full screen zoning with this.<br />
<br />
Hits the opponent far away, making it useful for corner push.<br />
}}<br />
}}<br />
<br />
<br style="clear:both;"/><br />
<br />
==Extra Skills==<br />
====== <font style="visibility:hidden" size="0">EX Blitz Mine</font> ======<br />
{{MoveData<br />
|image=BBTag_Blitztank_Blitzmine.png |caption= ''Kocchi wo miro!''<br />
|input=214C (air OK)<br />
|name=EX Blitz Mine<br />
|data=<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground}}<br />
{{#lsth:BBTag/Blitztank/Data|214C}}<br />
{{!}}-<br />
{{AttackVersion|name=Air}}<br />
{{#lsth:BBTag/Blitztank/Data|j.214C}}<br />
{{!}}-<br />
{{Description|7|text= Combos into itself for meme value. Most useful in using to confirm off of a lockdown assist + j.c unblockable, due to its long untech time. It can be used as an anti-air due to it's relative faster speed compared to the other Mines, but even this has niche use.<br />
}}<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Partner Skills==<br />
<br />
====== <font style="visibility:hidden" size="0">5P</font> ======<br />
{{MoveData<br />
|image=BBTag_Blitztank_Ansturm.png |caption= When you need thots ran over on command<br />
|input=Ansturm<br />
|name=5P<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Blitztank/Data|5P}}<br />
{{!}}-<br />
{{Description|6|text=No armor, but is relative fast. Hits the opponent upwards, instead of away like his regular version does. The recovery is still long, however, making it a bit harder to use in CC compared to other similar assists like Tager's 5P. <br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">6P</font> ======<br />
{{MoveData<br />
|image=BBTag_Blitztank_ElectroAuge_B.png |caption= When you need to fry an ant on command<br />
|input=Electro Auge B<br />
|name=6P<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Blitztank/Data|6P}}<br />
{{!}}-<br />
{{Description|6|text=The B version of Electro Auge. Full screen laser for whenever you feel like the opponent has it to good over there. Decently fast for being a full screen projectile. It will not hit small opponents that are close by.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">4P</font> ======<br />
{{MoveData<br />
|image=BBTag_Blitztank_Entladung.png |caption= When you need a Pikachu on command<br />
|input=Entladung<br />
|name=4P<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Blitztank/Data|4P}}<br />
{{!}}-<br />
{{Description|6|text=Fast, multihit, and an extremely large hitbox with plenty of hitstun. Easy to convert off in combos, and recovers relatively quickly. Has very bad P1 scaling, often reducing meterless damage down to below 5k if used as a starter.<br />
}}<br />
}}<br />
<br />
<br style="clear:both;"/><br />
<br />
==Distortion Skills==<br />
====== <font style="visibility:hidden" size="0">Gjallarhorn</font> ======<br />
{{MoveData<br />
|image=BBTag_Blitztank_Gjallarhorn.png |caption= I showed you my Gjallahorn, please respond<br />
<div class="mw-collapsible mw-collapsed" data-expandtext="Show Hitbox" data-collapsetext="Hide Hitbox"><br />
[[File:BBTag_Blitztank_236BC_Hitbox.png|center|175px]]<br />
What else did you expect really?<br />
</div><br />
|input=236B+C<br />
|name=Gjallarhorn<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Blitztank/Data|236BC}}<br />
{{!}}-<br />
{{Description|6|text=*1f of invul during super flash, rest has nothing.<br />
The signature full screen, very fast, extremely damaging Gjallarhorn. Makes Ziodyne look like a baby's first painting compared to this Mona Lisa of lasers.<br />
<br />
As the highest damaging super laser in the game, it can be tacked on after just about every combo, and makes getting hit by any 236C or j.C no matter where the opponent is painful. However, for how good it is, it also comes with some issues. It has no invulnerability, with the exception being the first frame during the super flash. It's unsafe on block, but depending on the distance to the opponent that might be hard for them to take advantage of. But anyone with their own full screen option will be able to readily punish it. On top of that, it actually has less minimum damage than Blitzlauf, however in situations where that matters only really come up in very long and highly prorated combos.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Blitzlauf</font> ======<br />
{{MoveData<br />
|image=BBTag_Blitztank_Blitzlauf.png |caption= For when you want Ansturm, '''''BUT MORE.'''''<br />
<div class="mw-collapsible mw-collapsed" data-expandtext="Show Hitbox" data-collapsetext="Hide Hitbox"><br />
[[File:BBTag_Blitztank_214BC_Hitbox.png|center|175px]]<br />
</div><br />
|input=214B+C<br />
|name=Blitzlauf<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Blitztank/Data|214BC}}<br />
{{!}}-<br />
{{Description|6|text=*1-15f of invul.<br />
Blitz second super, and the only one with full invulnerability on start-up. Goes full screen, and can hit the assist as well if needed. It's, however, very unsafe on block so use with caution.<br />
<br />
As mentioned above, this super has higher minimum damage than Gjallarhorn, giving you a little bit more damage after long combos.<br />
}}<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Distortion Skill Duo==<br />
{{MoveData<br />
|image=BBTag_Blitztank_Gjallarhorn.png |caption= '''DOITSU NO KAGAKU WA SEKAI ICHI!'''<br />
|input=P during Main Character's Distortion Skill <br />
|name=Gjallarhorn<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Blitztank/Data|Distortion Skill Duo}}<br />
{{!}}-<br />
{{Description|6|text=Nothing particularly special about this DSD. It can hit the assist tho, which is nice.<br />
}}<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Astral Heat==<br />
{{MoveData<br />
|image=BBTag_Blitztank_Ragnarok.png |caption= Déjà vu, I've just seen this Ansturm before<br />
|image2=BBTag_Blitztank_Ragnarok2.png |caption2= NANI!? <br/> K-KANSEI DORIFTO???<br />
<div class="mw-collapsible mw-collapsed" data-expandtext="Show Hitbox" data-collapsetext="Hide Hitbox"><br />
[[File:BBTag_Blitztank_222BC_Hitbox.png|center|175px]]<br />
</div><br />
|input=222B+C<br />
|name=Ragnarok<br />
|data= <br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Blitztank/Data|222BC}}<br />
{{!}}-<br />
{{Description|6|text= not a bad option, as Blitztank generally doesn't burn more than 2 or 3 meter in an RB combo, meaning that you can easily accumulate meter in LV4 blaze.<br />
<br />
}}<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Roadmap==<br />
<!--To update this section, go to this character's subheader in Dustloop Wiki:Roadmap/BBTag--><br />
{{Roadmap}}<br />
==Navigation==<br />
{{#lsth:BBTag/Blitztank/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[BBTag/Blitztank/Data]]. Be sure to update both the <code>move</code> and the <code>move Full</code> sections. One is shown on the character page, while the other is shown on the frame data page.}}<br />
{{Navbar-BBTag}}<br />
[[Category:BlazBlue Cross Tag Battle]]<br />
[[Category:Blitztank]]</div>50.202.132.10https://www.dustloop.com/wiki/index.php?title=BBTag/Mitsuru_Kirijo&diff=139175BBTag/Mitsuru Kirijo2020-01-21T16:19:24Z<p>50.202.132.10: /* 5A */</p>
<hr />
<div>{| class="wikitable" style="float:right; margin-left: 10px; width:400px"<br />
|-<br />
!Mitsuru<br />
|-<br />
||<br />
[[File:BBTag_Mitsuru_Portrait.png|350x500px|center]]<br />
|-<br />
||<br />
{{#lsth:BBTag/Mitsuru Kirijo/Data|SystemData}}<br />
;Movement Options<br />
* Double Jump, 1 Airdash, Dash Type: Run<br />
<br />
;Playstyle<br />
:Mid-range, Neutral-focused, Defensive<br />
<br />
;Team role<br />
:Point<br />
|}<br />
<div style="float:left; margin-right:25px;"><br />
{{TOC limit|2}}<br />
</div><br />
==Overview==<br />
"What's wrong? Out of stamina?"<br />
<br />
===Backstory===<br />
Mitsuru is the leader of the Shadow Operatives, a group of persona users formed after the events of Persona 3 for the purpose of fighting shadows.<br />
<br />
===Playstyle===<br />
Mitsuru is a midrange offensive character that uses normals such as 5A and 2A and Coup Droits to enforce/pressure in order to setup her infamous instant jB overhead backed up with an assist. <br />
<br />
===Strengths/Weaknesses===<br />
{| <br />
|-style="text-align:left;"<br />
! Strengths !! Weaknesses<br />
|- style="vertical-align:top;text-alighn:left"<br />
| style="width: 50%;"|<br />
* Long-reaching normals whose space can be enforced better coupled with assist placement<br />
* Respectable damage off normal confirms solo<br />
* One of the faster high/low games in the cast that can be layered with her B/C gatlings being natural frametraps<br />
* Her air space is difficult for many characters to contest both offensively and defensively<br />
| style="width: 50%;"|<br />
* Damage is weaker confirming at max ranges vs midrange<br />
* Has few options if fullscreen vs. zoning<br />
* Mitsuru's offense is significantly more linear by herself<br />
|-<br />
|}<br />
<br />
====Persona: Artemisia====<br />
===Freeze===<br />
Mitsuru's Persona, Artemisia, can inflict increased hitstun with it's whip or ice attacks. This functions just like Jin's drive, granting these attacks guaranteed hitstun that ignores basic hitstun scaling but is still susceptible to the state of the combo timer. The only exception is the first hit of Tentarafoo which actually encases opponents in a block of ice, making the opponent invincible until the second hit that applies basic freezing properties.<br />
<br />
'''Freezing Attacks:'''<br />
* 5AAAAAA<br />
* 2BB<br />
* j.AA<br />
* j.C<br />
* Tentarafoo<br />
* Bufula<br />
* Bufudyne<br />
* Mabufudyne<br />
* 4P<br />
<br />
{{#lst:BBTag/Mitsuru Kirijo/Data|Links}}<br />
<br style="clear:both;"/><br />
<br />
==Normal Moves==<br />
<br />
====== <font style="visibility:hidden" size="0">5A</font> ======<br />
{{MoveData<br />
|image=BBTag_Mitsuru_5A.png |caption= “Block the honest mids!”<br />
|image2=BBTag_Mitsuru_5AA.png |caption2=<br />
|image3=BBTag_Mitsuru_5AAA.png |caption3=<br />
|image4=BBTag_Mitsuru_5AAAAAA.png |caption4=<br />
|name=5A<br />
|data=<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=5A}}<br />
{{#lsth:BBTag/Mitsuru Kirijo/Data|5A}}<br />
{{!}}-<br />
{{Description|7|text=* Rivals Ragna's 5A in terms of horizontal space<br />
<br />
Not safe point-blank.<br />
Can be cancelled into 2A be made safer in point-blank or somewhat closer spaces.<br />
}}<br />
{{!}}-<br />
{{AttackVersion|name=5AA}}<br />
{{#lsth:BBTag/Mitsuru Kirijo/Data|5AA}}<br />
{{!}}-<br />
{{Description|7|text=* Slightly less range than 5A<br />
<br />
Every followup after this button is significantly punishable and not applicable in pressure at all for this character. Usually you do them(except the whip ender!) for confirming or resetting after you get the hit as they are jump cancellable and special cancellable(A Coup Droit)<br />
<br />
<br />
}}<br />
{{!}}-<br />
{{AttackVersion|name=5AAA}}<br />
{{#lsth:BBTag/Mitsuru Kirijo/Data|5AAA}}<br />
{{!}}-<br />
{{Description|7|text=<br />
}}<br />
{{!}}-<br />
{{AttackVersion|name=5AAAA}}<br />
{{#lsth:BBTag/Mitsuru Kirijo/Data|5AAAA}}<br />
{{!}}-<br />
{{Description|7|text=<br />
}}<br />
{{!}}-<br />
{{AttackVersion|name=5AAAAA}}<br />
{{#lsth:BBTag/Mitsuru Kirijo/Data|5AAAAA}}<br />
{{!}}-<br />
{{Description|7|text=<br />
}}<br />
{{!}}-<br />
{{AttackVersion|name=5AAAAAA}}<br />
{{#lsth:BBTag/Mitsuru Kirijo/Data|5AAAAAA}}<br />
{{!}}-<br />
{{Description|7|text=<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5B</font> ======<br />
{{MoveData<br />
|image=BBTag_Mitsuru_5B.png |caption=<br />
|image2=BBTag_Mitsuru_5BB.png |caption2=<br />
|image3=BBTag_Mitsuru_5BBB.png |caption3=<br />
|name=5B<br />
|data=<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=5B}}<br />
{{#lsth:BBTag/Mitsuru Kirijo/Data|5B}}<br />
{{!}}-<br />
{{Description|7|text=* Can direct Mitsuru back/forward by inputting 4B or 6B respectively. Can make quite a few Reversal Actions whiff if opponents try to pushblock late in between 5A/2A into 4B<br />
* A buttons can gatling cancel into this move and works as a natural frametrap against players who like to disrespect with their own 2A/4As or those who assume you are tick throwing and attempt throw tech.<br />
<br />
-7 but at max ranges most characters are unable to punish if this is blocked.<br />
}}<br />
{{!}}-<br />
{{AttackVersion|name=5BB}}<br />
{{#lsth:BBTag/Mitsuru Kirijo/Data|5BB}}<br />
{{!}}-<br />
{{Description|7|text=<br />
<br />
Debatable on the value of 5BB is as equal to 5B in pressure, but -4 situation is slightly better if not for the fact that pushblock exists and you end up whiffing.<br />
}}<br />
{{!}}-<br />
{{AttackVersion|name=5BBB}}<br />
{{#lsth:BBTag/Mitsuru Kirijo/Data|5BBB}}<br />
{{!}}-<br />
{{Description|7|text= Combo filler mostly that does corner carry if you're not already using Coup Droit in your midscreen combos.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5C</font> ======<br />
{{MoveData<br />
|image=BBTag_Mitsuru_5C.png |caption=<br />
|name=5C<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Mitsuru Kirijo/Data|5C}}<br />
{{!}}-<br />
{{Description|6|text=* One of the few P4A characters with a 5C that is safe on block.<br />
* You don't want to be doing this over IOH jB though.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2A</font> ======<br />
{{MoveData<br />
|image=BBTag_Mitsuru_2A.png |caption=<br />
|name=2A<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Mitsuru Kirijo/Data|2A}}<br />
{{!}}-<br />
{{Description|6|text=* Her primary pressure starter on block. Can be layered into many other scenarios such as IOH jB, tick throw, fuzzy jump callouts(by doing multiple 2As), gatling cancel into B/C normals, etc<br />
* Hits low and reaches longer than most character's pressure starters.<br />
* Can only cancel into itself 2 times.<br />
<br />
<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2B</font> ======<br />
{{MoveData<br />
|image=BBTag_Mitsuru_2B.png |caption=<br />
|image2=BBTag_Mitsuru_2BB.png |caption2=<br />
|name=2B<br />
|data=<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=2B}}<br />
{{#lsth:BBTag/Mitsuru Kirijo/Data|2B}}<br />
{{!}}-<br />
{{Description|7|text=* Jump Cancellable on block or hit, one of the few in her entire kit<br />
* Launches on hit for air followup<br />
* Primary DP/Burst punish starter at point-blank ranges.<br />
<br />
Decent anti-air button overshadowed by jA, but still has its uses. Niche use in pressure with jump cancel property, however multiple A normals will push you back far enough that this will whiff a lot of the time(at point blank: 2A 2A 2B vs 2A 2B)<br />
}}<br />
{{!}}-<br />
{{AttackVersion|name=2BB}}<br />
{{#lsth:BBTag/Mitsuru Kirijo/Data|2BB}}<br />
{{!}}-<br />
{{Description|7|text=* Will snag an aerial opponent with Artemisia's whip, pulling them back to the ground<br />
<br />
Combo filler. Easy for the opponent to burst into unless it's late into the animation of the whip pulling back such that you're able to input Bufudyne(214BC) in reaction.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2C</font> ======<br />
{{MoveData<br />
|image=BBTag_Mitsuru_2C.png |caption= Disgusting<br />
|name=2C<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Mitsuru Kirijo/Data|2C}}<br />
{{!}}-<br />
{{Description|6|text=* Safe on block<br />
* Low profiles many horizontal spaced pokes such as Ragna 5A(useful to use at roundstart in this MU)<br />
<br />
Seen as a blockstring ender most of the time. It's the opponent's turn, but with the special cancel window being somewhat long in this move, it's easy to frametrap players taking their turn back by cancelling into A Droit(236A) late into 2C's animation.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.A</font> ======<br />
{{MoveData<br />
|image=BBTag_Mitsuru_jA.png |caption=<br />
|image2=BBTag_Mitsuru_jAA.png |caption2=<br />
|name=j.A<br />
|data=<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=j.A}}<br />
{{#lsth:BBTag/Mitsuru Kirijo/Data|j.A}}<br />
{{!}}-<br />
{{Description|7|text=* Jump cancellable on hit or block<br />
* It's active frames are longer than most traditional air-to-airs so coupled with its horizontal space and start-up frames, this doubles as a defensive/offensive air-to-air plus good anti-air button.<br />
<br />
}}<br />
{{!}}-<br />
{{AttackVersion|name=j.AA}}<br />
{{#lsth:BBTag/Mitsuru Kirijo/Data|j.AA}}<br />
{{!}}-<br />
{{Description|7|text=* Jump cancellable on hit or block<br />
* Good for keeping opponents blocking until they land when they block a jA<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.B</font> ======<br />
{{MoveData<br />
|image=BBTag_Mitsuru_jB.png |caption=<br />
|name=j.B<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Mitsuru Kirijo/Data|j.B}}<br />
{{!}}-<br />
{{Description|6|text=* Jump cancellable on hit as of ver 1.5<br />
* Gatling cancels back to jA on hit<br />
* 3 ways to convert off of IOH jB: using your assist, having Marin Karin(214A) connect after you do the IOH, or using Bufula in the corner as your opponent techs into it after knockdown -> performing IOH after.<br />
<br />
Infamous instant overhead(16f startup if done as soon as you leave the ground!) along with it being her primary air-to-ground/jump-in normal. Also her combo ender for burst safe confirms involving jA~jAA.<br />
<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.C</font> ======<br />
{{MoveData<br />
|image=BBTag_Mitsuru_jC.png |caption=<br />
|name=j.C<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Mitsuru Kirijo/Data|j.C}}<br />
{{!}}-<br />
{{Description|6|text=* Freezes Mitsuru's aerial momentum<br />
* If whiffed, you are vulnerable until landing.<br />
* Pulls opponent out of the corner, useful for creating CC sandwich setups as your assist in CC will pass through the opponent when activated between the first and second hits of jC.<br />
* Niche lockdown tool for Active Switching.<br />
* At it's lowest heights, this move is plus on block but not plus enough to create an actual blockstring(meaning you can reversal out of it).<br />
<br />
Move that covers about 2/3 of the screen at a ~110 degree angle. The hitbox is at the tip of the whip. Useful for beating horizontal projectiles as well as extending combos. You can usually land and hit the opponent with a 5A/2B on hit.<br />
}}<br />
}}<br />
<br />
<br style="clear:both;"/><br />
<br />
==Universal Moves==<br />
<br />
====== <font style="visibility:hidden" size="0">Ground Throw</font> ======<br />
{{MoveData<br />
|image=BBTag_Mitsuru_GroundThrow.png |caption=<br />
|name=Ground Throw<br />
|input=5B+C<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Mitsuru Kirijo/Data|BC}}<br />
{{!}}-<br />
{{Description|6|text=* Special/Super cancelable on the final hit<br />
* 100% minimum damage<br />
<br />
<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Getsu-ei</font> ======<br />
{{MoveData<br />
|image=BBTag_Mitsuru_Getsuei.png |caption=This isn't a circle anymore.<br />
|name=Getsu-ei<br />
|input=5A+D (air OK)<br />
|data=<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground}}<br />
{{#lsth:BBTag/Mitsuru Kirijo/Data|AD}}<br />
{{!}}-<br />
{{Description|7|text=* The hitbox behind this DP isn't very big. Don't expect it literally cover everything.<br />
<br />
Decent anti-air DP.<br />
}}<br />
{{!}}-<br />
{{AttackVersion|name=Air}}<br />
{{#lsth:BBTag/Mitsuru Kirijo/Data|j.AD}}<br />
{{!}}-<br />
{{Description|7|text=* Air confirm combo ender primarily.<br />
<br />
Much like the ground version. This can be blocked in the air, however, so remember to cancel into this as an ender ASAP.<br />
<br />
}}<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Skills==<br />
====== <font style="visibility:hidden" size="0">Coup Droit</font> ======<br />
{{MoveData<br />
|image=BBTag_Mitsuru_CoupDroit.png |caption=Footsies.<br />
|name=Coup Droit<br />
|input=236A/B<br />
|data=<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=A}}<br />
{{#lsth:BBTag/Mitsuru Kirijo/Data|236A}}<br />
{{!}}-<br />
{{Description|7|text=* Frame advantage up to -2 at maximum distance<br />
* Air hit knocks the opponent away. Standing hit leaves them standing however<br />
* Easy corner carry when coupled with 5BBB in midscreen confirms<br />
<br />
Forward moving special. A version primarily used to cover ground quickly. Can be used to create reset mixups due to its properties on standing hit.<br />
}}<br />
{{!}}-<br />
{{AttackVersion|name=B}}<br />
{{#lsth:BBTag/Mitsuru Kirijo/Data|236B}}<br />
{{!}}-<br />
{{Description|7|text=* Frame advantage up to +7 at maximum distance<br />
* Knocks the opponent away regardless of standing or air hit.<br />
* For midscreen confirms, this is her primary combo extension and also her corner carry.<br />
<br />
Seen more often in neutral play by virtue of being plus. Can be reacted to by neutral jumping or super so learning to not be predictable in where you place this is very key. <br />
<div class="mw-collapsible mw-collapsed" data-expandtext="show advantage" data-collapsetext="hide"><br />
[[File:BBTAG Mitsuru Kirijo 236B advantage.jpg|700px]]<br />
<br />
Taken from P2 perspective. thanks to @Reioumu for making this visual.<br />
<br />
</div><br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Marin Karin</font> ======<br />
{{MoveData<br />
|image=BBTag_Mitsuru_MarinKarin.png |caption="Death is not a hunter unbeknownst to its prey..."<br />
|name=Marin Karin<br />
|input=214A<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Mitsuru Kirijo/Data|214A}}<br />
{{!}}-<br />
{{Description|6|text=* Slow travelling projectile<br />
* Actually a hitting move, now, rather than a status effect.<br />
*Steal 2.5% meter on hit; Gain 5% meter on hit<br />
<br />
Two words: hit stun. This thing isn't exactly godlike damage wise, but hitting with Marin Karin will allow you to combo into almost anything. Cancelling into this from your normals is fairly risky, but happens to go unpunished often a lot due to conditioning from frametraps, assist coverage, instant overhead, etc.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Tentarafoo</font> ======<br />
{{MoveData<br />
|image=BBTag_Mitsuru_Tentarafoo.png |caption=<br />
|name=Tentarafoo<br />
|input=214B<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Mitsuru Kirijo/Data|214B}}<br />
{{!}}-<br />
{{Description|6|text=* Traps the opponent in ice for a moment before shattering and damaging them<br />
* Opponent is unable to burst if they get caught<br />
* Good for Active Switch left/right mixups as this reaches far enough that many reversals cannot catch Mitsuru.<br />
<br />
You cannot call assists during this move once it connects, and assists called beforehand will not hit the frozen opponent. If you're quick, you can call an assist and quick change before the move connects in order to extend your combo. <br />
<br />
If you hold down the assist button during this move after it hits, your assist will come out on the first possible frame.<br />
}}<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Extra Skills==<br />
====== <font style="visibility:hidden" size="0">EX Coup Droit</font> ======<br />
{{MoveData<br />
|image=BBTag_Mitsuru_CoupDroit.png |caption=<br />
|name=EX Coup Droit<br />
|input=236C<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Mitsuru Kirijo/Data|236C}}<br />
{{!}}-<br />
{{Description|6|text=* Range coverage is comparable to Coup Droit A but just slightly more.<br />
*Frame advantage up to +1 at maximum distance<br />
<br />
Her fastest move in her kit. If you want call out fake pressure with this character, this is your move.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Bufula</font> ======<br />
{{MoveData<br />
|image=BBTag_Mitsuru_Bufula.png |caption=Not Aegis Reflector<br />
|name=Bufula<br />
|input=214C<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Mitsuru Kirijo/Data|214C}}<br />
{{!}}-<br />
{{Description|6|text=* Stops projectiles<br />
* Hits up to three times; Advantage calculated at point blank cast<br />
<br />
Moves forward slightly after summon. Decent lockdown tool, but most of the time you use this to stall during neutral to stop horizontal moves from reaching you.<br />
}}<br />
}}<br />
<br />
==Partner Skills==<br />
<br />
====== <font style="visibility:hidden" size="0">5P</font> ======<br />
{{MoveData<br />
|image=BBTag_Mitsuru_CoupDroit.png |caption=<br />
|input=Coup Droit<br />
|name=5P<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Mitsuru Kirijo/Data|5P}}<br />
{{!}}-<br />
{{Description|6|text=* Fast horizontal coverage, wall bounces on hit for easy confirms.<br />
<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">6P</font> ======<br />
{{MoveData<br />
|image=BBTag_Mitsuru_Mabufudyne.png |caption=*tips fedora* M'bufu<br />
|input=Mabufudyne<br />
|name=6P<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Mitsuru Kirijo/Data|6P}}<br />
{{!}}-<br />
{{Description|6|text=* Projectiles disappear if you active switch to Mitsuru<br />
* '''Very long''' Active Switch window that still exists even after her projectiles are sent out.<br />
<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">4P</font> ======<br />
{{MoveData<br />
|image=BBTag_Mitsuru_4P.png |caption=<br />
|name=4P<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Mitsuru Kirijo/Data|4P}}<br />
{{!}}-<br />
{{Description|6|text=* Not the best anti-air 4P, but it gets things reasonably done as a move to use as a meaty on opponent's wakeup in the corner.<br />
}}<br />
}}<br />
<br />
<br style="clear:both;"/><br />
<br />
==Distortion Skills==<br />
====== <font style="visibility:hidden" size="0">Myriad Arrows</font> ======<br />
{{MoveData<br />
|image=BBTag_Mitsuru_MyriadArrows.png |caption=<br />
|image2=BBTag_Mitsuru_MyriadArrows2.png |caption2=<br />
|input=236B+C<br />
|name=Myriad Arrows<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Mitsuru Kirijo/Data|236BC}}<br />
{{!}}-<br />
{{Description|6|text=* More slashes at Resonance<br />
<br />
Multi-purpose utility super. Due to it's lightning fast startup and decent range, this works perfectly as both a combo ender and a high damage reversal (though her other Distortion deals far higher damage and has more invul frames as a reversal). <br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Bufudyne</font> ======<br />
{{MoveData<br />
|image=BBTag_Mitsuru_Bufudyne.png |caption=<br />
|input=214B+C<br />
|name=Bufudyne<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Mitsuru Kirijo/Data|214BC}}<br />
{{!}}-<br />
{{Description|6|text=* Big vertical and horizontal range at Resonance.<br />
* Startup freezes movement briefly, but opponent can still block between the startup and the hitbox activating.<br />
<br />
* Sends the opponent up and away, which can make hitting some DHCs afterward difficult.<br />
<br />
Your big damage super. It covers a decent amount of the screen vertically and horizontally in Resonance.<br />
}}<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Distortion Skill Duo==<br />
{{MoveData<br />
|image=BBTag_Mitsuru_Bufudyne.png |caption=<br />
|input=P during Main Character's Distortion Skill <br />
|name=Bufudyne<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Mitsuru Kirijo/Data|Distortion Skill Duo}}<br />
{{!}}-<br />
{{Description|6|text=* Has a big hitbox, meaning it will hit after most other supers.<br />
<br />
<br />
}}<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Astral Heat==<br />
{{MoveData<br />
|image=BBTag_Mitsuru_Niflheim.png |caption=''"It's time for the execution."''<br />
|image2=BBTag_Mitsuru_Niflheim2.png |caption2='''''"Adieu!"'''''<br />
|input=222B+C<br />
|name=Niflheim<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Mitsuru Kirijo/Data|222BC}}<br />
{{!}}-<br />
{{Description|6|text=* Tracks the opponent<br />
<br />
}}<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Roadmap==<br />
<!--To update this section, go to this character's subheader in Dustloop Wiki:Roadmap/BBTag--><br />
{{Roadmap}}<br />
<br />
==Navigation==<br />
{{#lsth:BBTag/Mitsuru Kirijo/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[BBTag/Mitsuru Kirijo/Data]]. Be sure to update both the <code>move</code> and the <code>move Full</code> sections. One is shown on the character page, while the other is shown on the frame data page.}}<br />
{{Navbar-BBTag}}<br />
[[Category:Mitsuru Kirijo]]<br />
[[Category:BlazBlue Cross Tag Battle]]</div>50.202.132.10https://www.dustloop.com/wiki/index.php?title=BBTag/Blitztank&diff=139171BBTag/Blitztank2020-01-21T16:14:59Z<p>50.202.132.10: /* 2C */</p>
<hr />
<div>{| class="wikitable" style="float:right; margin-left: 10px; width:400px"<br />
|-<br />
!Blitztank<br />
|-<br />
||<br />
[[File:BBTag_Blitztank_Portrait.png|350x500px|center]]<br />
|-<br />
||<br />
{{#lsth:BBTag/Blitztank/Data|SystemData}}<br />
;Movement Options<br />
* 1 Jump, Dash Type: damaging step<br />
<br />
;Playstyle<br />
:Zoner<br />
<br />
;Team role<br />
:Anchor, Support<br />
|}<br />
<div style="float:left; margin-right:25px;"><br />
{{TOC limit|2}}<br />
</div><br />
==Overview==<br />
'''''To those meme warring, stop. you can meme, but meme constructively! keep the memes in the captions, and try and add move info to any moves you edit.'''''<br />
P.S we deleted all the memes to stop the war. follow the above rule and you will be fine.<br />
*I got a document of move pics! i dont have an account yet but i am getting one, so in the meantime here yall go: https://drive.google.com/open?id=1CpPaYvwOjmxW99ErrUzOc_DK_i5_jndx - yellowslotcar<br />
===Backstory===<br />
While Akatsuki's submarine went through the Artic, the Gesellschaft's research division did not stop. The potential of the Blitz Engines were fruitful, and one of the products of this were the ''Blitztank'' units: armored fortresses, armed with fire throwers, lightning grenades, deadly lasers and sheer, bulk power. Sadly, only a single test unit was produced, and it's whereabouts are unknown. It's speculated Blitztanks are made with human subjects.<br />
<br />
===Playstyle===<br />
<br />
===Strengths/Weaknesses===<br />
{| <br />
|-style="text-align:left;"<br />
! Strengths !! Weaknesses<br />
|- style="vertical-align:top;text-alighn:left"<br />
| style="width: 50%;"|<br />
* All normals except 5C have armor<br />
* Dash has a hitbox<br />
* j.C (opens up unblockable setups that can be looped, has armor, is fullscreen unblockable, is super/special cancelable)<br />
* Large corner carry by ending combos with dash<br />
* Large damage from supers <br />
* Loops in corner<br />
* Large and versatile assists<br />
* Good oki game with mines<br />
| style="width: 50%;"|<br />
* Incredibly slow<br />
* Massive hurtbox<br />
* Only 1 jump with low height, to the point where it needs to super jump to jump over most of the cast<br />
* Cannot do jump-in combos (eg.: jA > 5A), as described on its speed above, which includes the landing speed<br />
* Although corner combos do huge damage, midscreen combos are weak in comparison<br />
* Lack of anti-air outside of DP, 236C, and jA makes him weak to jump-ins and air-to-airs.<br />
|-<br />
|}<br />
<br />
===Blitztank's Armor===<br />
<br />
A large amount of Blitztank's moves have Armor. Armor is a mechanic that allows a move to take hits and still continue. What type of hit each Armor can take depends on the attribute, be it Head, Body, or Feet attribute.<br />
Armor as the following features:<br />
*Blitztank can't die from an Armor hit, even at 1 health.<br />
*Armor, regardless of attribute, can take all projectiles during their armored frames.<br />
*Armor can take all hits of their intended attribute, regardless if it's a Normal move or a Distortion Skill.<br />
*Armor will reduce damage taken by 50%.<br />
*Armor will NOT scale multi hit attacks and subsequent moves.<br />
*Armor will stay on the frame it got hit until it's free to move on. Meaning, if 5B takes a multi hit attack during the 6th frame, it will stay on that 6th frame for subsequent hits. This also applies to a string of different moves as long as there's little to no gap in between the hits. For example, Elizabeth's 5AAAA string.<br />
<br />
{{#lst:BBTag/Blitztank/Data|Links}}<br />
<br style="clear:both;"/><br />
<br />
==Normal Moves==<br />
<br />
====== <font style="visibility:hidden" size="0">5A</font> ======<br />
{{MoveData<br />
|image=BBTag_Blitztank_5A.png |caption=All except 5AAAA are the same, albeit you can move backwards or forwards during it<br />
|image2=BBTag_Blitztank_5AAAA.png |caption2= And with a magic trick, I summon my partner in a flash!<br />
<div class="mw-collapsible mw-collapsed" data-expandtext="Show Hitbox" data-collapsetext="Hide Hitbox"><br />
[[File:BBTag_Blitztank_5A_Hitbox.png|center|175px]]<br />
[[File:BBTag_Blitztank_5A2_Hitbox.png|center|175px]]<br />
[[File:BBTag_Blitztank_5A3_Hitbox.png|center|175px]]<br />
</div><br />
|name=5A<br />
|data=<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=5A}}<br />
{{#lsth:BBTag/Blitztank/Data|5A}}<br />
{{!}}-<br />
{{AttackVersion|name=5AA}}<br />
{{#lsth:BBTag/Blitztank/Data|5AA}}<br />
{{!}}-<br />
{{AttackVersion|name=5AAA}}<br />
{{#lsth:BBTag/Blitztank/Data|5AAA}}<br />
{{!}}-<br />
{{AttackVersion|name=5AAAA}}<br />
{{#lsth:BBTag/Blitztank/Data|5AAAA}}<br />
{{!}}-<br />
{{Description|7|text=*Has Armor against Body-Attribute attacks during frames 4-11. All subsequent As also has armor for specific periods of their active frames and start-up. Details in framedata tab.<br />
Button can be held down to go through the entire string, and is whiffable, yet using Cross Raid requires press again normally. j.A works the same way. It's also the only move of Blitztank that can be jump canceled, but only on hit however.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5B</font> ======<br />
{{MoveData<br />
|image=BBTag_Blitztank_5B.png |caption= I hope you like l00ps<br />
|image2=BBTag_Blitztank_5BB.png |caption2=because a jump cancelable launcher would be too much<br />
<div class="mw-collapsible mw-collapsed" data-expandtext="Show Hitbox" data-collapsetext="Hide Hitbox"><br />
[[File:BBTag_Blitztank_5B_Hitbox.png|center|175px]]<br />
[[File:BBTag_Blitztank_5BB_Hitbox.png|center|175px]]<br />
</div><br />
|name=5B<br />
|data=<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=5B}}<br />
{{#lsth:BBTag/Blitztank/Data|5B}}<br />
{{!}}-<br />
{{Description|7|text=*Has Armor against Body-Attribute attacks during frames 4-14.<br />
A fairly long range poke that leads into 5BB at any range. Will most likely be your go-to move for many situations, as it leads into Blitztank's rather basic pressure game, and can lead into decent damage midscreen and high damage in the corner. Be careful, however, as this move has plenty of recovery, making it unsafe on block, and covers little vertical space.<br />
}}<br />
{{AttackVersion|name=5BB}}<br />
{{#lsth:BBTag/Blitztank/Data|5BB}}<br />
{{!}}-<br />
{{Description|7|text=*Has Armor against Body-Attribute attacks during frames 4-18.<br />
A forward rushing attack that knocks the opponent upwards. Essential piece in Blitztank's combos, pressure, and conversions. Guarantees combos into 236C Laser, and allows for loops in the corner. On ground hit, it combos reliably into 2C. As with 5B, horrible recovery and unsafe on block. Strangely, despite being a launcher, it cannot be jump canceled.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5C</font> ======<br />
{{MoveData<br />
|image=BBTag_Blitztank_5C.png |caption=Never thought I'd see a tank headbutt someone, but here we are.<br />
<div class="mw-collapsible mw-collapsed" data-expandtext="Show Hitbox" data-collapsetext="Hide Hitbox"><br />
[[File:BBTag_Blitztank_5C_Hitbox.png|center|175px]]<br />
</div><br />
|name=5C<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Blitztank/Data|5C}}<br />
{{!}}-<br />
{{Description|6|text=The standard slow but safe 5C. Due to the generous knock-up and hitstun on 5BB, it can easily be comboed into even in very long corner combos for a good knockdown. Do keep in mind however that the opponent needs to be decently close to the ground for the 5C to connect.<br />
<br />
As far as overheads go, Blitz only has this and j.B as viable overheads, so you might be using this a little more than other characters might. <br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2A</font> ======<br />
{{MoveData<br />
|image=BBTag_Blitztank_2A.png |caption=Is it just me or does this move look rather adorable?<br />
<div class="mw-collapsible mw-collapsed" data-expandtext="Show Hitbox" data-collapsetext="Hide Hitbox"><br />
[[File:BBTag_Blitztank_2A_Hitbox.png|center|175px]]<br />
</div><br />
|name=2A<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Blitztank/Data|2A}}<br />
{{!}}-<br />
{{Description|6|text=*Has Armor against Body-Attribute attacks during frames 4-10.<br />
Blitz fastest normal, making it your go-to abare button. As this move too has armor on it, it can be potentially used even when at a small frame disadvantage, but do remember that like all of his armored moves, it has no Low armor.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2B</font> ======<br />
{{MoveData<br />
|image=BBTag_Blitztank_2B.png |caption=Why isn’t there an antiair on this button again?<br />
<div class="mw-collapsible mw-collapsed" data-expandtext="Show Hitbox" data-collapsetext="Hide Hitbox"><br />
[[File:BBTag_Blitztank_2B_Hitbox.png|center|175px]]<br />
[[File:BBTag_Blitztank_2B2_Hitbox.png|center|175px]]<br />
</div><br />
|name=2B<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Blitztank/Data|2B}}<br />
{{!}}-<br />
{{Description|6|text=*Has Armor against Body-Attribute attacks during frames 4-14.<br />
A 2 hit low that moves forward and has a lot of range. Both hits can be canceled.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2C</font> ======<br />
{{MoveData<br />
|image=BBTag_Blitztank_2C.png |caption= Mash a mid, I dare you.<br />
<div class="mw-collapsible mw-collapsed" data-expandtext="Show Hitbox" data-collapsetext="Hide Hitbox"><br />
[[File:BBTag_Blitztank_2C_Hitbox.png|center|175px]]<br />
</div><br />
|name=2C<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Blitztank/Data|2C}}<br />
{{!}}-<br />
{{Description|6|text=*Has Armor against Body-Attribute attacks during frames 4-27.<br />
Very slow, but positive on block long range sweep. Can't normally be comboed into from any ground hit, with the exception being the launch from 5BB. Creates a decent frametrap which beats out mid mashing from 5b<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.A</font> ======<br />
{{MoveData<br />
|image=BBTag_Blitztank_jA.png |caption= Bangbangbangbangbangbangbang<br />
<div class="mw-collapsible mw-collapsed" data-expandtext="Show Hitbox" data-collapsetext="Hide Hitbox"><br />
[[File:BBTag_Blitztank_jA_Hitbox.png|center|175px]]<br />
</div><br />
|name=j.A<br />
|data=<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=j.A}}<br />
{{#lsth:BBTag/Blitztank/Data|j.A}}<br />
{{!}}-<br />
{{Description|7|text=*Has Armor against Head-Attribute attacks during frames 4-8.<br />
This will be your Anti-Air, for most of the time. With relative quick start-up and air armor, it can work if your reactions are on point. However, please remember that Blitz have the jump height of a knocked over turtle and many air moves vastly out range his own. <br />
<br />
j.A also has a peculiar property of all hits after the first one don't scale, no matter how long you hold it for. This is crucial for optimal combos.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.B</font> ======<br />
{{MoveData<br />
|image=BBTag_Blitztank_jB.png |caption=If an explosion of that size can launch a tank upwards, I wonder what it does to the opponent... <br />
<div class="mw-collapsible mw-collapsed" data-expandtext="Show Hitbox" data-collapsetext="Hide Hitbox"><br />
[[File:BBTag_Blitztank_jB_Hitbox.png|center|175px]]<br />
</div><br />
|name=j.B<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Blitztank/Data|j.B}}<br />
{{!}}-<br />
{{Description|6|text=*Has Armor against Head-Attribute attacks during frames 4-16.<br />
This will be one of your more versatile options as it can be used as an instant overhead on the entire cast. In the corner Blitz can combo off it solo for a full combo, while midscreen he can get some additional damage and a super if you are willing to spend the bars. It also allows Blitz to get a pretty strong knockdown from corner loops to place a meaty Mine on their wake-up.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.C</font> ======<br />
{{MoveData<br />
|image=BBTag_Blitztank_jC_Stall.png |caption= "I recommend don't block."<br />
|image2=BBTag_Blitztank_jC_Fall.png |caption2= “Too late.”<br />
|name=j.C<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Blitztank/Data|j.C}}<br />
{{!}}-<br />
{{Description|6|text=*Has Armor against Head-Attribute attacks, unknown amount.<br />
Unblockable fullscreen ground pound. Not only can it be canceled into specials and supers, with select assists you can get some decent combos off it. The damage scaling is harsh, but that's the price to pay for such a unique option.<br />
<br />
The shockwave upon landing on the ground counts as a projectile, [https://twitter.com/commiku1/status/1197733473034870785 meaning some characters can counter it if used outside of blockstrings.]<br />
}}<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Universal Moves==<br />
<br />
====== <font style="visibility:hidden" size="0">Ground Throw</font> ======<br />
{{MoveData<br />
|image=BBTag_Blitztank_GroundThrow.png |caption=Does this look like the face of mercy? <br />
|name=Ground Throw<br />
|input=5B+C<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Blitztank/Data|BC}}<br />
{{!}}-<br />
{{Description|6|text=A rather below average throw due to Blitz poor movement speed, but it does give little over 5k midscreen, and Blitz always have the option to add in a bit extra damage with Supers. In the corner, it allows him to go straight into corner loops.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Reflector</font> ======<br />
{{MoveData<br />
|image=BBTag_Blitztank_Reflector.png |caption= Because armour isn't enough, here's a counter!<br />
|image2=BBTag_Blitztank_Entladung.png |caption2= '''Bzzt'''<br />
<div class="mw-collapsible mw-collapsed" data-expandtext="Show Hitbox" data-collapsetext="Hide Hitbox"><br />
[[File:BBTag_Blitztank_ED_Hitbox.png|center|175px]]<br />
No, I did not draw a red square around Blitztank. That's legit the hitbox.<br />
</div><br />
|name=Reflector<br />
|input=5A+D (Air OK)<br />
|data=<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Reflector|subtitle=Catch}}<br />
{{#lsth:BBTag/Blitztank/Data|AD}}<br />
{{!}}-<br />
{{AttackVersion|name=Entladung|subtitle=Attack}}<br />
{{#lsth:BBTag/Blitztank/Data|AD Attack}}<br />
{{!}}-<br />
{{AttackVersion|name=Reflector|subtitle=Air Catch}}<br />
{{#lsth:BBTag/Blitztank/Data|j.AD}}<br />
{{!}}-<br />
{{AttackVersion|name=Entladung|subtitle=Air Attack}}<br />
{{#lsth:BBTag/Blitztank/Data|j.AD Attack}}<br />
{{!}}-<br />
{{Description|7|text=A surprisingly strong counter-esque move, as it allows Blitz to act immediately if the follow-up doesn't trigger. Useful to ignore the opponents projectiles, and will build you a small amount of meter. Be aware, however, that it still has the same weaknesses that all other A+D attacks in the game share.<br />
<br />
Also, some multihit moves in the game make the Parry portion act a little weird, such as Elizabeth's 5A and Yukiko's Persona 5A, and won't let you act immediately.<br />
}}<br />
}}<br />
<br />
<br style="clear:both;"/><br />
<br />
==Skills==<br />
====== <font style="visibility:hidden" size="0">Elektro Auge</font> ======<br />
{{MoveData<br />
|image=BBTAG_Blitztank_Laser.png |caption= Heard you like zoning<br />
|image2=BBTag_Blitztank_AirElektroAuge.png |caption2= Is an "Imma firin mah lazer" meme too old of a joke to add?<br />
<div class="mw-collapsible mw-collapsed" data-expandtext="Show Hitbox" data-collapsetext="Hide Hitbox"><br />
[[File:BBTag_Blitztank_236x_Hitbox.png|center|175px]]<br />
</div><br />
|input=236A/B/C (air OK)<br />
|name=Elektro Auge<br />
|data=<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=236A}}<br />
{{#lsth:BBTag/Blitztank/Data|236A}}<br />
{{!}}-<br />
{{Description|7|text=With the sharpest angle, it's Blitztank go-to laser for ending combos and ending pressure safely. It hits anyone right roughly in front of Blitz.<br />
}}<br />
{{AttackVersion|name=236B}}<br />
{{#lsth:BBTag/Blitztank/Data|236B}}<br />
{{!}}-<br />
{{Description|7|text=The go-to space control laser for Blitztank. It hits the entire screen in length at a relative shallow angle, ending slightly above the corner on the other side. Snipe the opponent for doing something, hit the assist, you name it.<br />
<br />
Do keep in mind that it has a decent amount of recovery, and thanks to Blitz height, making it weak to IADs.<br />
}}<br />
{{AttackVersion|name=236C}}<br />
{{#lsth:BBTag/Blitztank/Data|236C}}<br />
{{!}}-<br />
{{Description|7|text=The Anti-Air laser. It goes straight forward the entire screen, completely missing the entire cast except for standing Tager, Merkava, and an opponent Blitztank. It acts as his best option to stop anyone from trying to jump too much at long ranges.<br />
<br />
This laser also has the least amount of recovery, making it crucial for combos and conversions. From mid to full screen, you can tack on a bit extra with a second laser or 236BC. Close range, a Ansturm will hit nicely. In the corner, however, it's the second vital part of his corner loops, making 5BB 236C loop into itself for at least 6 times with a 5B starter. Unlike most C moves, it does not cost meter<br />
}}<br />
{{!}}-<br />
{{AttackVersion|name=j.236A}}<br />
{{#lsth:BBTag/Blitztank/Data|j.236A}}<br />
{{!}}-<br />
{{AttackVersion|name=j.236B}}<br />
{{#lsth:BBTag/Blitztank/Data|j.236B}}<br />
{{!}}-<br />
{{AttackVersion|name=j.236C}}<br />
{{#lsth:BBTag/Blitztank/Data|j.236C}}<br />
{{!}}-<br />
{{Description|7|text=Mostly the same with varying angles, but the most important feature is that the recovery of air lasers is cut short when landing, making them potentially much safer on block to the point of possibly being + on block, AND making combos after them possible. A simple TK j.236C is enough to make it in your favor.<br />
<br />
Delayed laser after j.B is needed to get combos afterwards<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Blitz Mine</font> ======<br />
{{MoveData<br />
|image=BBTag_Blitztank_BlitzMineAB.png |caption= Who would've guessed the "B" in "B-Mine" stood for "Blitz"?<br />
<div class="mw-collapsible mw-collapsed" data-expandtext="Show Hitbox" data-collapsetext="Hide Hitbox"><br />
[[File:BBTag_Blitztank_214x_Hitbox.png|center|175px]]<br />
Does anyone feel as insulted as I do about that tiny thing?<br />
[[File:BBTag_Blitztank_214x2_Hitbox.png|center|175px]]<br />
</div><br />
|input=214A/B (air OK)<br />
|name=Blitz Mine<br />
|data=<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=214A}}<br />
{{#lsth:BBTag/Blitztank/Data|214A}}<br />
{{!}}-<br />
{{AttackVersion|name=214B}}<br />
{{#lsth:BBTag/Blitztank/Data|214B}}<br />
{{!}}-<br />
{{AttackVersion|name=j.214A}}<br />
{{#lsth:BBTag/Blitztank/Data|j.214A}}<br />
{{!}}-<br />
{{AttackVersion|name=j.214B}}<br />
{{#lsth:BBTag/Blitztank/Data|j.214B}}<br />
{{!}}-<br />
{{Description|7|text=A 2 hit projectile that go in an arc from Blitztank. In the current state of the game, not particularly useful except for niche corner oki and even that is rather weak.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Ansturm</font> ======<br />
{{MoveData<br />
|image=BBTag_Blitztank_Ansturm.png |caption= '''GAS GAS GAS I'M GONNA STEP ON THE GAS'''<br />
<div class="mw-collapsible mw-collapsed" data-expandtext="Show Hitbox" data-collapsetext="Hide Hitbox"><br />
[[File:BBTag_Blitztank_66_Hitbox.png|center|175px]]<br />
</div><br />
|name=Ansturm<br />
|input=66<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Blitztank/Data|66}}<br />
{{!}}-<br />
{{Description|6|text=*Has Armor against Body-Attribute attacks during frames 4-7.<br />
A fast, armored, and most importantly SAFE ON BLOCK, dash attack. Useful to make your pressure safe, go through the opponents projectiles, and in general whenever you feel like running the opponent down. However, this move has HORRIBLE whiff recovery. The opponent has plenty of time to do whatever punish of their choice if this move is not used with care. It also does not reach full screen, so you sadly can't punish the opponents full screen zoning with this.<br />
<br />
Hits the opponent far away, making it useful for corner push.<br />
}}<br />
}}<br />
<br />
<br style="clear:both;"/><br />
<br />
==Extra Skills==<br />
====== <font style="visibility:hidden" size="0">EX Blitz Mine</font> ======<br />
{{MoveData<br />
|image=BBTag_Blitztank_Blitzmine.png |caption= ''Kocchi wo miro!''<br />
|input=214C (air OK)<br />
|name=EX Blitz Mine<br />
|data=<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground}}<br />
{{#lsth:BBTag/Blitztank/Data|214C}}<br />
{{!}}-<br />
{{AttackVersion|name=Air}}<br />
{{#lsth:BBTag/Blitztank/Data|j.214C}}<br />
{{!}}-<br />
{{Description|7|text= Combos into itself for meme value. Most useful in using to confirm off of a lockdown assist + j.c unblockable, due to its long untech time. It can be used as an anti-air due to it's relative faster speed compared to the other Mines, but even this has niche use.<br />
}}<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Partner Skills==<br />
<br />
====== <font style="visibility:hidden" size="0">5P</font> ======<br />
{{MoveData<br />
|image=BBTag_Blitztank_Ansturm.png |caption= When you need thots ran over on command<br />
|input=Ansturm<br />
|name=5P<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Blitztank/Data|5P}}<br />
{{!}}-<br />
{{Description|6|text=No armor, but is relative fast. Hits the opponent upwards, instead of away like his regular version does. The recovery is still long, however, making it a bit harder to use in CC compared to other similar assists like Tager's 5P. <br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">6P</font> ======<br />
{{MoveData<br />
|image=BBTag_Blitztank_ElectroAuge_B.png |caption= When you need to fry an ant on command<br />
|input=Electro Auge B<br />
|name=6P<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Blitztank/Data|6P}}<br />
{{!}}-<br />
{{Description|6|text=The B version of Electro Auge. Full screen laser for whenever you feel like the opponent has it to good over there. Decently fast for being a full screen projectile. It will not hit small opponents that are close by.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">4P</font> ======<br />
{{MoveData<br />
|image=BBTag_Blitztank_Entladung.png |caption= When you need a Pikachu on command<br />
|input=Entladung<br />
|name=4P<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Blitztank/Data|4P}}<br />
{{!}}-<br />
{{Description|6|text=Multihit and an extremely large hitbox with plenty of hitstun. Easy to convert off in combos, and recovers relatively quickly. Also has bad scaling.<br />
}}<br />
}}<br />
<br />
<br style="clear:both;"/><br />
<br />
==Distortion Skills==<br />
====== <font style="visibility:hidden" size="0">Gjallarhorn</font> ======<br />
{{MoveData<br />
|image=BBTag_Blitztank_Gjallarhorn.png |caption= I showed you my Gjallahorn, please respond<br />
<div class="mw-collapsible mw-collapsed" data-expandtext="Show Hitbox" data-collapsetext="Hide Hitbox"><br />
[[File:BBTag_Blitztank_236BC_Hitbox.png|center|175px]]<br />
What else did you expect really?<br />
</div><br />
|input=236B+C<br />
|name=Gjallarhorn<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Blitztank/Data|236BC}}<br />
{{!}}-<br />
{{Description|6|text=*1f of invul during super flash, rest has nothing.<br />
The signature full screen, very fast, extremely damaging Gjallarhorn. Makes Ziodyne look like a baby's first painting compared to this Mona Lisa of lasers.<br />
<br />
As the highest damaging super laser in the game, it can be tacked on after just about every combo, and makes getting hit by any 236C or j.C no matter where the opponent is painful. However, for how good it is, it also comes with some issues. It has no invulnerability, with the exception being the first frame during the super flash. It's unsafe on block, but depending on the distance to the opponent that might be hard for them to take advantage of. But anyone with their own full screen option will be able to readily punish it. On top of that, it actually has less minimum damage than Blitzlauf, however in situations where that matters only really come up in very long and highly prorated combos.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Blitzlauf</font> ======<br />
{{MoveData<br />
|image=BBTag_Blitztank_Blitzlauf.png |caption= For when you want Ansturm, '''''BUT MORE.'''''<br />
<div class="mw-collapsible mw-collapsed" data-expandtext="Show Hitbox" data-collapsetext="Hide Hitbox"><br />
[[File:BBTag_Blitztank_214BC_Hitbox.png|center|175px]]<br />
</div><br />
|input=214B+C<br />
|name=Blitzlauf<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Blitztank/Data|214BC}}<br />
{{!}}-<br />
{{Description|6|text=*1-15f of invul.<br />
Blitz second super, and the only one with full invulnerability on start-up. Goes full screen, and can hit the assist as well if needed. It's, however, very unsafe on block so use with caution.<br />
<br />
As mentioned above, this super has higher minimum damage than Gjallarhorn, giving you a little bit more damage after long combos.<br />
}}<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Distortion Skill Duo==<br />
{{MoveData<br />
|image=BBTag_Blitztank_Gjallarhorn.png |caption= '''DOITSU NO KAGAKU WA SEKAI ICHI!'''<br />
|input=P during Main Character's Distortion Skill <br />
|name=Gjallarhorn<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Blitztank/Data|Distortion Skill Duo}}<br />
{{!}}-<br />
{{Description|6|text=Nothing particularly special about this DSD. It can hit the assist tho, which is nice.<br />
}}<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Astral Heat==<br />
{{MoveData<br />
|image=BBTag_Blitztank_Ragnarok.png |caption= Déjà vu, I've just seen this Ansturm before<br />
|image2=BBTag_Blitztank_Ragnarok2.png |caption2= NANI!? <br/> K-KANSEI DORIFTO???<br />
<div class="mw-collapsible mw-collapsed" data-expandtext="Show Hitbox" data-collapsetext="Hide Hitbox"><br />
[[File:BBTag_Blitztank_222BC_Hitbox.png|center|175px]]<br />
</div><br />
|input=222B+C<br />
|name=Ragnarok<br />
|data= <br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Blitztank/Data|222BC}}<br />
{{!}}-<br />
{{Description|6|text= not a bad option, as Blitztank generally doesn't burn more than 2 or 3 meter in an RB combo, meaning that you can easily accumulate meter in LV4 blaze.<br />
<br />
}}<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Roadmap==<br />
<!--To update this section, go to this character's subheader in Dustloop Wiki:Roadmap/BBTag--><br />
{{Roadmap}}<br />
==Navigation==<br />
{{#lsth:BBTag/Blitztank/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[BBTag/Blitztank/Data]]. Be sure to update both the <code>move</code> and the <code>move Full</code> sections. One is shown on the character page, while the other is shown on the frame data page.}}<br />
{{Navbar-BBTag}}<br />
[[Category:BlazBlue Cross Tag Battle]]<br />
[[Category:Blitztank]]</div>50.202.132.10https://www.dustloop.com/wiki/index.php?title=BBTag/Blitztank&diff=139170BBTag/Blitztank2020-01-21T16:12:36Z<p>50.202.132.10: /* 2B */</p>
<hr />
<div>{| class="wikitable" style="float:right; margin-left: 10px; width:400px"<br />
|-<br />
!Blitztank<br />
|-<br />
||<br />
[[File:BBTag_Blitztank_Portrait.png|350x500px|center]]<br />
|-<br />
||<br />
{{#lsth:BBTag/Blitztank/Data|SystemData}}<br />
;Movement Options<br />
* 1 Jump, Dash Type: damaging step<br />
<br />
;Playstyle<br />
:Zoner<br />
<br />
;Team role<br />
:Anchor, Support<br />
|}<br />
<div style="float:left; margin-right:25px;"><br />
{{TOC limit|2}}<br />
</div><br />
==Overview==<br />
'''''To those meme warring, stop. you can meme, but meme constructively! keep the memes in the captions, and try and add move info to any moves you edit.'''''<br />
P.S we deleted all the memes to stop the war. follow the above rule and you will be fine.<br />
*I got a document of move pics! i dont have an account yet but i am getting one, so in the meantime here yall go: https://drive.google.com/open?id=1CpPaYvwOjmxW99ErrUzOc_DK_i5_jndx - yellowslotcar<br />
===Backstory===<br />
While Akatsuki's submarine went through the Artic, the Gesellschaft's research division did not stop. The potential of the Blitz Engines were fruitful, and one of the products of this were the ''Blitztank'' units: armored fortresses, armed with fire throwers, lightning grenades, deadly lasers and sheer, bulk power. Sadly, only a single test unit was produced, and it's whereabouts are unknown. It's speculated Blitztanks are made with human subjects.<br />
<br />
===Playstyle===<br />
<br />
===Strengths/Weaknesses===<br />
{| <br />
|-style="text-align:left;"<br />
! Strengths !! Weaknesses<br />
|- style="vertical-align:top;text-alighn:left"<br />
| style="width: 50%;"|<br />
* All normals except 5C have armor<br />
* Dash has a hitbox<br />
* j.C (opens up unblockable setups that can be looped, has armor, is fullscreen unblockable, is super/special cancelable)<br />
* Large corner carry by ending combos with dash<br />
* Large damage from supers <br />
* Loops in corner<br />
* Large and versatile assists<br />
* Good oki game with mines<br />
| style="width: 50%;"|<br />
* Incredibly slow<br />
* Massive hurtbox<br />
* Only 1 jump with low height, to the point where it needs to super jump to jump over most of the cast<br />
* Cannot do jump-in combos (eg.: jA > 5A), as described on its speed above, which includes the landing speed<br />
* Although corner combos do huge damage, midscreen combos are weak in comparison<br />
* Lack of anti-air outside of DP, 236C, and jA makes him weak to jump-ins and air-to-airs.<br />
|-<br />
|}<br />
<br />
===Blitztank's Armor===<br />
<br />
A large amount of Blitztank's moves have Armor. Armor is a mechanic that allows a move to take hits and still continue. What type of hit each Armor can take depends on the attribute, be it Head, Body, or Feet attribute.<br />
Armor as the following features:<br />
*Blitztank can't die from an Armor hit, even at 1 health.<br />
*Armor, regardless of attribute, can take all projectiles during their armored frames.<br />
*Armor can take all hits of their intended attribute, regardless if it's a Normal move or a Distortion Skill.<br />
*Armor will reduce damage taken by 50%.<br />
*Armor will NOT scale multi hit attacks and subsequent moves.<br />
*Armor will stay on the frame it got hit until it's free to move on. Meaning, if 5B takes a multi hit attack during the 6th frame, it will stay on that 6th frame for subsequent hits. This also applies to a string of different moves as long as there's little to no gap in between the hits. For example, Elizabeth's 5AAAA string.<br />
<br />
{{#lst:BBTag/Blitztank/Data|Links}}<br />
<br style="clear:both;"/><br />
<br />
==Normal Moves==<br />
<br />
====== <font style="visibility:hidden" size="0">5A</font> ======<br />
{{MoveData<br />
|image=BBTag_Blitztank_5A.png |caption=All except 5AAAA are the same, albeit you can move backwards or forwards during it<br />
|image2=BBTag_Blitztank_5AAAA.png |caption2= And with a magic trick, I summon my partner in a flash!<br />
<div class="mw-collapsible mw-collapsed" data-expandtext="Show Hitbox" data-collapsetext="Hide Hitbox"><br />
[[File:BBTag_Blitztank_5A_Hitbox.png|center|175px]]<br />
[[File:BBTag_Blitztank_5A2_Hitbox.png|center|175px]]<br />
[[File:BBTag_Blitztank_5A3_Hitbox.png|center|175px]]<br />
</div><br />
|name=5A<br />
|data=<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=5A}}<br />
{{#lsth:BBTag/Blitztank/Data|5A}}<br />
{{!}}-<br />
{{AttackVersion|name=5AA}}<br />
{{#lsth:BBTag/Blitztank/Data|5AA}}<br />
{{!}}-<br />
{{AttackVersion|name=5AAA}}<br />
{{#lsth:BBTag/Blitztank/Data|5AAA}}<br />
{{!}}-<br />
{{AttackVersion|name=5AAAA}}<br />
{{#lsth:BBTag/Blitztank/Data|5AAAA}}<br />
{{!}}-<br />
{{Description|7|text=*Has Armor against Body-Attribute attacks during frames 4-11. All subsequent As also has armor for specific periods of their active frames and start-up. Details in framedata tab.<br />
Button can be held down to go through the entire string, and is whiffable, yet using Cross Raid requires press again normally. j.A works the same way. It's also the only move of Blitztank that can be jump canceled, but only on hit however.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5B</font> ======<br />
{{MoveData<br />
|image=BBTag_Blitztank_5B.png |caption= I hope you like l00ps<br />
|image2=BBTag_Blitztank_5BB.png |caption2=because a jump cancelable launcher would be too much<br />
<div class="mw-collapsible mw-collapsed" data-expandtext="Show Hitbox" data-collapsetext="Hide Hitbox"><br />
[[File:BBTag_Blitztank_5B_Hitbox.png|center|175px]]<br />
[[File:BBTag_Blitztank_5BB_Hitbox.png|center|175px]]<br />
</div><br />
|name=5B<br />
|data=<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=5B}}<br />
{{#lsth:BBTag/Blitztank/Data|5B}}<br />
{{!}}-<br />
{{Description|7|text=*Has Armor against Body-Attribute attacks during frames 4-14.<br />
A fairly long range poke that leads into 5BB at any range. Will most likely be your go-to move for many situations, as it leads into Blitztank's rather basic pressure game, and can lead into decent damage midscreen and high damage in the corner. Be careful, however, as this move has plenty of recovery, making it unsafe on block, and covers little vertical space.<br />
}}<br />
{{AttackVersion|name=5BB}}<br />
{{#lsth:BBTag/Blitztank/Data|5BB}}<br />
{{!}}-<br />
{{Description|7|text=*Has Armor against Body-Attribute attacks during frames 4-18.<br />
A forward rushing attack that knocks the opponent upwards. Essential piece in Blitztank's combos, pressure, and conversions. Guarantees combos into 236C Laser, and allows for loops in the corner. On ground hit, it combos reliably into 2C. As with 5B, horrible recovery and unsafe on block. Strangely, despite being a launcher, it cannot be jump canceled.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5C</font> ======<br />
{{MoveData<br />
|image=BBTag_Blitztank_5C.png |caption=Never thought I'd see a tank headbutt someone, but here we are.<br />
<div class="mw-collapsible mw-collapsed" data-expandtext="Show Hitbox" data-collapsetext="Hide Hitbox"><br />
[[File:BBTag_Blitztank_5C_Hitbox.png|center|175px]]<br />
</div><br />
|name=5C<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Blitztank/Data|5C}}<br />
{{!}}-<br />
{{Description|6|text=The standard slow but safe 5C. Due to the generous knock-up and hitstun on 5BB, it can easily be comboed into even in very long corner combos for a good knockdown. Do keep in mind however that the opponent needs to be decently close to the ground for the 5C to connect.<br />
<br />
As far as overheads go, Blitz only has this and j.B as viable overheads, so you might be using this a little more than other characters might. <br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2A</font> ======<br />
{{MoveData<br />
|image=BBTag_Blitztank_2A.png |caption=Is it just me or does this move look rather adorable?<br />
<div class="mw-collapsible mw-collapsed" data-expandtext="Show Hitbox" data-collapsetext="Hide Hitbox"><br />
[[File:BBTag_Blitztank_2A_Hitbox.png|center|175px]]<br />
</div><br />
|name=2A<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Blitztank/Data|2A}}<br />
{{!}}-<br />
{{Description|6|text=*Has Armor against Body-Attribute attacks during frames 4-10.<br />
Blitz fastest normal, making it your go-to abare button. As this move too has armor on it, it can be potentially used even when at a small frame disadvantage, but do remember that like all of his armored moves, it has no Low armor.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2B</font> ======<br />
{{MoveData<br />
|image=BBTag_Blitztank_2B.png |caption=Why isn’t there an antiair on this button again?<br />
<div class="mw-collapsible mw-collapsed" data-expandtext="Show Hitbox" data-collapsetext="Hide Hitbox"><br />
[[File:BBTag_Blitztank_2B_Hitbox.png|center|175px]]<br />
[[File:BBTag_Blitztank_2B2_Hitbox.png|center|175px]]<br />
</div><br />
|name=2B<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Blitztank/Data|2B}}<br />
{{!}}-<br />
{{Description|6|text=*Has Armor against Body-Attribute attacks during frames 4-14.<br />
A 2 hit low that moves forward and has a lot of range. Both hits can be canceled.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2C</font> ======<br />
{{MoveData<br />
|image=BBTag_Blitztank_2C.png |caption= He's like a cat pouncing on a toy!<br />
<div class="mw-collapsible mw-collapsed" data-expandtext="Show Hitbox" data-collapsetext="Hide Hitbox"><br />
[[File:BBTag_Blitztank_2C_Hitbox.png|center|175px]]<br />
</div><br />
|name=2C<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Blitztank/Data|2C}}<br />
{{!}}-<br />
{{Description|6|text=*Has Armor against Body-Attribute attacks during frames 4-27.<br />
Very slow, but positive on block long range sweep. Can't normally be comboed into from any ground hit, with the exception being the launch from 5BB.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.A</font> ======<br />
{{MoveData<br />
|image=BBTag_Blitztank_jA.png |caption= Bangbangbangbangbangbangbang<br />
<div class="mw-collapsible mw-collapsed" data-expandtext="Show Hitbox" data-collapsetext="Hide Hitbox"><br />
[[File:BBTag_Blitztank_jA_Hitbox.png|center|175px]]<br />
</div><br />
|name=j.A<br />
|data=<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=j.A}}<br />
{{#lsth:BBTag/Blitztank/Data|j.A}}<br />
{{!}}-<br />
{{Description|7|text=*Has Armor against Head-Attribute attacks during frames 4-8.<br />
This will be your Anti-Air, for most of the time. With relative quick start-up and air armor, it can work if your reactions are on point. However, please remember that Blitz have the jump height of a knocked over turtle and many air moves vastly out range his own. <br />
<br />
j.A also has a peculiar property of all hits after the first one don't scale, no matter how long you hold it for. This is crucial for optimal combos.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.B</font> ======<br />
{{MoveData<br />
|image=BBTag_Blitztank_jB.png |caption=If an explosion of that size can launch a tank upwards, I wonder what it does to the opponent... <br />
<div class="mw-collapsible mw-collapsed" data-expandtext="Show Hitbox" data-collapsetext="Hide Hitbox"><br />
[[File:BBTag_Blitztank_jB_Hitbox.png|center|175px]]<br />
</div><br />
|name=j.B<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Blitztank/Data|j.B}}<br />
{{!}}-<br />
{{Description|6|text=*Has Armor against Head-Attribute attacks during frames 4-16.<br />
This will be one of your more versatile options as it can be used as an instant overhead on the entire cast. In the corner Blitz can combo off it solo for a full combo, while midscreen he can get some additional damage and a super if you are willing to spend the bars. It also allows Blitz to get a pretty strong knockdown from corner loops to place a meaty Mine on their wake-up.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.C</font> ======<br />
{{MoveData<br />
|image=BBTag_Blitztank_jC_Stall.png |caption= "I recommend don't block."<br />
|image2=BBTag_Blitztank_jC_Fall.png |caption2= “Too late.”<br />
|name=j.C<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Blitztank/Data|j.C}}<br />
{{!}}-<br />
{{Description|6|text=*Has Armor against Head-Attribute attacks, unknown amount.<br />
Unblockable fullscreen ground pound. Not only can it be canceled into specials and supers, with select assists you can get some decent combos off it. The damage scaling is harsh, but that's the price to pay for such a unique option.<br />
<br />
The shockwave upon landing on the ground counts as a projectile, [https://twitter.com/commiku1/status/1197733473034870785 meaning some characters can counter it if used outside of blockstrings.]<br />
}}<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Universal Moves==<br />
<br />
====== <font style="visibility:hidden" size="0">Ground Throw</font> ======<br />
{{MoveData<br />
|image=BBTag_Blitztank_GroundThrow.png |caption=Does this look like the face of mercy? <br />
|name=Ground Throw<br />
|input=5B+C<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Blitztank/Data|BC}}<br />
{{!}}-<br />
{{Description|6|text=A rather below average throw due to Blitz poor movement speed, but it does give little over 5k midscreen, and Blitz always have the option to add in a bit extra damage with Supers. In the corner, it allows him to go straight into corner loops.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Reflector</font> ======<br />
{{MoveData<br />
|image=BBTag_Blitztank_Reflector.png |caption= Because armour isn't enough, here's a counter!<br />
|image2=BBTag_Blitztank_Entladung.png |caption2= '''Bzzt'''<br />
<div class="mw-collapsible mw-collapsed" data-expandtext="Show Hitbox" data-collapsetext="Hide Hitbox"><br />
[[File:BBTag_Blitztank_ED_Hitbox.png|center|175px]]<br />
No, I did not draw a red square around Blitztank. That's legit the hitbox.<br />
</div><br />
|name=Reflector<br />
|input=5A+D (Air OK)<br />
|data=<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Reflector|subtitle=Catch}}<br />
{{#lsth:BBTag/Blitztank/Data|AD}}<br />
{{!}}-<br />
{{AttackVersion|name=Entladung|subtitle=Attack}}<br />
{{#lsth:BBTag/Blitztank/Data|AD Attack}}<br />
{{!}}-<br />
{{AttackVersion|name=Reflector|subtitle=Air Catch}}<br />
{{#lsth:BBTag/Blitztank/Data|j.AD}}<br />
{{!}}-<br />
{{AttackVersion|name=Entladung|subtitle=Air Attack}}<br />
{{#lsth:BBTag/Blitztank/Data|j.AD Attack}}<br />
{{!}}-<br />
{{Description|7|text=A surprisingly strong counter-esque move, as it allows Blitz to act immediately if the follow-up doesn't trigger. Useful to ignore the opponents projectiles, and will build you a small amount of meter. Be aware, however, that it still has the same weaknesses that all other A+D attacks in the game share.<br />
<br />
Also, some multihit moves in the game make the Parry portion act a little weird, such as Elizabeth's 5A and Yukiko's Persona 5A, and won't let you act immediately.<br />
}}<br />
}}<br />
<br />
<br style="clear:both;"/><br />
<br />
==Skills==<br />
====== <font style="visibility:hidden" size="0">Elektro Auge</font> ======<br />
{{MoveData<br />
|image=BBTAG_Blitztank_Laser.png |caption= Heard you like zoning<br />
|image2=BBTag_Blitztank_AirElektroAuge.png |caption2= Is an "Imma firin mah lazer" meme too old of a joke to add?<br />
<div class="mw-collapsible mw-collapsed" data-expandtext="Show Hitbox" data-collapsetext="Hide Hitbox"><br />
[[File:BBTag_Blitztank_236x_Hitbox.png|center|175px]]<br />
</div><br />
|input=236A/B/C (air OK)<br />
|name=Elektro Auge<br />
|data=<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=236A}}<br />
{{#lsth:BBTag/Blitztank/Data|236A}}<br />
{{!}}-<br />
{{Description|7|text=With the sharpest angle, it's Blitztank go-to laser for ending combos and ending pressure safely. It hits anyone right roughly in front of Blitz.<br />
}}<br />
{{AttackVersion|name=236B}}<br />
{{#lsth:BBTag/Blitztank/Data|236B}}<br />
{{!}}-<br />
{{Description|7|text=The go-to space control laser for Blitztank. It hits the entire screen in length at a relative shallow angle, ending slightly above the corner on the other side. Snipe the opponent for doing something, hit the assist, you name it.<br />
<br />
Do keep in mind that it has a decent amount of recovery, and thanks to Blitz height, making it weak to IADs.<br />
}}<br />
{{AttackVersion|name=236C}}<br />
{{#lsth:BBTag/Blitztank/Data|236C}}<br />
{{!}}-<br />
{{Description|7|text=The Anti-Air laser. It goes straight forward the entire screen, completely missing the entire cast except for standing Tager, Merkava, and an opponent Blitztank. It acts as his best option to stop anyone from trying to jump too much at long ranges.<br />
<br />
This laser also has the least amount of recovery, making it crucial for combos and conversions. From mid to full screen, you can tack on a bit extra with a second laser or 236BC. Close range, a Ansturm will hit nicely. In the corner, however, it's the second vital part of his corner loops, making 5BB 236C loop into itself for at least 6 times with a 5B starter. Unlike most C moves, it does not cost meter<br />
}}<br />
{{!}}-<br />
{{AttackVersion|name=j.236A}}<br />
{{#lsth:BBTag/Blitztank/Data|j.236A}}<br />
{{!}}-<br />
{{AttackVersion|name=j.236B}}<br />
{{#lsth:BBTag/Blitztank/Data|j.236B}}<br />
{{!}}-<br />
{{AttackVersion|name=j.236C}}<br />
{{#lsth:BBTag/Blitztank/Data|j.236C}}<br />
{{!}}-<br />
{{Description|7|text=Mostly the same with varying angles, but the most important feature is that the recovery of air lasers is cut short when landing, making them potentially much safer on block to the point of possibly being + on block, AND making combos after them possible. A simple TK j.236C is enough to make it in your favor.<br />
<br />
Delayed laser after j.B is needed to get combos afterwards<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Blitz Mine</font> ======<br />
{{MoveData<br />
|image=BBTag_Blitztank_BlitzMineAB.png |caption= Who would've guessed the "B" in "B-Mine" stood for "Blitz"?<br />
<div class="mw-collapsible mw-collapsed" data-expandtext="Show Hitbox" data-collapsetext="Hide Hitbox"><br />
[[File:BBTag_Blitztank_214x_Hitbox.png|center|175px]]<br />
Does anyone feel as insulted as I do about that tiny thing?<br />
[[File:BBTag_Blitztank_214x2_Hitbox.png|center|175px]]<br />
</div><br />
|input=214A/B (air OK)<br />
|name=Blitz Mine<br />
|data=<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=214A}}<br />
{{#lsth:BBTag/Blitztank/Data|214A}}<br />
{{!}}-<br />
{{AttackVersion|name=214B}}<br />
{{#lsth:BBTag/Blitztank/Data|214B}}<br />
{{!}}-<br />
{{AttackVersion|name=j.214A}}<br />
{{#lsth:BBTag/Blitztank/Data|j.214A}}<br />
{{!}}-<br />
{{AttackVersion|name=j.214B}}<br />
{{#lsth:BBTag/Blitztank/Data|j.214B}}<br />
{{!}}-<br />
{{Description|7|text=A 2 hit projectile that go in an arc from Blitztank. In the current state of the game, not particularly useful except for niche corner oki and even that is rather weak.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Ansturm</font> ======<br />
{{MoveData<br />
|image=BBTag_Blitztank_Ansturm.png |caption= '''GAS GAS GAS I'M GONNA STEP ON THE GAS'''<br />
<div class="mw-collapsible mw-collapsed" data-expandtext="Show Hitbox" data-collapsetext="Hide Hitbox"><br />
[[File:BBTag_Blitztank_66_Hitbox.png|center|175px]]<br />
</div><br />
|name=Ansturm<br />
|input=66<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Blitztank/Data|66}}<br />
{{!}}-<br />
{{Description|6|text=*Has Armor against Body-Attribute attacks during frames 4-7.<br />
A fast, armored, and most importantly SAFE ON BLOCK, dash attack. Useful to make your pressure safe, go through the opponents projectiles, and in general whenever you feel like running the opponent down. However, this move has HORRIBLE whiff recovery. The opponent has plenty of time to do whatever punish of their choice if this move is not used with care. It also does not reach full screen, so you sadly can't punish the opponents full screen zoning with this.<br />
<br />
Hits the opponent far away, making it useful for corner push.<br />
}}<br />
}}<br />
<br />
<br style="clear:both;"/><br />
<br />
==Extra Skills==<br />
====== <font style="visibility:hidden" size="0">EX Blitz Mine</font> ======<br />
{{MoveData<br />
|image=BBTag_Blitztank_Blitzmine.png |caption= ''Kocchi wo miro!''<br />
|input=214C (air OK)<br />
|name=EX Blitz Mine<br />
|data=<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground}}<br />
{{#lsth:BBTag/Blitztank/Data|214C}}<br />
{{!}}-<br />
{{AttackVersion|name=Air}}<br />
{{#lsth:BBTag/Blitztank/Data|j.214C}}<br />
{{!}}-<br />
{{Description|7|text= Combos into itself for meme value. Most useful in using to confirm off of a lockdown assist + j.c unblockable, due to its long untech time. It can be used as an anti-air due to it's relative faster speed compared to the other Mines, but even this has niche use.<br />
}}<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Partner Skills==<br />
<br />
====== <font style="visibility:hidden" size="0">5P</font> ======<br />
{{MoveData<br />
|image=BBTag_Blitztank_Ansturm.png |caption= When you need thots ran over on command<br />
|input=Ansturm<br />
|name=5P<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Blitztank/Data|5P}}<br />
{{!}}-<br />
{{Description|6|text=No armor, but is relative fast. Hits the opponent upwards, instead of away like his regular version does. The recovery is still long, however, making it a bit harder to use in CC compared to other similar assists like Tager's 5P. <br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">6P</font> ======<br />
{{MoveData<br />
|image=BBTag_Blitztank_ElectroAuge_B.png |caption= When you need to fry an ant on command<br />
|input=Electro Auge B<br />
|name=6P<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Blitztank/Data|6P}}<br />
{{!}}-<br />
{{Description|6|text=The B version of Electro Auge. Full screen laser for whenever you feel like the opponent has it to good over there. Decently fast for being a full screen projectile. It will not hit small opponents that are close by.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">4P</font> ======<br />
{{MoveData<br />
|image=BBTag_Blitztank_Entladung.png |caption= When you need a Pikachu on command<br />
|input=Entladung<br />
|name=4P<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Blitztank/Data|4P}}<br />
{{!}}-<br />
{{Description|6|text=Multihit and an extremely large hitbox with plenty of hitstun. Easy to convert off in combos, and recovers relatively quickly. Also has bad scaling.<br />
}}<br />
}}<br />
<br />
<br style="clear:both;"/><br />
<br />
==Distortion Skills==<br />
====== <font style="visibility:hidden" size="0">Gjallarhorn</font> ======<br />
{{MoveData<br />
|image=BBTag_Blitztank_Gjallarhorn.png |caption= I showed you my Gjallahorn, please respond<br />
<div class="mw-collapsible mw-collapsed" data-expandtext="Show Hitbox" data-collapsetext="Hide Hitbox"><br />
[[File:BBTag_Blitztank_236BC_Hitbox.png|center|175px]]<br />
What else did you expect really?<br />
</div><br />
|input=236B+C<br />
|name=Gjallarhorn<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Blitztank/Data|236BC}}<br />
{{!}}-<br />
{{Description|6|text=*1f of invul during super flash, rest has nothing.<br />
The signature full screen, very fast, extremely damaging Gjallarhorn. Makes Ziodyne look like a baby's first painting compared to this Mona Lisa of lasers.<br />
<br />
As the highest damaging super laser in the game, it can be tacked on after just about every combo, and makes getting hit by any 236C or j.C no matter where the opponent is painful. However, for how good it is, it also comes with some issues. It has no invulnerability, with the exception being the first frame during the super flash. It's unsafe on block, but depending on the distance to the opponent that might be hard for them to take advantage of. But anyone with their own full screen option will be able to readily punish it. On top of that, it actually has less minimum damage than Blitzlauf, however in situations where that matters only really come up in very long and highly prorated combos.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Blitzlauf</font> ======<br />
{{MoveData<br />
|image=BBTag_Blitztank_Blitzlauf.png |caption= For when you want Ansturm, '''''BUT MORE.'''''<br />
<div class="mw-collapsible mw-collapsed" data-expandtext="Show Hitbox" data-collapsetext="Hide Hitbox"><br />
[[File:BBTag_Blitztank_214BC_Hitbox.png|center|175px]]<br />
</div><br />
|input=214B+C<br />
|name=Blitzlauf<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Blitztank/Data|214BC}}<br />
{{!}}-<br />
{{Description|6|text=*1-15f of invul.<br />
Blitz second super, and the only one with full invulnerability on start-up. Goes full screen, and can hit the assist as well if needed. It's, however, very unsafe on block so use with caution.<br />
<br />
As mentioned above, this super has higher minimum damage than Gjallarhorn, giving you a little bit more damage after long combos.<br />
}}<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Distortion Skill Duo==<br />
{{MoveData<br />
|image=BBTag_Blitztank_Gjallarhorn.png |caption= '''DOITSU NO KAGAKU WA SEKAI ICHI!'''<br />
|input=P during Main Character's Distortion Skill <br />
|name=Gjallarhorn<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Blitztank/Data|Distortion Skill Duo}}<br />
{{!}}-<br />
{{Description|6|text=Nothing particularly special about this DSD. It can hit the assist tho, which is nice.<br />
}}<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Astral Heat==<br />
{{MoveData<br />
|image=BBTag_Blitztank_Ragnarok.png |caption= Déjà vu, I've just seen this Ansturm before<br />
|image2=BBTag_Blitztank_Ragnarok2.png |caption2= NANI!? <br/> K-KANSEI DORIFTO???<br />
<div class="mw-collapsible mw-collapsed" data-expandtext="Show Hitbox" data-collapsetext="Hide Hitbox"><br />
[[File:BBTag_Blitztank_222BC_Hitbox.png|center|175px]]<br />
</div><br />
|input=222B+C<br />
|name=Ragnarok<br />
|data= <br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Blitztank/Data|222BC}}<br />
{{!}}-<br />
{{Description|6|text= not a bad option, as Blitztank generally doesn't burn more than 2 or 3 meter in an RB combo, meaning that you can easily accumulate meter in LV4 blaze.<br />
<br />
}}<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Roadmap==<br />
<!--To update this section, go to this character's subheader in Dustloop Wiki:Roadmap/BBTag--><br />
{{Roadmap}}<br />
==Navigation==<br />
{{#lsth:BBTag/Blitztank/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[BBTag/Blitztank/Data]]. Be sure to update both the <code>move</code> and the <code>move Full</code> sections. One is shown on the character page, while the other is shown on the frame data page.}}<br />
{{Navbar-BBTag}}<br />
[[Category:BlazBlue Cross Tag Battle]]<br />
[[Category:Blitztank]]</div>50.202.132.10https://www.dustloop.com/wiki/index.php?title=BBTag/Blitztank&diff=139168BBTag/Blitztank2020-01-21T16:10:27Z<p>50.202.132.10: /* 5P */</p>
<hr />
<div>{| class="wikitable" style="float:right; margin-left: 10px; width:400px"<br />
|-<br />
!Blitztank<br />
|-<br />
||<br />
[[File:BBTag_Blitztank_Portrait.png|350x500px|center]]<br />
|-<br />
||<br />
{{#lsth:BBTag/Blitztank/Data|SystemData}}<br />
;Movement Options<br />
* 1 Jump, Dash Type: damaging step<br />
<br />
;Playstyle<br />
:Zoner<br />
<br />
;Team role<br />
:Anchor, Support<br />
|}<br />
<div style="float:left; margin-right:25px;"><br />
{{TOC limit|2}}<br />
</div><br />
==Overview==<br />
'''''To those meme warring, stop. you can meme, but meme constructively! keep the memes in the captions, and try and add move info to any moves you edit.'''''<br />
P.S we deleted all the memes to stop the war. follow the above rule and you will be fine.<br />
*I got a document of move pics! i dont have an account yet but i am getting one, so in the meantime here yall go: https://drive.google.com/open?id=1CpPaYvwOjmxW99ErrUzOc_DK_i5_jndx - yellowslotcar<br />
===Backstory===<br />
While Akatsuki's submarine went through the Artic, the Gesellschaft's research division did not stop. The potential of the Blitz Engines were fruitful, and one of the products of this were the ''Blitztank'' units: armored fortresses, armed with fire throwers, lightning grenades, deadly lasers and sheer, bulk power. Sadly, only a single test unit was produced, and it's whereabouts are unknown. It's speculated Blitztanks are made with human subjects.<br />
<br />
===Playstyle===<br />
<br />
===Strengths/Weaknesses===<br />
{| <br />
|-style="text-align:left;"<br />
! Strengths !! Weaknesses<br />
|- style="vertical-align:top;text-alighn:left"<br />
| style="width: 50%;"|<br />
* All normals except 5C have armor<br />
* Dash has a hitbox<br />
* j.C (opens up unblockable setups that can be looped, has armor, is fullscreen unblockable, is super/special cancelable)<br />
* Large corner carry by ending combos with dash<br />
* Large damage from supers <br />
* Loops in corner<br />
* Large and versatile assists<br />
* Good oki game with mines<br />
| style="width: 50%;"|<br />
* Incredibly slow<br />
* Massive hurtbox<br />
* Only 1 jump with low height, to the point where it needs to super jump to jump over most of the cast<br />
* Cannot do jump-in combos (eg.: jA > 5A), as described on its speed above, which includes the landing speed<br />
* Although corner combos do huge damage, midscreen combos are weak in comparison<br />
* Lack of anti-air outside of DP, 236C, and jA makes him weak to jump-ins and air-to-airs.<br />
|-<br />
|}<br />
<br />
===Blitztank's Armor===<br />
<br />
A large amount of Blitztank's moves have Armor. Armor is a mechanic that allows a move to take hits and still continue. What type of hit each Armor can take depends on the attribute, be it Head, Body, or Feet attribute.<br />
Armor as the following features:<br />
*Blitztank can't die from an Armor hit, even at 1 health.<br />
*Armor, regardless of attribute, can take all projectiles during their armored frames.<br />
*Armor can take all hits of their intended attribute, regardless if it's a Normal move or a Distortion Skill.<br />
*Armor will reduce damage taken by 50%.<br />
*Armor will NOT scale multi hit attacks and subsequent moves.<br />
*Armor will stay on the frame it got hit until it's free to move on. Meaning, if 5B takes a multi hit attack during the 6th frame, it will stay on that 6th frame for subsequent hits. This also applies to a string of different moves as long as there's little to no gap in between the hits. For example, Elizabeth's 5AAAA string.<br />
<br />
{{#lst:BBTag/Blitztank/Data|Links}}<br />
<br style="clear:both;"/><br />
<br />
==Normal Moves==<br />
<br />
====== <font style="visibility:hidden" size="0">5A</font> ======<br />
{{MoveData<br />
|image=BBTag_Blitztank_5A.png |caption=All except 5AAAA are the same, albeit you can move backwards or forwards during it<br />
|image2=BBTag_Blitztank_5AAAA.png |caption2= And with a magic trick, I summon my partner in a flash!<br />
<div class="mw-collapsible mw-collapsed" data-expandtext="Show Hitbox" data-collapsetext="Hide Hitbox"><br />
[[File:BBTag_Blitztank_5A_Hitbox.png|center|175px]]<br />
[[File:BBTag_Blitztank_5A2_Hitbox.png|center|175px]]<br />
[[File:BBTag_Blitztank_5A3_Hitbox.png|center|175px]]<br />
</div><br />
|name=5A<br />
|data=<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=5A}}<br />
{{#lsth:BBTag/Blitztank/Data|5A}}<br />
{{!}}-<br />
{{AttackVersion|name=5AA}}<br />
{{#lsth:BBTag/Blitztank/Data|5AA}}<br />
{{!}}-<br />
{{AttackVersion|name=5AAA}}<br />
{{#lsth:BBTag/Blitztank/Data|5AAA}}<br />
{{!}}-<br />
{{AttackVersion|name=5AAAA}}<br />
{{#lsth:BBTag/Blitztank/Data|5AAAA}}<br />
{{!}}-<br />
{{Description|7|text=*Has Armor against Body-Attribute attacks during frames 4-11. All subsequent As also has armor for specific periods of their active frames and start-up. Details in framedata tab.<br />
Button can be held down to go through the entire string, and is whiffable, yet using Cross Raid requires press again normally. j.A works the same way. It's also the only move of Blitztank that can be jump canceled, but only on hit however.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5B</font> ======<br />
{{MoveData<br />
|image=BBTag_Blitztank_5B.png |caption= I hope you like l00ps<br />
|image2=BBTag_Blitztank_5BB.png |caption2=because a jump cancelable launcher would be too much<br />
<div class="mw-collapsible mw-collapsed" data-expandtext="Show Hitbox" data-collapsetext="Hide Hitbox"><br />
[[File:BBTag_Blitztank_5B_Hitbox.png|center|175px]]<br />
[[File:BBTag_Blitztank_5BB_Hitbox.png|center|175px]]<br />
</div><br />
|name=5B<br />
|data=<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=5B}}<br />
{{#lsth:BBTag/Blitztank/Data|5B}}<br />
{{!}}-<br />
{{Description|7|text=*Has Armor against Body-Attribute attacks during frames 4-14.<br />
A fairly long range poke that leads into 5BB at any range. Will most likely be your go-to move for many situations, as it leads into Blitztank's rather basic pressure game, and can lead into decent damage midscreen and high damage in the corner. Be careful, however, as this move has plenty of recovery, making it unsafe on block, and covers little vertical space.<br />
}}<br />
{{AttackVersion|name=5BB}}<br />
{{#lsth:BBTag/Blitztank/Data|5BB}}<br />
{{!}}-<br />
{{Description|7|text=*Has Armor against Body-Attribute attacks during frames 4-18.<br />
A forward rushing attack that knocks the opponent upwards. Essential piece in Blitztank's combos, pressure, and conversions. Guarantees combos into 236C Laser, and allows for loops in the corner. On ground hit, it combos reliably into 2C. As with 5B, horrible recovery and unsafe on block. Strangely, despite being a launcher, it cannot be jump canceled.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5C</font> ======<br />
{{MoveData<br />
|image=BBTag_Blitztank_5C.png |caption=Never thought I'd see a tank headbutt someone, but here we are.<br />
<div class="mw-collapsible mw-collapsed" data-expandtext="Show Hitbox" data-collapsetext="Hide Hitbox"><br />
[[File:BBTag_Blitztank_5C_Hitbox.png|center|175px]]<br />
</div><br />
|name=5C<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Blitztank/Data|5C}}<br />
{{!}}-<br />
{{Description|6|text=The standard slow but safe 5C. Due to the generous knock-up and hitstun on 5BB, it can easily be comboed into even in very long corner combos for a good knockdown. Do keep in mind however that the opponent needs to be decently close to the ground for the 5C to connect.<br />
<br />
As far as overheads go, Blitz only has this and j.B as viable overheads, so you might be using this a little more than other characters might. <br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2A</font> ======<br />
{{MoveData<br />
|image=BBTag_Blitztank_2A.png |caption=Is it just me or does this move look rather adorable?<br />
<div class="mw-collapsible mw-collapsed" data-expandtext="Show Hitbox" data-collapsetext="Hide Hitbox"><br />
[[File:BBTag_Blitztank_2A_Hitbox.png|center|175px]]<br />
</div><br />
|name=2A<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Blitztank/Data|2A}}<br />
{{!}}-<br />
{{Description|6|text=*Has Armor against Body-Attribute attacks during frames 4-10.<br />
Blitz fastest normal, making it your go-to abare button. As this move too has armor on it, it can be potentially used even when at a small frame disadvantage, but do remember that like all of his armored moves, it has no Low armor.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2B</font> ======<br />
{{MoveData<br />
|image=BBTag_Blitztank_2B.png |caption=Look at him go!<br />
<div class="mw-collapsible mw-collapsed" data-expandtext="Show Hitbox" data-collapsetext="Hide Hitbox"><br />
[[File:BBTag_Blitztank_2B_Hitbox.png|center|175px]]<br />
[[File:BBTag_Blitztank_2B2_Hitbox.png|center|175px]]<br />
</div><br />
|name=2B<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Blitztank/Data|2B}}<br />
{{!}}-<br />
{{Description|6|text=*Has Armor against Body-Attribute attacks during frames 4-14.<br />
A 2 hit low that moves forward and has a lot of range. Both hits can be canceled.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2C</font> ======<br />
{{MoveData<br />
|image=BBTag_Blitztank_2C.png |caption= He's like a cat pouncing on a toy!<br />
<div class="mw-collapsible mw-collapsed" data-expandtext="Show Hitbox" data-collapsetext="Hide Hitbox"><br />
[[File:BBTag_Blitztank_2C_Hitbox.png|center|175px]]<br />
</div><br />
|name=2C<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Blitztank/Data|2C}}<br />
{{!}}-<br />
{{Description|6|text=*Has Armor against Body-Attribute attacks during frames 4-27.<br />
Very slow, but positive on block long range sweep. Can't normally be comboed into from any ground hit, with the exception being the launch from 5BB.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.A</font> ======<br />
{{MoveData<br />
|image=BBTag_Blitztank_jA.png |caption= Bangbangbangbangbangbangbang<br />
<div class="mw-collapsible mw-collapsed" data-expandtext="Show Hitbox" data-collapsetext="Hide Hitbox"><br />
[[File:BBTag_Blitztank_jA_Hitbox.png|center|175px]]<br />
</div><br />
|name=j.A<br />
|data=<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=j.A}}<br />
{{#lsth:BBTag/Blitztank/Data|j.A}}<br />
{{!}}-<br />
{{Description|7|text=*Has Armor against Head-Attribute attacks during frames 4-8.<br />
This will be your Anti-Air, for most of the time. With relative quick start-up and air armor, it can work if your reactions are on point. However, please remember that Blitz have the jump height of a knocked over turtle and many air moves vastly out range his own. <br />
<br />
j.A also has a peculiar property of all hits after the first one don't scale, no matter how long you hold it for. This is crucial for optimal combos.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.B</font> ======<br />
{{MoveData<br />
|image=BBTag_Blitztank_jB.png |caption=If an explosion of that size can launch a tank upwards, I wonder what it does to the opponent... <br />
<div class="mw-collapsible mw-collapsed" data-expandtext="Show Hitbox" data-collapsetext="Hide Hitbox"><br />
[[File:BBTag_Blitztank_jB_Hitbox.png|center|175px]]<br />
</div><br />
|name=j.B<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Blitztank/Data|j.B}}<br />
{{!}}-<br />
{{Description|6|text=*Has Armor against Head-Attribute attacks during frames 4-16.<br />
This will be one of your more versatile options as it can be used as an instant overhead on the entire cast. In the corner Blitz can combo off it solo for a full combo, while midscreen he can get some additional damage and a super if you are willing to spend the bars. It also allows Blitz to get a pretty strong knockdown from corner loops to place a meaty Mine on their wake-up.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.C</font> ======<br />
{{MoveData<br />
|image=BBTag_Blitztank_jC_Stall.png |caption= "I recommend don't block."<br />
|image2=BBTag_Blitztank_jC_Fall.png |caption2= “Too late.”<br />
|name=j.C<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Blitztank/Data|j.C}}<br />
{{!}}-<br />
{{Description|6|text=*Has Armor against Head-Attribute attacks, unknown amount.<br />
Unblockable fullscreen ground pound. Not only can it be canceled into specials and supers, with select assists you can get some decent combos off it. The damage scaling is harsh, but that's the price to pay for such a unique option.<br />
<br />
The shockwave upon landing on the ground counts as a projectile, [https://twitter.com/commiku1/status/1197733473034870785 meaning some characters can counter it if used outside of blockstrings.]<br />
}}<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Universal Moves==<br />
<br />
====== <font style="visibility:hidden" size="0">Ground Throw</font> ======<br />
{{MoveData<br />
|image=BBTag_Blitztank_GroundThrow.png |caption=Does this look like the face of mercy? <br />
|name=Ground Throw<br />
|input=5B+C<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Blitztank/Data|BC}}<br />
{{!}}-<br />
{{Description|6|text=A rather below average throw due to Blitz poor movement speed, but it does give little over 5k midscreen, and Blitz always have the option to add in a bit extra damage with Supers. In the corner, it allows him to go straight into corner loops.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Reflector</font> ======<br />
{{MoveData<br />
|image=BBTag_Blitztank_Reflector.png |caption= Because armour isn't enough, here's a counter!<br />
|image2=BBTag_Blitztank_Entladung.png |caption2= '''Bzzt'''<br />
<div class="mw-collapsible mw-collapsed" data-expandtext="Show Hitbox" data-collapsetext="Hide Hitbox"><br />
[[File:BBTag_Blitztank_ED_Hitbox.png|center|175px]]<br />
No, I did not draw a red square around Blitztank. That's legit the hitbox.<br />
</div><br />
|name=Reflector<br />
|input=5A+D (Air OK)<br />
|data=<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Reflector|subtitle=Catch}}<br />
{{#lsth:BBTag/Blitztank/Data|AD}}<br />
{{!}}-<br />
{{AttackVersion|name=Entladung|subtitle=Attack}}<br />
{{#lsth:BBTag/Blitztank/Data|AD Attack}}<br />
{{!}}-<br />
{{AttackVersion|name=Reflector|subtitle=Air Catch}}<br />
{{#lsth:BBTag/Blitztank/Data|j.AD}}<br />
{{!}}-<br />
{{AttackVersion|name=Entladung|subtitle=Air Attack}}<br />
{{#lsth:BBTag/Blitztank/Data|j.AD Attack}}<br />
{{!}}-<br />
{{Description|7|text=A surprisingly strong counter-esque move, as it allows Blitz to act immediately if the follow-up doesn't trigger. Useful to ignore the opponents projectiles, and will build you a small amount of meter. Be aware, however, that it still has the same weaknesses that all other A+D attacks in the game share.<br />
<br />
Also, some multihit moves in the game make the Parry portion act a little weird, such as Elizabeth's 5A and Yukiko's Persona 5A, and won't let you act immediately.<br />
}}<br />
}}<br />
<br />
<br style="clear:both;"/><br />
<br />
==Skills==<br />
====== <font style="visibility:hidden" size="0">Elektro Auge</font> ======<br />
{{MoveData<br />
|image=BBTAG_Blitztank_Laser.png |caption= Heard you like zoning<br />
|image2=BBTag_Blitztank_AirElektroAuge.png |caption2= Is an "Imma firin mah lazer" meme too old of a joke to add?<br />
<div class="mw-collapsible mw-collapsed" data-expandtext="Show Hitbox" data-collapsetext="Hide Hitbox"><br />
[[File:BBTag_Blitztank_236x_Hitbox.png|center|175px]]<br />
</div><br />
|input=236A/B/C (air OK)<br />
|name=Elektro Auge<br />
|data=<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=236A}}<br />
{{#lsth:BBTag/Blitztank/Data|236A}}<br />
{{!}}-<br />
{{Description|7|text=With the sharpest angle, it's Blitztank go-to laser for ending combos and ending pressure safely. It hits anyone right roughly in front of Blitz.<br />
}}<br />
{{AttackVersion|name=236B}}<br />
{{#lsth:BBTag/Blitztank/Data|236B}}<br />
{{!}}-<br />
{{Description|7|text=The go-to space control laser for Blitztank. It hits the entire screen in length at a relative shallow angle, ending slightly above the corner on the other side. Snipe the opponent for doing something, hit the assist, you name it.<br />
<br />
Do keep in mind that it has a decent amount of recovery, and thanks to Blitz height, making it weak to IADs.<br />
}}<br />
{{AttackVersion|name=236C}}<br />
{{#lsth:BBTag/Blitztank/Data|236C}}<br />
{{!}}-<br />
{{Description|7|text=The Anti-Air laser. It goes straight forward the entire screen, completely missing the entire cast except for standing Tager, Merkava, and an opponent Blitztank. It acts as his best option to stop anyone from trying to jump too much at long ranges.<br />
<br />
This laser also has the least amount of recovery, making it crucial for combos and conversions. From mid to full screen, you can tack on a bit extra with a second laser or 236BC. Close range, a Ansturm will hit nicely. In the corner, however, it's the second vital part of his corner loops, making 5BB 236C loop into itself for at least 6 times with a 5B starter. Unlike most C moves, it does not cost meter<br />
}}<br />
{{!}}-<br />
{{AttackVersion|name=j.236A}}<br />
{{#lsth:BBTag/Blitztank/Data|j.236A}}<br />
{{!}}-<br />
{{AttackVersion|name=j.236B}}<br />
{{#lsth:BBTag/Blitztank/Data|j.236B}}<br />
{{!}}-<br />
{{AttackVersion|name=j.236C}}<br />
{{#lsth:BBTag/Blitztank/Data|j.236C}}<br />
{{!}}-<br />
{{Description|7|text=Mostly the same with varying angles, but the most important feature is that the recovery of air lasers is cut short when landing, making them potentially much safer on block to the point of possibly being + on block, AND making combos after them possible. A simple TK j.236C is enough to make it in your favor.<br />
<br />
Delayed laser after j.B is needed to get combos afterwards<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Blitz Mine</font> ======<br />
{{MoveData<br />
|image=BBTag_Blitztank_BlitzMineAB.png |caption= Who would've guessed the "B" in "B-Mine" stood for "Blitz"?<br />
<div class="mw-collapsible mw-collapsed" data-expandtext="Show Hitbox" data-collapsetext="Hide Hitbox"><br />
[[File:BBTag_Blitztank_214x_Hitbox.png|center|175px]]<br />
Does anyone feel as insulted as I do about that tiny thing?<br />
[[File:BBTag_Blitztank_214x2_Hitbox.png|center|175px]]<br />
</div><br />
|input=214A/B (air OK)<br />
|name=Blitz Mine<br />
|data=<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=214A}}<br />
{{#lsth:BBTag/Blitztank/Data|214A}}<br />
{{!}}-<br />
{{AttackVersion|name=214B}}<br />
{{#lsth:BBTag/Blitztank/Data|214B}}<br />
{{!}}-<br />
{{AttackVersion|name=j.214A}}<br />
{{#lsth:BBTag/Blitztank/Data|j.214A}}<br />
{{!}}-<br />
{{AttackVersion|name=j.214B}}<br />
{{#lsth:BBTag/Blitztank/Data|j.214B}}<br />
{{!}}-<br />
{{Description|7|text=A 2 hit projectile that go in an arc from Blitztank. In the current state of the game, not particularly useful except for niche corner oki and even that is rather weak.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Ansturm</font> ======<br />
{{MoveData<br />
|image=BBTag_Blitztank_Ansturm.png |caption= '''GAS GAS GAS I'M GONNA STEP ON THE GAS'''<br />
<div class="mw-collapsible mw-collapsed" data-expandtext="Show Hitbox" data-collapsetext="Hide Hitbox"><br />
[[File:BBTag_Blitztank_66_Hitbox.png|center|175px]]<br />
</div><br />
|name=Ansturm<br />
|input=66<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Blitztank/Data|66}}<br />
{{!}}-<br />
{{Description|6|text=*Has Armor against Body-Attribute attacks during frames 4-7.<br />
A fast, armored, and most importantly SAFE ON BLOCK, dash attack. Useful to make your pressure safe, go through the opponents projectiles, and in general whenever you feel like running the opponent down. However, this move has HORRIBLE whiff recovery. The opponent has plenty of time to do whatever punish of their choice if this move is not used with care. It also does not reach full screen, so you sadly can't punish the opponents full screen zoning with this.<br />
<br />
Hits the opponent far away, making it useful for corner push.<br />
}}<br />
}}<br />
<br />
<br style="clear:both;"/><br />
<br />
==Extra Skills==<br />
====== <font style="visibility:hidden" size="0">EX Blitz Mine</font> ======<br />
{{MoveData<br />
|image=BBTag_Blitztank_Blitzmine.png |caption= ''Kocchi wo miro!''<br />
|input=214C (air OK)<br />
|name=EX Blitz Mine<br />
|data=<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground}}<br />
{{#lsth:BBTag/Blitztank/Data|214C}}<br />
{{!}}-<br />
{{AttackVersion|name=Air}}<br />
{{#lsth:BBTag/Blitztank/Data|j.214C}}<br />
{{!}}-<br />
{{Description|7|text= Combos into itself for meme value. Most useful in using to confirm off of a lockdown assist + j.c unblockable, due to its long untech time. It can be used as an anti-air due to it's relative faster speed compared to the other Mines, but even this has niche use.<br />
}}<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Partner Skills==<br />
<br />
====== <font style="visibility:hidden" size="0">5P</font> ======<br />
{{MoveData<br />
|image=BBTag_Blitztank_Ansturm.png |caption= When you need thots ran over on command<br />
|input=Ansturm<br />
|name=5P<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Blitztank/Data|5P}}<br />
{{!}}-<br />
{{Description|6|text=No armor, but is relative fast. Hits the opponent upwards, instead of away like his regular version does. The recovery is still long, however, making it a bit harder to use in CC compared to other similar assists like Tager's 5P. <br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">6P</font> ======<br />
{{MoveData<br />
|image=BBTag_Blitztank_ElectroAuge_B.png |caption= When you need to fry an ant on command<br />
|input=Electro Auge B<br />
|name=6P<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Blitztank/Data|6P}}<br />
{{!}}-<br />
{{Description|6|text=The B version of Electro Auge. Full screen laser for whenever you feel like the opponent has it to good over there. Decently fast for being a full screen projectile. It will not hit small opponents that are close by.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">4P</font> ======<br />
{{MoveData<br />
|image=BBTag_Blitztank_Entladung.png |caption= When you need a Pikachu on command<br />
|input=Entladung<br />
|name=4P<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Blitztank/Data|4P}}<br />
{{!}}-<br />
{{Description|6|text=Multihit and an extremely large hitbox with plenty of hitstun. Easy to convert off in combos, and recovers relatively quickly. Also has bad scaling.<br />
}}<br />
}}<br />
<br />
<br style="clear:both;"/><br />
<br />
==Distortion Skills==<br />
====== <font style="visibility:hidden" size="0">Gjallarhorn</font> ======<br />
{{MoveData<br />
|image=BBTag_Blitztank_Gjallarhorn.png |caption= I showed you my Gjallahorn, please respond<br />
<div class="mw-collapsible mw-collapsed" data-expandtext="Show Hitbox" data-collapsetext="Hide Hitbox"><br />
[[File:BBTag_Blitztank_236BC_Hitbox.png|center|175px]]<br />
What else did you expect really?<br />
</div><br />
|input=236B+C<br />
|name=Gjallarhorn<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Blitztank/Data|236BC}}<br />
{{!}}-<br />
{{Description|6|text=*1f of invul during super flash, rest has nothing.<br />
The signature full screen, very fast, extremely damaging Gjallarhorn. Makes Ziodyne look like a baby's first painting compared to this Mona Lisa of lasers.<br />
<br />
As the highest damaging super laser in the game, it can be tacked on after just about every combo, and makes getting hit by any 236C or j.C no matter where the opponent is painful. However, for how good it is, it also comes with some issues. It has no invulnerability, with the exception being the first frame during the super flash. It's unsafe on block, but depending on the distance to the opponent that might be hard for them to take advantage of. But anyone with their own full screen option will be able to readily punish it. On top of that, it actually has less minimum damage than Blitzlauf, however in situations where that matters only really come up in very long and highly prorated combos.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Blitzlauf</font> ======<br />
{{MoveData<br />
|image=BBTag_Blitztank_Blitzlauf.png |caption= For when you want Ansturm, '''''BUT MORE.'''''<br />
<div class="mw-collapsible mw-collapsed" data-expandtext="Show Hitbox" data-collapsetext="Hide Hitbox"><br />
[[File:BBTag_Blitztank_214BC_Hitbox.png|center|175px]]<br />
</div><br />
|input=214B+C<br />
|name=Blitzlauf<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Blitztank/Data|214BC}}<br />
{{!}}-<br />
{{Description|6|text=*1-15f of invul.<br />
Blitz second super, and the only one with full invulnerability on start-up. Goes full screen, and can hit the assist as well if needed. It's, however, very unsafe on block so use with caution.<br />
<br />
As mentioned above, this super has higher minimum damage than Gjallarhorn, giving you a little bit more damage after long combos.<br />
}}<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Distortion Skill Duo==<br />
{{MoveData<br />
|image=BBTag_Blitztank_Gjallarhorn.png |caption= '''DOITSU NO KAGAKU WA SEKAI ICHI!'''<br />
|input=P during Main Character's Distortion Skill <br />
|name=Gjallarhorn<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Blitztank/Data|Distortion Skill Duo}}<br />
{{!}}-<br />
{{Description|6|text=Nothing particularly special about this DSD. It can hit the assist tho, which is nice.<br />
}}<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Astral Heat==<br />
{{MoveData<br />
|image=BBTag_Blitztank_Ragnarok.png |caption= Déjà vu, I've just seen this Ansturm before<br />
|image2=BBTag_Blitztank_Ragnarok2.png |caption2= NANI!? <br/> K-KANSEI DORIFTO???<br />
<div class="mw-collapsible mw-collapsed" data-expandtext="Show Hitbox" data-collapsetext="Hide Hitbox"><br />
[[File:BBTag_Blitztank_222BC_Hitbox.png|center|175px]]<br />
</div><br />
|input=222B+C<br />
|name=Ragnarok<br />
|data= <br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Blitztank/Data|222BC}}<br />
{{!}}-<br />
{{Description|6|text= not a bad option, as Blitztank generally doesn't burn more than 2 or 3 meter in an RB combo, meaning that you can easily accumulate meter in LV4 blaze.<br />
<br />
}}<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Roadmap==<br />
<!--To update this section, go to this character's subheader in Dustloop Wiki:Roadmap/BBTag--><br />
{{Roadmap}}<br />
==Navigation==<br />
{{#lsth:BBTag/Blitztank/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[BBTag/Blitztank/Data]]. Be sure to update both the <code>move</code> and the <code>move Full</code> sections. One is shown on the character page, while the other is shown on the frame data page.}}<br />
{{Navbar-BBTag}}<br />
[[Category:BlazBlue Cross Tag Battle]]<br />
[[Category:Blitztank]]</div>50.202.132.10https://www.dustloop.com/wiki/index.php?title=BBTag/Neo_Politan&diff=136178BBTag/Neo Politan2019-12-04T17:10:52Z<p>50.202.132.10: /* Parasol Descent */</p>
<hr />
<div>{| class="wikitable" style="float:right; margin-left: 10px; width:400px"<br />
|-<br />
!Neo Politan<br />
|-<br />
||<br />
[[File:BBTag_Neo_Portrait.png|350x500px|center]]<br />
|-<br />
||<br />
{{#lsth:BBTag/Neo Politan/Data|SystemData}}<br />
;Movement Options<br />
* Double Jump, 1 Airdash, Dash Type: Run<br />
<br />
;Playstyle<br />
:Mid-range, Aggressive<br />
<br />
;Team role<br />
:Point<br />
|}<br />
<div style="float:left; margin-right:25px;"><br />
{{TOC limit|2}}<br />
</div><br />
==Overview==<br />
<br />
===Backstory===<br />
<br />
===Playstyle===<br />
<br />
===Strengths/Weaknesses===<br />
<br />
{{#lst:BBTag/Neo Politan/Data|Links}}<br />
<br style="clear:both;"/><br />
<br />
==Normal Moves==<br />
<br />
====== <font style="visibility:hidden" size="0">5A</font> ======<br />
{{MoveData<br />
|image=BBTag_Neo_5A.png |caption=<br />
|image2=BBTag_Neo_5AA.png |caption2=<br />
|image3=BBTag_Neo_5AAA.png |caption3=<br />
|image4=BBTag_Neo_5AAAA.png |caption4=<br />
|name=5A<br />
|data=<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=5A}}<br />
{{#lsth:BBTag/Neo Politan/Data|5A}}<br />
{{!}}-<br />
{{AttackVersion|name=5AA}}<br />
{{#lsth:BBTag/Neo Politan/Data|5AA}}<br />
{{!}}-<br />
{{AttackVersion|name=5AAA}}<br />
{{#lsth:BBTag/Neo Politan/Data|5AAA}}<br />
{{!}}-<br />
{{AttackVersion|name=5AAAA}}<br />
{{#lsth:BBTag/Neo Politan/Data|5AAAA}}<br />
{{!}}-<br />
{{Description|7|text=<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5B</font> ======<br />
{{MoveData<br />
|image=BBTag_Neo_5B.png |caption=<br />
|image2=BBTag_Neo_5BB.png |caption2= Free launches with a small chance of rain<br />
|image3=BBTag_Neo_5BBB.png |caption3=<br />
|name=5B<br />
|data=<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=5B}}<br />
{{#lsth:BBTag/Neo Politan/Data|5B}}<br />
{{!}}-<br />
{{AttackVersion|name=5BB}}<br />
{{#lsth:BBTag/Neo Politan/Data|5BB}}<br />
{{!}}-<br />
{{AttackVersion|name=5BBB}}<br />
{{#lsth:BBTag/Neo Politan/Data|5BBB}}<br />
{{!}}-<br />
{{Description|7|text= 5BB can launch<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5C</font> ======<br />
{{MoveData<br />
|image=BBTag_Neo_5C.png |caption=<br />
|name=5C<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Neo Politan/Data|5C}}<br />
{{!}}-<br />
{{Description|6|text=<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2A</font> ======<br />
{{MoveData<br />
|image=BBTag_Neo_2A.png |caption=<br />
|name=2A<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Neo Politan/Data|2A}}<br />
{{!}}-<br />
{{Description|6|text=<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2B</font> ======<br />
{{MoveData<br />
|image=BBTag_Neo_2B.png |caption=<br />
|name=2B<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Neo Politan/Data|2B}}<br />
{{!}}-<br />
{{Description|6|text=<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2C</font> ======<br />
{{MoveData<br />
|image=BBTag_Neo_2C.png |caption=<br />
|name=2C<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Neo Politan/Data|2C}}<br />
{{!}}-<br />
{{Description|6|text=<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.A</font> ======<br />
{{MoveData<br />
|image=BBTag_Neo_jA.png |caption=<br />
|image2=BBTag_Neo_jAA.png |caption2=<br />
|name=j.A<br />
|data=<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=j.A}}<br />
{{#lsth:BBTag/Neo Politan/Data|j.A}}<br />
{{!}}-<br />
{{AttackVersion|name=j.AA}}<br />
{{#lsth:BBTag/Neo Politan/Data|j.AA}}<br />
{{!}}-<br />
{{Description|7|text=<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.B</font> ======<br />
{{MoveData<br />
|image=BBTag_Neo_jB.png |caption=Get ready to delay a LOT<br />
|name=j.B<br />
|data=<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=j.B}}<br />
{{#lsth:BBTag/Neo Politan/Data|j.B}}<br />
{{!}}-<br />
{{AttackVersion|name=j.BB}}<br />
{{#lsth:BBTag/Neo Politan/Data|j.BB}}<br />
{{!}}-<br />
{{Description|6|text=<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.C</font> ======<br />
{{MoveData<br />
|image=BBTag_Neo_jC.png |caption=<br />
|name=j.C<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Neo Politan/Data|j.C}}<br />
{{!}}-<br />
{{Description|6|text=<br />
}}<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Universal Moves==<br />
<br />
====== <font style="visibility:hidden" size="0">Ground Throw</font> ======<br />
{{MoveData<br />
|image=BBTag_Neo_GroundThrow.png |caption=<br />
|name=Ground Throw<br />
|input=5B+C<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Neo Politan/Data|BC}}<br />
{{!}}-<br />
{{Description|6|text=<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Backlash</font> ======<br />
{{MoveData<br />
|image=BBTag_Neo_Backlash.png |caption=<br />
|name=Backlash<br />
|input=5A+D<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Neo Politan/Data|AD}}<br />
{{!}}-<br />
{{Description|6|text=<br />
}}<br />
}}<br />
<br />
<br style="clear:both;"/><br />
<br />
==Skills==<br />
====== <font style="visibility:hidden" size="0">Illusory Charge</font> ======<br />
{{MoveData<br />
|image=BBTag_Neo_IllusoryCharge.png |caption=<br />
|input=236A/B<br />
|name=Illusory Charge/Illusory Strike<br />
|data=<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=A}}<br />
{{#lsth:BBTag/Neo Politan/Data|236A}}<br />
{{!}}-<br />
{{AttackVersion|name=B}}<br />
{{#lsth:BBTag/Neo Politan/Data|236B}}<br />
{{!}}-<br />
{{AttackVersion|name=B > A/B/C}}<br />
{{#lsth:BBTag/Neo Politan/Data|236B > X}}<br />
{{!}}-<br />
{{Description|7|text=<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Stealth Blitz</font> ======<br />
{{MoveData<br />
|image=BBTag_Neo_StealthBlitz.png |caption= Easiest 50/50 of my life<br />
|image2=BBTag_Neo_SweepingIllusion.png |caption2=<br />
|input=214A/B/C<br />
|name=Stealth Blitz/Striking Stance/Stealth Sweep<br />
|data=<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=A}}<br />
{{#lsth:BBTag/Neo Politan/Data|214A}}<br />
{{!}}-<br />
{{AttackVersion|name=B}}<br />
{{#lsth:BBTag/Neo Politan/Data|214B}}<br />
{{!}}-<br />
{{AttackVersion|name=C}}<br />
{{#lsth:BBTag/Neo Politan/Data|214C}}<br />
{{!}}-<br />
{{Description|7|text= Striking Stance is a parry<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Swooping Illusion</font> ======<br />
{{MoveData<br />
|image=BBTag_Neo_SwoopingIllusion.png |caption=<br />
|input=j.236A/B<br />
|name=Swooping Illusion/Plunging Illusion<br />
|data=<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=A}}<br />
{{#lsth:BBTag/Neo Politan/Data|j.236A}}<br />
{{!}}-<br />
{{AttackVersion|name=B}}<br />
{{#lsth:BBTag/Neo Politan/Data|j.236B}}<br />
{{!}}-<br />
{{Description|7|text=<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Parasol Descent</font> ======<br />
{{MoveData<br />
|image=BBTag_Neo_ParasolDescent.png |caption="I'm Mary Poppins y'all"<br />
|input=j.214A/B<br />
|name=Parasol Descent<br />
|data=<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=A}}<br />
{{#lsth:BBTag/Neo Politan/Data|j.214A}}<br />
{{!}}-<br />
{{AttackVersion|name=B}}<br />
{{#lsth:BBTag/Neo Politan/Data|j.214B}}<br />
{{!}}-<br />
{{Description|7|text= A version is cancelable with an attack, b version is a parry<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Pinwheel Flip</font> ======<br />
{{MoveData<br />
|image=BBTag_Neo_PinwheelFlip.png |caption=<br />
|input=66<br />
|name=Pinwheel Flip<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Neo Politan/Data|66}}<br />
{{!}}-<br />
{{Description|6|text=<br />
}}<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Extra Skills==<br />
====== <font style="visibility:hidden" size="0">EX Illusory Strike</font> ======<br />
{{MoveData<br />
|image=BBTag_Neo_IllusoryStrike.png |caption=<br />
|image2=BBTag_Neo_RapidSwing.png |caption2=<br />
|input=236C<br />
|name=EX Illusory Strike<br />
|data=<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=236C}}<br />
{{#lsth:BBTag/Neo Politan/Data|236C}}<br />
{{!}}-<br />
{{AttackVersion|name=236C > A/B/C}}<br />
{{#lsth:BBTag/Neo Politan/Data|236C > X}}<br />
{{!}}-<br />
{{Description|7|text=<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">EX Parasol Descent</font> ======<br />
{{MoveData<br />
|image=BBTag_Neo_ParasolDescent.png |caption= I heard you like jump cancels?<br />
|input=j.214C<br />
|name=EX Parasol Descent<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Neo Politan/Data|j.214C}}<br />
{{!}}-<br />
{{Description|6|text= Whenever Neo uses EX Parasol, you gain an extra jump<br />
}}<br />
}}<br />
<br style="clear:both;"/><br />
<br />
====== <font style="visibility:hidden" size="0">EX Sweeping Illusion</font> ======<br />
{{MoveData<br />
|image=BBTag_Neo_SwoopingIllusion.png |caption=<br />
|input=j.236C<br />
|name=EX Swooping Illusion<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Neo Politan/Data|j.236C}}<br />
{{!}}-<br />
{{Description|6|text=<br />
}}<br />
}}<br />
<br />
==Partner Skills==<br />
<br />
====== <font style="visibility:hidden" size="0">5P</font> ======<br />
{{MoveData<br />
|image=BBTag_Neo_IllusoryCharge.png |caption=<br />
|input=Illusory Charge<br />
|name=5P<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Neo Politan/Data|5P}}<br />
{{!}}-<br />
{{Description|6|text= Neo sends herself instead of a clone doing the same attack as 6P<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">6P</font> ======<br />
{{MoveData<br />
|image=BBTag_Neo_?IllusoryCharge.png |caption=<br />
|input=Illusory Strike<br />
|name=6P<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Neo Politan/Data|6P}}<br />
{{!}}-<br />
{{Description|6|text= Neo sends a clone of herself as a projectile<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">4P</font> ======<br />
{{MoveData<br />
|image=BBTag_Neo_4P.png |caption=<br />
|input=<br />
|name=4P<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Neo Politan/Data|4P}}<br />
{{!}}-<br />
{{Description|6|text=<br />
}}<br />
}}<br />
<br />
<br style="clear:both;"/><br />
<br />
==Distortion Skills==<br />
====== <font style="visibility:hidden" size="0">Overactive Devastation</font> ======<br />
{{MoveData<br />
|image=BBTag_Neo_OveractiveDevastation.png |caption=<br />
|input=236B+C<br />
|name=Overactive Devastation<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Neo Politan/Data|236BC}}<br />
{{!}}-<br />
{{Description|6|text=<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Suspension of Disbelief</font> ======<br />
{{MoveData<br />
|image=BBTag_Neo_SuspensionOfDisbelief.png |caption=<br />
|input=214B+C<br />
|name=Suspension of Disbelief<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Neo Politan/Data|214BC}}<br />
{{!}}-<br />
{{Description|6|text=<br />
}}<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Distortion Skill Duo==<br />
{{MoveData<br />
|image=BBTag_Neo_OveractiveDevastation.png |caption=<br />
|input=P during Main Character's Distortion Skill <br />
|name=Overactive Devastation<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Neo Politan/Data|Distortion Skill Duo}}<br />
{{!}}-<br />
{{Description|6|text=<br />
}}<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Astral Heat==<br />
{{MoveData<br />
|image=BBTag_Neo_ShatteringSkewer.png |caption=<br />
|image2=BBTag_Neo_ShatteringSkewer2.png |caption2=<br />
|input=222B+C<br />
|name=Shattering Skewer<br />
|data= <br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Neo Politan/Data|222BC}}<br />
{{!}}-<br />
{{Description|6|text=<br />
}}<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Navigation==<br />
{{#lsth:BBTag/Neo Politan/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[BBTag/Neo Politan/Data]]. Be sure to update both the <code>move</code> and the <code>move Full</code> sections. One is shown on the character page, while the other is shown on the frame data page.}}<br />
{{Navbar-BBTag}}<br />
[[Category:BlazBlue Cross Tag Battle]]<br />
[[Category:Neo Politan]]</div>50.202.132.10https://www.dustloop.com/wiki/index.php?title=BBTag/Es&diff=131361BBTag/Es2019-10-21T13:34:19Z<p>50.202.132.10: /* Drive: Crest Arts */</p>
<hr />
<div>{| class="wikitable" style="float:right; margin-left: 10px; width:400px"<br />
|-<br />
!Es<br />
|-<br />
||<br />
[[File:BBTag_Es_Portrait.png|350x500px|center]]<br />
|-<br />
||<br />
{{#lsth:BBTag/Es/Data|SystemData}}<br />
;Movement Options<br />
* Double Jump, 1 Airdash, Dash Type: Run<br />
<br />
;Playstyle<br />
:Passive, Neutral-focused<br />
<br />
;Team Role:<br />
:Support<br />
|}<br />
<div style="float:left; margin-right:25px;"><br />
{{TOC limit|2}}<br />
</div><br />
==Overview==<br />
<br />
''"If this is one of the "possibilities", then I'll perform my duty to the fullest"''<br />
<br />
===Backstory===<br />
<br />
The main heroine of the XBlaze series. Es, short for Embyro Storage, was created by Soichiro Unomaru to be a vessel for the Embryo. She was once a member of the Mitsurugi Agency's Sleipnir unit, tasked with hunting down Unions and capturing them for rehabiliation. At the end of the events of XBlaze, Es leaves her world and timeline and later returns in the main BlazBlue series during the events of BlazBlue Central Fiction. Having lost all memories of her previous life, Es now only exists to protect the gates to the Azure.<br />
<br />
===Playstyle===<br />
<br />
Es is a character that specializes in controlling the flow of the match in neutral. She has moderately fast movement and her big broadsword gives her normals with a lot of reach, allowing her to rushdown very well. Her Breunor projectile is a powerful ranged option for controlling space that when used properly it'll force your opponent to approach more cautiously and in certain ways that you can exploit.<br />
<br />
===Strengths/Weaknesses===<br />
{| <br />
|-style="text-align:left;"<br />
! Strengths !! Weaknesses<br />
|- style="vertical-align:top;text-alighn:left"<br />
| style="width: 50%;"|<br />
*Solid range on her normals.<br />
*Hard hitting combos that last a lengthy amount of time, especially with an assist. This means that Es can carry you to either corner relatively easily.<br />
*Es can adapt to nearly any playstyle and heavily punish an opponent's weak defense in battle thanks to her range, two overheads, crest mechanic, and her projectiles.<br />
*The lingering crests in Es's normals are incredibly useful for extending combos, blockstrings, and creating tricky cross-up situations thanks to her j.C.<br />
*Has one of the best projectiles in the game thanks to their speedy startup, quick recovery, multiple angles that they can be shot from in the air & ground, and Es's ability to shoot two projectiles in a single quarter-circle input.<br />
*Because of all this, Es possesses the tools to initiate an unrelenting offense, in conjunction with a keep-away game that is very bothersome to deal with.<br />
*Great reversal action which has a huge pillar-like hitbox.<br />
*Solid 2B.<br />
*Her j.C is one of the best and most useful aerial moves in the game.<br />
| style="width: 50%;"|<br />
*Although she can deal solid damage she has Below-average start-up on certain moves, specifically in her 5B and 214A.<br />
*Due to her reliance on crest mechanics and assists to help her approaches at close range, Es has openings in her strings where she can be susceptible to reversal action and/or other counters.<br />
* A lot of her attack have high recover frame on whiff and block, such as her 2B, 214C, 214A so try your best to not whiff her attack too much <br />
|-<br />
|}<br />
<br style="clear:both;"/><br />
<br />
===Drive: Crest Arts===<br />
<br />
In the mainline Blazblue series, a crest would appear at Es's position after performing a drive move. After a certain amount of time, which varies from move to move, the crest would activate and hit anything in the space it covered. This mechanic has returned in Blazblue Cross Tag Battle but the activation timing of the crests have changed, remaining on the screen for less time.<br />
<br />
'''Attacks that create crests:''' 5B, j.C, and 4P.<br />
<br />
<br style="clear:both;"/><br />
<br />
<br />
{{#lst:BBTag/Es/Data|Links}}<br />
<br style="clear:both;"/><br />
<br />
==Normal Moves==<br />
====== <font style="visibility:hidden" size="0">4A</font> ======<br />
{{MoveData<br />
|image=BBTag_Es_4A.png |caption=<br />
|name=4A<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Es/Data|4A}}<br />
{{!}}-<br />
{{Description|6|text=<br />
* Es fastest normal<br />
* Can cancel into itself several times, and to pretty much any other move.<br />
* Like all A normals, it can be delayed canceled into a throw to create a tick throw setup<br />
* Can be jump canceled on block<br />
The multiple cancel options can make this move useful at the start of an offensive blockstring. It can also be stuffed inside gaps in the opponent's pressure because of its sheer speed.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5A</font> ======<br />
{{MoveData<br />
|image=BBTag_Es_5A.png |caption=<br />
|image2=BBTag_Es_5AA.png |caption2=<br />
|image3=BBTag_Es_5AAA.png |caption3=<br />
|image4=BBTag_Es_5AAAA.png |caption4=<br />
|name=5A<br />
|data=<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=5A}}<br />
{{#lsth:BBTag/Es/Data|5A}}<br />
{{!}}-<br />
{{Description|7|text=<br />
Big and fast and is your best friend as Es <br />
}}<br />
{{!}}-<br />
{{AttackVersion|name=5AA}}<br />
{{#lsth:BBTag/Es/Data|5AA}}<br />
{{!}}-<br />
{{Description|7|text= <br />
Used mostly as combo and blockstring filler <br />
}}<br />
{{!}}-<br />
{{AttackVersion|name=5AAA}}<br />
{{#lsth:BBTag/Es/Data|5AAA}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* At certain distance, this move will whiff even if 5AA connects<br />
* Off of air hit, you can combo 5B after this move<br />
<br />
Also mostly combo and blockstring filler, but is very useful in grounded combos to gatling 5B when the opponent is in the air <br />
}}<br />
{{!}}-<br />
{{AttackVersion|name=5AAAA}}<br />
{{#lsth:BBTag/Es/Data|5AAAA}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Standard autocombo ender<br />
* Cannot follow up this normal with other normals, specials, or supers<br />
<br />
Mostly unused, very minus and doesn't give much reward on hit either. <br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5B</font> ======<br />
{{MoveData<br />
|image=BBTag_Es_5B.png |caption=<br />
|image2=BBTag_Es_5BB.png |caption2=<br />
|name=5B<br />
|data=<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=5B}}<br />
{{#lsth:BBTag/Es/Data|5B}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Big, but slow startup. Puts a crest on the field that detonates near immediately. <br />
<br />
This can be a good tool to frame trap during pressure. It's also useful because the crest lingers for a little bit, so if they pushblock this move, they can't run in immediately or they get hit by the exploding crest. <br />
<br />
As a starter on a standing opponent, can connect a 214A afterwards to do a full combo<br />
}}<br />
{{!}}-<br />
{{AttackVersion|name=5BB}}<br />
{{#lsth:BBTag/Es/Data|5BB}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Jump cancellable on hit<br />
<br />
Since this is jump cancellable on hit, you can do 5BB jB jC as a combo ender which, in the corner, covers all tech options and gives good oki <br />
<br />
Otherwise, is mostly combo or blockstring filler. <br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5C</font> ======<br />
{{MoveData<br />
|image=BBTag_Es_5C.png |caption=<br />
|name=5C<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Es/Data|5C}}<br />
{{!}}-<br />
{{Description|6|text=<br />
* Her old 6A<br />
* Combos from 5B and 5BB in the corner<br />
<br />
Standard overhead, punishable on block<br />
<br />
Feels very short and given Es's big range on all her other normals, is a bit difficult to fit into blockstrings<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2A</font> ======<br />
{{MoveData<br />
|image=BBTag_Es_2A.png |caption=<br />
|name=2A<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Es/Data|2A}}<br />
{{!}}-<br />
{{Description|6|text=<br />
* Cannot be cancelled into itself<br />
<br />
Es's fastest low, with good range. <br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2B</font> ======<br />
{{MoveData<br />
|image=BBTag_Es_2B.png |caption=<br />
|name=2B<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Es/Data|2B}}<br />
{{!}}-<br />
{{Description|6|text=<br />
* Anti-Air with a lot of vertical reach<br />
* Jump cancellable on block<br />
* 10-12f head invulnerable<br />
<br />
Used mostly as an anti-air, but on block it can be jump cancelled, which can open up instant overheads with jB<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2C</font> ======<br />
{{MoveData<br />
|image=BBTag_Es_2C.png |caption=<br />
|name=2C<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Es/Data|2C}}<br />
{{!}}-<br />
{{Description|6|text=<br />
* On hit, makes opponent airborne and leads to a ground tech<br />
<br />
Commonly used near the end of blockstrings and combos. Very useful in solo combos since 2C>236C in the corner allows for a 5A followup and also makes the opponent airborne, opening up much better combo routes for Es in the corner<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.A</font> ======<br />
{{MoveData<br />
|image=BBTag_Es_jA.png |caption=<br />
|image2=BBTag_Es_jAA.png |caption2=<br />
|name=j.A<br />
|data=<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=j.A}}<br />
{{#lsth:BBTag/Es/Data|j.A}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Really big air normal, good for both air-to-airs and air-to-grounds.<br />
<br />
All of Es's buttons in the air are good. This is the fastest, which makes it useful for challenging people in the air. It hits overheads and still has a good hitbox, so it can be used for jump-ins as well. <br />
}}<br />
{{!}}-<br />
{{AttackVersion|name=j.AA}}<br />
{{#lsth:BBTag/Es/Data|j.AA}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Can be done even if jA whiffs<br />
<br />
This hit is angled a bit more downwards, making it a bit better for jump-ins. Is useful for confirming stray jA hits. <br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.B</font> ======<br />
{{MoveData<br />
|image=BBTag_Es_jB.png |caption=Yo check out my sweet Gordeau impression<br />
|name=j.B<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Es/Data|j.B}}<br />
{{!}}-<br />
{{Description|6|text=<br />
* Good for jump ins, mixups and ending air combos<br />
<br />
On certain characters, this move can be an instant overhead, although you need an assist to convert off of non-counterhit IOH jB <br />
<br />
On counterhit, you can connect a jC after a jB on a grounded opponent<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.C</font> ======<br />
{{MoveData<br />
|image=BBTag_Es_jC.png |caption= Spin your sword round and round, do-se-do your partner 'round...<br />
|name=j.C<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Es/Data|j.C}}<br />
{{!}}-<br />
{{Description|6|text=<br />
* Good for oki<br />
<br />
Probably her best jump normal. Very big, crest allows for this to still get hits even if the first hit whiffs, hits overhead and puts the opponent in an airborne state if it does hit, and can be comboed off of with 5A. <br />
}}<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Universal Mechanics==<br />
<br />
====== <font style="visibility:hidden" size="0">Ground Throw</font> ======<br />
{{MoveData<br />
|image=BBTag_Es_GroundThrow.png |caption=<br />
|name=Ground Throw<br />
|input=5B+C<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Es/Data|BC}}<br />
{{!}}-<br />
{{Description|6|text=<br />
* Standard throw<br />
<br />
For forward throw, it makes the opponent airborne and you can link a 5AAA into a good combo. You can also link into Gawain, although this might leave you with less options.<br />
<br />
For back throw, you can cancel into a 214A which leads into a standard 214A combo<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Type:Slasher "Griflet"</font> ======<br />
{{MoveData<br />
|image=BBTag_Es_Griflet.png |caption=<br />
|name=Type:Slasher "Griflet"<br />
|input=5A+D (Air OK)<br />
|data=<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground}}<br />
{{#lsth:BBTag/Es/Data|AD}}<br />
{{!}}-<br />
{{AttackVersion|name=Air}}<br />
{{#lsth:BBTag/Es/Data|j.AD}}<br />
{{!}}-<br />
{{Description|7|text=<br />
Good vertical range and decent horizontal range. Hitbox does come up slower than some other DPs, which means this move might get blocked if you try to use it as an antiair. <br />
<br />
You can press another button on hit to activate the followup, but the followup isn't available on block or whiff. <br />
}}<br />
{{!}}-<br />
{{AttackVersion|name=Crest Followup}}<br />
{{#lsth:BBTag/Es/Data|AD > X}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Important points go here<br />
<br />
The followup can sometimes whiff even if the first part of the move hits. The followup has a very long recovery window as well, which can lead to you being punished if the first part hits but the followup whiffs, so be careful about doing the followup. <br />
<br />
Generally you want to use this though because it leads to better advantage for you. <br />
}}<br />
}}<br />
<br />
<br />
<br style="clear:both;"/><br />
<br />
==Skills==<br />
====== <font style="visibility:hidden" size="0">Type:Shooter "Breunor"</font> ======<br />
{{MoveData<br />
|image=BBTag_Es_Breunor.png |caption=<br />
|input=236A/B<br />
|name=Type:Shooter "Breunor"<br />
|data=<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground A}}<br />
{{#lsth:BBTag/Es/Data|236A}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground B}}<br />
{{#lsth:BBTag/Es/Data|236B}}<br />
{{!}}-<br />
{{AttackVersion|name=Additional Breunor A/B}}<br />
{{#lsth:BBTag/Es/Data|Followup Breunor}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* A version projectile moves almost immediately after the projectile comes out, but doesn't travel fullscreen<br />
* B version projectile lingers at Es for a little bit, then moves forward<br />
<br />
Very good fireballs. Pretty big and fast and can be really annoying for characters to get around. <br />
<br />
}}<br />
{{!}}-<br />
{{AttackVersion|name=Powered Up Shot}}<br />
{{#lsth:BBTag/Es/Data|Powered Up Shot}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* This is done by doing the B version followed by the A version quickly<br />
<br />
The two fireballs become one really big one. It's larger than both the A and B versions, and while the A and B version will clash once with most regular projectiles, this one will pass through most projectiles or clash with EX projectiles. <br />
<br />
Very strong and annoying tool for people to deal with. If you setup first, you can use this to invalidate zoners trying to do their thing fullscreen/midscreen.<br />
}}<br />
}}<br />
====== <font style="visibility:hidden" size="0">Air Type:Shooter "Breunor"</font> ======<br />
{{MoveData<br />
|image2=BBTag_Es_BreunorAir.png |caption2=<br />
|input=j.236A/B<br />
|name=Air Type:Shooter "Breunor"<br />
|data=<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Air A}}<br />
{{#lsth:BBTag/Es/Data|j.236A}}<br />
{{!}}-<br />
{{AttackVersion|name=Air B}}<br />
{{#lsth:BBTag/Es/Data|j.236B}}<br />
{{!}}-<br />
{{AttackVersion|name=Additional Air Breunor A/B}}<br />
{{#lsth:BBTag/Es/Data|Followup Air Breunor}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* A version is sent diagonally down<br />
* B version is sent horizontally forward<br />
<br />
Also a very annoying tool for people to deal with. The projectiles are still good and by mixing up the two, you can catch people either running in with the A version or people jumping at you with the B version. <br />
<br />
This move can be TKed, but even TKed, this move will send Es pretty high up in the air. If you want to do the B versions close to the ground, you'll have to jump and then when coming down, input the special. No TK j236B sadly :(<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Type:Assaulter "Erec"</font> ======<br />
{{MoveData<br />
|image=BBTag_Es_Erec.png |caption=<br />
|input=214A<br />
|name=Type:Assaulter "Erec"<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Es/Data|214A}}<br />
{{!}}-<br />
{{Description|6|text=<br />
* Command grab<br />
* Whiffs on crouching and airborne<br />
<br />
Very easy to react to, has a ton of recovery if whiffed, whiffs on crouchers and overall not a very strong tool that you won't see often and won't want to use often. <br />
<br />
Note that, while you can combo 5B>214A, this combo will whiff in the 5B hit an opponent while crouching. <br />
<br />
It does have a really cute animation when it whiffs though. <br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Type:Slasher "Gawain"</font> ======<br />
{{MoveData<br />
|image=BBTag_Es_Gawain.png |caption=<br />
|input=214B (Chargeable)<br />
|name=Type:Slasher "Gawain"<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Es/Data|214B}}<br />
{{!}}-<br />
{{Description|6|text=<br />
* Overhead<br />
<br />
While it is an overhead, it is pretty reactable and it's uncharged version doesn't give much reward on hit. The uncharged version is not seen very often, even in combos. <br />
<br />
The charged version does have some uses, since it causes a splat on air hit and allows for 5A to combo afterwards. The most common way of comboing this tool is 5B>214[B] on an airborne opponent. The charged version is also slightly plus, which makes it good for reseting pressure. Note, though, that it can be mashed out of. <br />
<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Type:Slasher "Mordred"</font> ======<br />
{{MoveData<br />
|image=BBTag_Es_Mordred.png |caption=<br />
|image2=BBTag_Es_Mordred2.png |caption2=Don't do this on block.<br />
|input=214C <br />
|name=Type:Slasher "Mordred"<br />
|data=<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Attack|subtitle=214C}}<br />
{{#lsth:BBTag/Es/Data|214C}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Important points go here<br />
<br />
Es moves forward and does one slash. This can be useful if you've exhausted all your normal cancels on block so you can do this with an assist to continue pressure. Otherwise, isn't that useful for pressure. <br />
<br />
Most combos that use an assist will have the assist be called during 214C~X, allowing for a pickup afterwards. <br />
<br />
}}<br />
{{AttackVersion|name=Followup|subtitle=214C>A/B/C}}<br />
{{#lsth:BBTag/Es/Data|214C > X }}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Does a followup hit after the first hit of 214C<br />
* Launches the opponent on hit <br />
<br />
Cannot continue a combo after hitting with this solo, unless you hit them very high in the air. You can get a safe jump off it (assuming they don't tech away).<br />
<br />
On block, is extremely minus and is not recommended in blockstrings without an assist, and even with an assist, 214C is probably just better. <br />
<br />
}}<br />
}}<br />
<br />
<br style="clear:both;"/><br />
<br />
==Extra Skills==<br />
<br />
====== <font style="visibility:hidden" size="0">EX Type:Shooter "Breunor"</font> ======<br />
{{MoveData<br />
|image=BBTag_Es_Breunor.png |caption=<br />
|input=236C<br />
|name=EX Type:Shooter "Breunor"<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Es/Data|236C}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Makes a powered up shot without having to do both B and A fireballs<br />
* Wallbounces<br />
<br />
This is a very useful tool in certain matchups since it makes a powered up shot much quicker than normally. This can be useful to catch people's jumps, or to go through a zoner's projectile.<br />
}}<br />
}}<br />
====== <font style="visibility:hidden" size="0">Air EX Type:Shooter "Breunor"</font> ======<br />
{{MoveData<br />
|image=BBTag_Es_BreunorAir.png |caption=<br />
|input=j.236C<br />
|name=Air EX Type:Shooter "Breunor"<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Es/Data|j.236C}}<br />
{{!}}-<br />
{{Description|6|text=<br />
* Throws a B version of the air fireball, then the A version of the air fireball, much quicker than normal<br />
<br />
Not quite as useful as the grounded version, but still has its uses. Can be good if you're unsure how an opponent will approach and want to be extra safe. <br />
}}<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Partner Skills==<br />
<br />
====== <font style="visibility:hidden" size="0">6P</font> ======<br />
{{MoveData<br />
|image=BBTag_Es_Mordred.png |caption=<br />
|input=Type: Slasher "Mordred"<br />
|name=5P<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Es/Data|5P}}<br />
{{!}}-<br />
{{Description|6|text=<br />
* Good for extending combos<br />
* On block or whiff, it will only do the first hit<br />
* On hit, it'll automatically perform the followup attack<br />
<br />
Used mostly for combo extensions, can be useful in neutral since it moves pretty far and fast and can catch people off guard. <br />
<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5P</font> ======<br />
{{MoveData<br />
|image=BBTag_Es_Breunor.png |caption=<br />
|input=Type: Shooter "Breunor"<br />
|name=6P<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Es/Data|6P}}<br />
{{!}}-<br />
{{Description|6|text=<br />
* Great for covering approaches <br />
* Somewhat useful for pressure<br />
<br />
This partner skill has Es fire the staggered version of her Breunor projectile. She does the A then B version, however unlike when used on point they do not combine. The two projectiles can severely limit your opponent's options on the ground and are perfect opportunity to approach and close the gap between you and your opponent. This can be very helpful to improve your partner's neutral, especially in some matchups and for some partner characters lacking neutral tools. However, it does have a bit of startup on it though so be wary about using this too close to your opponent. Try to aim to use this further out to avoid both Es and you getting pinned down by rushdown. <br />
<br />
It can also be good for pressure. The 2 Breunor projectiles provide a good amount of blockstun for you to reset pressure or potentially go for a mixup depending on your character and the situation.<br />
<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">4P</font> ======<br />
{{MoveData<br />
|image=BBTag_Es_6D.png |caption=<br />
|input=BBCF 6D<br />
|name=4P<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Es/Data|4P}}<br />
{{!}}-<br />
{{Description|6|text=<br />
* Has two hits, similar to 5B and 5BB. First is a physical hit where the sword is, and then a crest is made, which then explodes shortly after it's made.<br />
<br />
A pretty good anti air assist. It will always create the crest, which means it can help cover you even if the anti air whiffs. <br />
<br />
If the first hit connects, the opponent will have a lot of untech time, allowing you to have a very easy followup. <br />
<br />
Is a really reliable answer to bursts. <br />
<br />
}}<br />
}}<br />
<br />
<br style="clear:both;"/><br />
<br />
==Distortion Skills==<br />
<br />
====== <font style="visibility:hidden" size="0">Type:Shooter "Palamedes"</font> ======<br />
{{MoveData<br />
|image=BBTag_Es_Palamedes.png |caption=Would make the King of Knights jealous<br />
|input=236B+C (Air OK)<br />
|name=Type:Shooter "Palamedes"<br />
|data=<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground}}<br />
{{#lsth:BBTag/Es/Data|236BC}}<br />
{{!}}-<br />
{{AttackVersion|name=Air}}<br />
{{#lsth:BBTag/Es/Data|j.236BC}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Ignore the picture, there are not two version of this super in BBTAG. It will always be the "A" version. <br />
* Big projectile super that hits fullscreen<br />
* Is full invul on startup<br />
<br />
This can be really useful in fullscreen situations where you read an airdash in or someone throwing a fireball. Can also be used to punish other certain fullscreen supers. Can be punished on block if done right next to someone, but can only be punished fullscreen by something like another fullscreen super. <br />
<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Type:Slasher "Galahad"</font> ======<br />
{{MoveData<br />
|image=BBTag_Es_Galahad.png |caption=<br />
|input=214B+C<br />
|name=Type:Slasher "Galahad"<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Es/Data|214BC}}<br />
{{!}}-<br />
{{Description|6|text=<br />
* Es dashes forward and, if she connects, lunges through them <br />
* Full invul on startup<br />
<br />
Doesn't quite travel fullscreen, but does still move forward very far. Is not as minus as it seems, so people might drop their punishes on this move. <br />
<br />
This move is also Es's DHC and is also very useful as one. It has very little recovery on block, which means you can do something like Gordeau's 214BC, DHC into Es, and Es will recover while Gordeau is still doing the super, allowing you to run mixups while Gordeau is doing his super. <br />
<br />
}}<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Distortion Skill Duo==<br />
{{MoveData<br />
|image=BBTag_Es_Galahad.png |caption=<br />
|input=P during Main Character's Distortion Skill <br />
|name=Type:Slasher "Galahad"<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Es/Data|Distortion Skill Duo}}<br />
{{!}}-<br />
{{Description|6|text=<br />
* Important points go here<br />
<br />
Detailed description of the usefulness of the move go here<br />
<br />
}}<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Astral Heat==<br />
{{MoveData<br />
|image=BBTag_Es_Artorius.png |caption=TECHNO-WIIIIIINGS<br />
|input=222B+C<br />
|name=Type: Exterminator "Artorius"<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Es/Data|222BC}}<br />
{{!}}-<br />
{{Description|6|text=<br />
* Important points go here<br />
<br />
Detailed description of the usefulness of the move go here<br />
<br />
}}<br />
}}<br />
<br style="clear:both;"/><br />
==Navigation==<br />
{{#lsth:BBTag/Es/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[BBTag/Es/Data]]. Be sure to update both the <code>move</code> and the <code>move Full</code> sections. One is shown on the character page, while the other is shown on the frame data page.}}<br />
{{Navbar-BBTag}}<br />
[[Category:BlazBlue Characters]]<br />
[[Category: Es]]<br />
[[Category:BlazBlue Cross Tag Battle]]</div>50.202.132.10https://www.dustloop.com/wiki/index.php?title=BBTag/Hilda&diff=130035BBTag/Hilda2019-09-27T14:11:23Z<p>50.202.132.10: /* Strengths/Weaknesses */</p>
<hr />
<div>{| class="wikitable" style="float:right; margin-left: 10px; width:400px"<br />
|-<br />
!Hilda<br />
|-<br />
||<br />
[[File:BBTag_Hilda_Portrait.png|350x500px|center]]<br />
|-<br />
||<br />
{{#lsth:BBTag/Hilda/Data|SystemData}}<br />
;Movement Options<br />
* Double Jump, 1 Airdash, Dash Type: Run<br />
<br />
;Playstyle<br />
:Mid-range, Aggressive<br />
<br />
;Team role<br />
:Point; Jiggly bits<br />
|}<br />
<div style="float:left; margin-right:25px;"><br />
{{TOC limit|2}}<br />
</div><br />
==Overview==<br />
<br />
===Backstory===<br />
<br />
===Playstyle===<br />
<br />
===Strengths/Weaknesses===<br />
<br />
{{#lst:BBTag/Hilda/Data|Links}}<br />
<br style="clear:both;"/><br />
<br />
==Normal Moves==<br />
<br />
====== <font style="visibility:hidden" size="0">5A</font> ======<br />
{{MoveData<br />
|image=BBTag_Hilda_5A.png |caption=UNI 66B/5BB<br />
|image2=BBTag_Hilda_5AA.png |caption2=UNI 5C<br />
|image3=BBTag_Hilda_5AAA.png |caption3=UNI 5CC<br />
|image4=BBTag_Hilda_5AAAA.png |caption4=Last part of her throw animation<br />
|name=5A<br />
|data=<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=5A}}<br />
{{#lsth:BBTag/Hilda/Data|5A}}<br />
{{!}}-<br />
{{AttackVersion|name=5AA}}<br />
{{#lsth:BBTag/Hilda/Data|5AA}}<br />
{{!}}-<br />
{{AttackVersion|name=5AAA}}<br />
{{#lsth:BBTag/Hilda/Data|5AAA}}<br />
{{!}}-<br />
{{AttackVersion|name=5AAAA}}<br />
{{#lsth:BBTag/Hilda/Data|5AAAA}}<br />
{{!}}-<br />
{{Description|7|text=<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5B</font> ======<br />
{{MoveData<br />
|image=BBTag_Hilda_5B.png |caption=A Skewer(UNI 236A)<br />
|image2=BBTag_Hilda_5BB.png |caption2=B Revenance Pillar (UNI 22B)<br />
|image3=BBTag_Hilda_5BBB.png |caption3=Fallen Pain (UNI [X])<br />
|name=5B<br />
|data=<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=5B}}<br />
{{#lsth:BBTag/Hilda/Data|5B}}<br />
{{!}}-<br />
{{AttackVersion|name=5BB}}<br />
{{#lsth:BBTag/Hilda/Data|5BB}}<br />
{{!}}-<br />
{{AttackVersion|name=5BBB}}<br />
{{#lsth:BBTag/Hilda/Data|5BBB}}<br />
{{!}}-<br />
{{Description|7|text=<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5C</font> ======<br />
{{MoveData<br />
|image=BBTag_Hilda_5C.png |caption=UNI Assault j.C<br />
|name=5C<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Hilda/Data|5C}}<br />
{{!}}-<br />
{{Description|6|text=<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2A</font> ======<br />
{{MoveData<br />
|image=BBTag_Hilda_2A.png |caption=UNI 2B<br />
|name=2A<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Hilda/Data|2A}}<br />
{{!}}-<br />
{{Description|6|text=<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2B</font> ======<br />
{{MoveData<br />
|image=BBTag_Hilda_2B.png |caption=UNI 3C<br />
|image2=BBTag_Hilda_2B.png |caption2=UNI 3CC<br />
|name=2B<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Hilda/Data|2B}}<br />
{{!}}-<br />
{{Description|6|text=<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2C</font> ======<br />
{{MoveData<br />
|image=BBTag_Hilda_2C.png |caption=UNI 2C<br />
|image2=BBTag_Hilda_2B.png |caption2=UNI 2CC<br />
|name=2C<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Hilda/Data|2C}}<br />
{{!}}-<br />
{{Description|6|text=<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.A</font> ======<br />
{{MoveData<br />
|image=BBTag_Hilda_jA.png |caption=UNI j.C<br />
|name=j.A<br />
|data=<br />
{{AttackDataHeader-BBTag|}}<br />
{{!}}-<br />
{{#lsth:BBTag/Hilda/Data|j.A}}<br />
{{!}}-<br />
{{Description|7|text=<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.B</font> ======<br />
{{MoveData<br />
|image=BBTag_Hilda_jB.png |caption=Air A Skewer (UNI j.236A)<br />
|image2=BBTag_Hilda_jB.png |caption2=Air C Dismal Sign (UNI j.421C)<br />
|name=j.B<br />
|data=<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=j.B}}<br />
{{#lsth:BBTag/Hilda/Data|j.B}}<br />
{{!}}-<br />
{{AttackVersion|name=j.BB}}<br />
{{#lsth:BBTag/Hilda/Data|j.BB}}<br />
{{!}}-<br />
{{Description|6|text=<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.C</font> ======<br />
{{MoveData<br />
|image=BBTag_Hilda_jC.png |caption=UNI j.2C<br />
|name=j.C<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Hilda/Data|j.C}}<br />
{{!}}-<br />
{{Description|6|text=<br />
}}<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Universal Moves==<br />
<br />
====== <font style="visibility:hidden" size="0">Ground Throw</font> ======<br />
{{MoveData<br />
|image=BBTag_Hilda_GroundThrow.png |caption=<br />
|name=Ground Throw<br />
|input=5B+C<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Hilda/Data|BC}}<br />
{{!}}-<br />
{{Description|6|text=<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Memory Slip</font> ======<br />
{{MoveData<br />
|image=BBTag_Hilda_MemorySlip.png |caption= No jumping allowed<br />
|name=Memory Slip<br />
|input=5A+D (air OK) <br />
|data=<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground}}<br />
{{#lsth:BBTag/Hilda/Data|AD}}<br />
{{!}}-<br />
{{AttackVersion|name=Air}}<br />
{{#lsth:BBTag/Hilda/Data|j.AD}}<br />
{{!}}-<br />
{{Description|7|text=<br />
}}<br />
}}<br />
<br />
<br style="clear:both;"/><br />
<br />
==Skills==<br />
====== <font style="visibility:hidden" size="0">Interference</font> ======<br />
{{MoveData<br />
|image=BBTag_Hilda_Interference.png |caption=UNI 623X<br />
|input=236A/B<br />
|name=Interference<br />
|data=<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=A}}<br />
{{#lsth:BBTag/Hilda/Data|236A}}<br />
{{!}}-<br />
{{AttackVersion|name=B}}<br />
{{#lsth:BBTag/Hilda/Data|236B}}<br />
{{!}}-<br />
{{Description|7|text=<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Condensity Gloom</font> ======<br />
{{MoveData<br />
|image=BBTag_Hilda_CondensityGloom.png |caption=UNI 214X<br />
|input=214A(air OK)<br />
|name=Condensity Gloom<br />
|data=<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground}}<br />
{{#lsth:BBTag/Hilda/Data|214A}}<br />
{{!}}-<br />
{{AttackVersion|name=Air}}<br />
{{#lsth:BBTag/Hilda/Data|j.214A}}<br />
{{!}}-<br />
{{Description|7|text=<br />
}}<br />
}}<br />
====== <font style="visibility:hidden" size="0">Antidespersive</font> ======<br />
{{MoveData<br />
|image=BBTag_Hilda_Antidespersive.png |caption=UNI 41236C<br />
|input=214B(air OK)<br />
|name=Antidespersive<br />
|data=<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground}}<br />
{{#lsth:BBTag/Hilda/Data|214B}}<br />
{{!}}-<br />
{{AttackVersion|name=Air}}<br />
{{#lsth:BBTag/Hilda/Data|j.214B}}<br />
{{!}}-<br />
{{Description|7|text=<br />
}}<br />
}}<br />
<br />
==Extra Skills==<br />
====== <font style="visibility:hidden" size="0">EX Interference</font> ======<br />
{{MoveData<br />
|image=BBTag_Hilda_InterferenceEX.png |caption=<br />
|input=236C<br />
|name=EX Interference<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Hilda/Data|236C}}<br />
{{!}}-<br />
{{Description|6|text=<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Fallen Pain</font> ======<br />
{{MoveData<br />
|image=BBTag_Hilda_FallenPain.png |caption=UNI [X], charged version<br />
|input=214C (air OK)<br />
|name=Fallen Pain<br />
|data=<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground}}<br />
{{#lsth:BBTag/Hilda/Data|214C}}<br />
{{!}}-<br />
{{AttackVersion|name=Air}}<br />
{{#lsth:BBTag/Hilda/Data|j.214C}}<br />
{{!}}-<br />
{{Description|7|text=<br />
}}<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Partner Skills==<br />
<br />
====== <font style="visibility:hidden" size="0">5P</font> ======<br />
{{MoveData<br />
|image=BBTag_Hilda_5A.png |caption=<br />
|input=5A<br />
|name=5P<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Hilda/Data|5P}}<br />
{{!}}-<br />
{{Description|6|text=<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">6P</font> ======<br />
{{MoveData<br />
|image=BBTag_Hilda_Antidespersive.png |caption=<br />
|input=Antidespersive<br />
|name=6P<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Hilda/Data|6P}}<br />
{{!}}-<br />
{{Description|6|text=<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">4P</font> ======<br />
{{MoveData<br />
|image=BBTag_Hilda_4P.png |caption=<br />
|input=UNI 5[C]<br />
|name=4P<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Hilda/Data|4P}}<br />
{{!}}-<br />
{{Description|6|text=<br />
}}<br />
}}<br />
<br />
<br style="clear:both;"/><br />
<br />
==Distortion Skills==<br />
====== <font style="visibility:hidden" size="0">Impalement</font> ======<br />
{{MoveData<br />
|image=BBTag_Hilda_Impalement.png |caption=UNI IW<br />
|input=236B+C<br />
|name=Impalement<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Hilda/Data|236BC}}<br />
{{!}}-<br />
{{Description|6|text=<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Nail Torrent</font> ======<br />
{{MoveData<br />
|image=BBTag_Hilda_NailTorrent.png |caption=UNI j.41236C<br />
|input=214B+C (air OK)<br />
|name=Nail Torrent<br />
|data=<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground}}<br />
{{#lsth:BBTag/Hilda/Data|214BC}}<br />
{{!}}-<br />
{{AttackVersion|name=Air}}<br />
{{#lsth:BBTag/Hilda/Data|j.214BC}}<br />
{{!}}-<br />
{{Description|7|text=<br />
}}<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Distortion Skill Duo==<br />
{{MoveData<br />
|image=BBTag_Hilda_???.png |caption=<br />
|input=P during Main Character's Distortion Skill <br />
|name=???<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Hilda/Data|Distortion Skill Duo}}<br />
{{!}}-<br />
{{Description|6|text=<br />
}}<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Astral Heat==<br />
{{MoveData<br />
|image=BBTag_Hilda_InTheDarkness.png |caption=<br />
|input=222B+C<br />
|name=In The Darkness<br />
|data= <br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Hilda/Data|222BC}}<br />
{{!}}-<br />
{{Description|6|text=<br />
}}<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Navigation==<br />
{{#lsth:BBTag/Hilda/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[BBTag/Hilda/Data]]. Be sure to update both the <code>move</code> and the <code>move Full</code> sections. One is shown on the character page, while the other is shown on the frame data page.}}<br />
{{Navbar-BBTag}}<br />
[[Category:BlazBlue Cross Tag Battle]]<br />
[[Category:Hilda]]</div>50.202.132.10https://www.dustloop.com/wiki/index.php?title=BBTag/Hilda&diff=130034BBTag/Hilda2019-09-27T14:10:31Z<p>50.202.132.10: /* Memory Slip */</p>
<hr />
<div>{| class="wikitable" style="float:right; margin-left: 10px; width:400px"<br />
|-<br />
!Hilda<br />
|-<br />
||<br />
[[File:BBTag_Hilda_Portrait.png|350x500px|center]]<br />
|-<br />
||<br />
{{#lsth:BBTag/Hilda/Data|SystemData}}<br />
;Movement Options<br />
* Double Jump, 1 Airdash, Dash Type: Run<br />
<br />
;Playstyle<br />
:Mid-range, Aggressive<br />
<br />
;Team role<br />
:Point; Jiggly bits<br />
|}<br />
<div style="float:left; margin-right:25px;"><br />
{{TOC limit|2}}<br />
</div><br />
==Overview==<br />
<br />
===Backstory===<br />
<br />
===Playstyle===<br />
<br />
===Strengths/Weaknesses===<br />
Is a thot<br />
<br />
{{#lst:BBTag/Hilda/Data|Links}}<br />
<br style="clear:both;"/><br />
<br />
==Normal Moves==<br />
<br />
====== <font style="visibility:hidden" size="0">5A</font> ======<br />
{{MoveData<br />
|image=BBTag_Hilda_5A.png |caption=UNI 66B/5BB<br />
|image2=BBTag_Hilda_5AA.png |caption2=UNI 5C<br />
|image3=BBTag_Hilda_5AAA.png |caption3=UNI 5CC<br />
|image4=BBTag_Hilda_5AAAA.png |caption4=Last part of her throw animation<br />
|name=5A<br />
|data=<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=5A}}<br />
{{#lsth:BBTag/Hilda/Data|5A}}<br />
{{!}}-<br />
{{AttackVersion|name=5AA}}<br />
{{#lsth:BBTag/Hilda/Data|5AA}}<br />
{{!}}-<br />
{{AttackVersion|name=5AAA}}<br />
{{#lsth:BBTag/Hilda/Data|5AAA}}<br />
{{!}}-<br />
{{AttackVersion|name=5AAAA}}<br />
{{#lsth:BBTag/Hilda/Data|5AAAA}}<br />
{{!}}-<br />
{{Description|7|text=<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5B</font> ======<br />
{{MoveData<br />
|image=BBTag_Hilda_5B.png |caption=A Skewer(UNI 236A)<br />
|image2=BBTag_Hilda_5BB.png |caption2=B Revenance Pillar (UNI 22B)<br />
|image3=BBTag_Hilda_5BBB.png |caption3=Fallen Pain (UNI [X])<br />
|name=5B<br />
|data=<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=5B}}<br />
{{#lsth:BBTag/Hilda/Data|5B}}<br />
{{!}}-<br />
{{AttackVersion|name=5BB}}<br />
{{#lsth:BBTag/Hilda/Data|5BB}}<br />
{{!}}-<br />
{{AttackVersion|name=5BBB}}<br />
{{#lsth:BBTag/Hilda/Data|5BBB}}<br />
{{!}}-<br />
{{Description|7|text=<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5C</font> ======<br />
{{MoveData<br />
|image=BBTag_Hilda_5C.png |caption=UNI Assault j.C<br />
|name=5C<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Hilda/Data|5C}}<br />
{{!}}-<br />
{{Description|6|text=<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2A</font> ======<br />
{{MoveData<br />
|image=BBTag_Hilda_2A.png |caption=UNI 2B<br />
|name=2A<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Hilda/Data|2A}}<br />
{{!}}-<br />
{{Description|6|text=<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2B</font> ======<br />
{{MoveData<br />
|image=BBTag_Hilda_2B.png |caption=UNI 3C<br />
|image2=BBTag_Hilda_2B.png |caption2=UNI 3CC<br />
|name=2B<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Hilda/Data|2B}}<br />
{{!}}-<br />
{{Description|6|text=<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2C</font> ======<br />
{{MoveData<br />
|image=BBTag_Hilda_2C.png |caption=UNI 2C<br />
|image2=BBTag_Hilda_2B.png |caption2=UNI 2CC<br />
|name=2C<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Hilda/Data|2C}}<br />
{{!}}-<br />
{{Description|6|text=<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.A</font> ======<br />
{{MoveData<br />
|image=BBTag_Hilda_jA.png |caption=UNI j.C<br />
|name=j.A<br />
|data=<br />
{{AttackDataHeader-BBTag|}}<br />
{{!}}-<br />
{{#lsth:BBTag/Hilda/Data|j.A}}<br />
{{!}}-<br />
{{Description|7|text=<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.B</font> ======<br />
{{MoveData<br />
|image=BBTag_Hilda_jB.png |caption=Air A Skewer (UNI j.236A)<br />
|image2=BBTag_Hilda_jB.png |caption2=Air C Dismal Sign (UNI j.421C)<br />
|name=j.B<br />
|data=<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=j.B}}<br />
{{#lsth:BBTag/Hilda/Data|j.B}}<br />
{{!}}-<br />
{{AttackVersion|name=j.BB}}<br />
{{#lsth:BBTag/Hilda/Data|j.BB}}<br />
{{!}}-<br />
{{Description|6|text=<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.C</font> ======<br />
{{MoveData<br />
|image=BBTag_Hilda_jC.png |caption=UNI j.2C<br />
|name=j.C<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Hilda/Data|j.C}}<br />
{{!}}-<br />
{{Description|6|text=<br />
}}<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Universal Moves==<br />
<br />
====== <font style="visibility:hidden" size="0">Ground Throw</font> ======<br />
{{MoveData<br />
|image=BBTag_Hilda_GroundThrow.png |caption=<br />
|name=Ground Throw<br />
|input=5B+C<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Hilda/Data|BC}}<br />
{{!}}-<br />
{{Description|6|text=<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Memory Slip</font> ======<br />
{{MoveData<br />
|image=BBTag_Hilda_MemorySlip.png |caption= No jumping allowed<br />
|name=Memory Slip<br />
|input=5A+D (air OK) <br />
|data=<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground}}<br />
{{#lsth:BBTag/Hilda/Data|AD}}<br />
{{!}}-<br />
{{AttackVersion|name=Air}}<br />
{{#lsth:BBTag/Hilda/Data|j.AD}}<br />
{{!}}-<br />
{{Description|7|text=<br />
}}<br />
}}<br />
<br />
<br style="clear:both;"/><br />
<br />
==Skills==<br />
====== <font style="visibility:hidden" size="0">Interference</font> ======<br />
{{MoveData<br />
|image=BBTag_Hilda_Interference.png |caption=UNI 623X<br />
|input=236A/B<br />
|name=Interference<br />
|data=<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=A}}<br />
{{#lsth:BBTag/Hilda/Data|236A}}<br />
{{!}}-<br />
{{AttackVersion|name=B}}<br />
{{#lsth:BBTag/Hilda/Data|236B}}<br />
{{!}}-<br />
{{Description|7|text=<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Condensity Gloom</font> ======<br />
{{MoveData<br />
|image=BBTag_Hilda_CondensityGloom.png |caption=UNI 214X<br />
|input=214A(air OK)<br />
|name=Condensity Gloom<br />
|data=<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground}}<br />
{{#lsth:BBTag/Hilda/Data|214A}}<br />
{{!}}-<br />
{{AttackVersion|name=Air}}<br />
{{#lsth:BBTag/Hilda/Data|j.214A}}<br />
{{!}}-<br />
{{Description|7|text=<br />
}}<br />
}}<br />
====== <font style="visibility:hidden" size="0">Antidespersive</font> ======<br />
{{MoveData<br />
|image=BBTag_Hilda_Antidespersive.png |caption=UNI 41236C<br />
|input=214B(air OK)<br />
|name=Antidespersive<br />
|data=<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground}}<br />
{{#lsth:BBTag/Hilda/Data|214B}}<br />
{{!}}-<br />
{{AttackVersion|name=Air}}<br />
{{#lsth:BBTag/Hilda/Data|j.214B}}<br />
{{!}}-<br />
{{Description|7|text=<br />
}}<br />
}}<br />
<br />
==Extra Skills==<br />
====== <font style="visibility:hidden" size="0">EX Interference</font> ======<br />
{{MoveData<br />
|image=BBTag_Hilda_InterferenceEX.png |caption=<br />
|input=236C<br />
|name=EX Interference<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Hilda/Data|236C}}<br />
{{!}}-<br />
{{Description|6|text=<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Fallen Pain</font> ======<br />
{{MoveData<br />
|image=BBTag_Hilda_FallenPain.png |caption=UNI [X], charged version<br />
|input=214C (air OK)<br />
|name=Fallen Pain<br />
|data=<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground}}<br />
{{#lsth:BBTag/Hilda/Data|214C}}<br />
{{!}}-<br />
{{AttackVersion|name=Air}}<br />
{{#lsth:BBTag/Hilda/Data|j.214C}}<br />
{{!}}-<br />
{{Description|7|text=<br />
}}<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Partner Skills==<br />
<br />
====== <font style="visibility:hidden" size="0">5P</font> ======<br />
{{MoveData<br />
|image=BBTag_Hilda_5A.png |caption=<br />
|input=5A<br />
|name=5P<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Hilda/Data|5P}}<br />
{{!}}-<br />
{{Description|6|text=<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">6P</font> ======<br />
{{MoveData<br />
|image=BBTag_Hilda_Antidespersive.png |caption=<br />
|input=Antidespersive<br />
|name=6P<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Hilda/Data|6P}}<br />
{{!}}-<br />
{{Description|6|text=<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">4P</font> ======<br />
{{MoveData<br />
|image=BBTag_Hilda_4P.png |caption=<br />
|input=UNI 5[C]<br />
|name=4P<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Hilda/Data|4P}}<br />
{{!}}-<br />
{{Description|6|text=<br />
}}<br />
}}<br />
<br />
<br style="clear:both;"/><br />
<br />
==Distortion Skills==<br />
====== <font style="visibility:hidden" size="0">Impalement</font> ======<br />
{{MoveData<br />
|image=BBTag_Hilda_Impalement.png |caption=UNI IW<br />
|input=236B+C<br />
|name=Impalement<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Hilda/Data|236BC}}<br />
{{!}}-<br />
{{Description|6|text=<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Nail Torrent</font> ======<br />
{{MoveData<br />
|image=BBTag_Hilda_NailTorrent.png |caption=UNI j.41236C<br />
|input=214B+C (air OK)<br />
|name=Nail Torrent<br />
|data=<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground}}<br />
{{#lsth:BBTag/Hilda/Data|214BC}}<br />
{{!}}-<br />
{{AttackVersion|name=Air}}<br />
{{#lsth:BBTag/Hilda/Data|j.214BC}}<br />
{{!}}-<br />
{{Description|7|text=<br />
}}<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Distortion Skill Duo==<br />
{{MoveData<br />
|image=BBTag_Hilda_???.png |caption=<br />
|input=P during Main Character's Distortion Skill <br />
|name=???<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Hilda/Data|Distortion Skill Duo}}<br />
{{!}}-<br />
{{Description|6|text=<br />
}}<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Astral Heat==<br />
{{MoveData<br />
|image=BBTag_Hilda_InTheDarkness.png |caption=<br />
|input=222B+C<br />
|name=In The Darkness<br />
|data= <br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Hilda/Data|222BC}}<br />
{{!}}-<br />
{{Description|6|text=<br />
}}<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Navigation==<br />
{{#lsth:BBTag/Hilda/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[BBTag/Hilda/Data]]. Be sure to update both the <code>move</code> and the <code>move Full</code> sections. One is shown on the character page, while the other is shown on the frame data page.}}<br />
{{Navbar-BBTag}}<br />
[[Category:BlazBlue Cross Tag Battle]]<br />
[[Category:Hilda]]</div>50.202.132.10https://www.dustloop.com/wiki/index.php?title=BBTag/Hilda&diff=130033BBTag/Hilda2019-09-27T14:09:09Z<p>50.202.132.10: /* Memory Slip */</p>
<hr />
<div>{| class="wikitable" style="float:right; margin-left: 10px; width:400px"<br />
|-<br />
!Hilda<br />
|-<br />
||<br />
[[File:BBTag_Hilda_Portrait.png|350x500px|center]]<br />
|-<br />
||<br />
{{#lsth:BBTag/Hilda/Data|SystemData}}<br />
;Movement Options<br />
* Double Jump, 1 Airdash, Dash Type: Run<br />
<br />
;Playstyle<br />
:Mid-range, Aggressive<br />
<br />
;Team role<br />
:Point; Jiggly bits<br />
|}<br />
<div style="float:left; margin-right:25px;"><br />
{{TOC limit|2}}<br />
</div><br />
==Overview==<br />
<br />
===Backstory===<br />
<br />
===Playstyle===<br />
<br />
===Strengths/Weaknesses===<br />
Is a thot<br />
<br />
{{#lst:BBTag/Hilda/Data|Links}}<br />
<br style="clear:both;"/><br />
<br />
==Normal Moves==<br />
<br />
====== <font style="visibility:hidden" size="0">5A</font> ======<br />
{{MoveData<br />
|image=BBTag_Hilda_5A.png |caption=UNI 66B/5BB<br />
|image2=BBTag_Hilda_5AA.png |caption2=UNI 5C<br />
|image3=BBTag_Hilda_5AAA.png |caption3=UNI 5CC<br />
|image4=BBTag_Hilda_5AAAA.png |caption4=Last part of her throw animation<br />
|name=5A<br />
|data=<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=5A}}<br />
{{#lsth:BBTag/Hilda/Data|5A}}<br />
{{!}}-<br />
{{AttackVersion|name=5AA}}<br />
{{#lsth:BBTag/Hilda/Data|5AA}}<br />
{{!}}-<br />
{{AttackVersion|name=5AAA}}<br />
{{#lsth:BBTag/Hilda/Data|5AAA}}<br />
{{!}}-<br />
{{AttackVersion|name=5AAAA}}<br />
{{#lsth:BBTag/Hilda/Data|5AAAA}}<br />
{{!}}-<br />
{{Description|7|text=<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5B</font> ======<br />
{{MoveData<br />
|image=BBTag_Hilda_5B.png |caption=A Skewer(UNI 236A)<br />
|image2=BBTag_Hilda_5BB.png |caption2=B Revenance Pillar (UNI 22B)<br />
|image3=BBTag_Hilda_5BBB.png |caption3=Fallen Pain (UNI [X])<br />
|name=5B<br />
|data=<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=5B}}<br />
{{#lsth:BBTag/Hilda/Data|5B}}<br />
{{!}}-<br />
{{AttackVersion|name=5BB}}<br />
{{#lsth:BBTag/Hilda/Data|5BB}}<br />
{{!}}-<br />
{{AttackVersion|name=5BBB}}<br />
{{#lsth:BBTag/Hilda/Data|5BBB}}<br />
{{!}}-<br />
{{Description|7|text=<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5C</font> ======<br />
{{MoveData<br />
|image=BBTag_Hilda_5C.png |caption=UNI Assault j.C<br />
|name=5C<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Hilda/Data|5C}}<br />
{{!}}-<br />
{{Description|6|text=<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2A</font> ======<br />
{{MoveData<br />
|image=BBTag_Hilda_2A.png |caption=UNI 2B<br />
|name=2A<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Hilda/Data|2A}}<br />
{{!}}-<br />
{{Description|6|text=<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2B</font> ======<br />
{{MoveData<br />
|image=BBTag_Hilda_2B.png |caption=UNI 3C<br />
|image2=BBTag_Hilda_2B.png |caption2=UNI 3CC<br />
|name=2B<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Hilda/Data|2B}}<br />
{{!}}-<br />
{{Description|6|text=<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2C</font> ======<br />
{{MoveData<br />
|image=BBTag_Hilda_2C.png |caption=UNI 2C<br />
|image2=BBTag_Hilda_2B.png |caption2=UNI 2CC<br />
|name=2C<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Hilda/Data|2C}}<br />
{{!}}-<br />
{{Description|6|text=<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.A</font> ======<br />
{{MoveData<br />
|image=BBTag_Hilda_jA.png |caption=UNI j.C<br />
|name=j.A<br />
|data=<br />
{{AttackDataHeader-BBTag|}}<br />
{{!}}-<br />
{{#lsth:BBTag/Hilda/Data|j.A}}<br />
{{!}}-<br />
{{Description|7|text=<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.B</font> ======<br />
{{MoveData<br />
|image=BBTag_Hilda_jB.png |caption=Air A Skewer (UNI j.236A)<br />
|image2=BBTag_Hilda_jB.png |caption2=Air C Dismal Sign (UNI j.421C)<br />
|name=j.B<br />
|data=<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=j.B}}<br />
{{#lsth:BBTag/Hilda/Data|j.B}}<br />
{{!}}-<br />
{{AttackVersion|name=j.BB}}<br />
{{#lsth:BBTag/Hilda/Data|j.BB}}<br />
{{!}}-<br />
{{Description|6|text=<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.C</font> ======<br />
{{MoveData<br />
|image=BBTag_Hilda_jC.png |caption=UNI j.2C<br />
|name=j.C<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Hilda/Data|j.C}}<br />
{{!}}-<br />
{{Description|6|text=<br />
}}<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Universal Moves==<br />
<br />
====== <font style="visibility:hidden" size="0">Ground Throw</font> ======<br />
{{MoveData<br />
|image=BBTag_Hilda_GroundThrow.png |caption=<br />
|name=Ground Throw<br />
|input=5B+C<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Hilda/Data|BC}}<br />
{{!}}-<br />
{{Description|6|text=<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Memory Slip</font> ======<br />
{{MoveData<br />
|image=BBTag_Hilda_MemorySlip.png |caption=<br />
|name=Memory Slip<br />
|input=5A+D (air OK)<br />
|stop jumping<br />
|data=<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground}}<br />
{{#lsth:BBTag/Hilda/Data|AD}}<br />
{{!}}-<br />
{{AttackVersion|name=Air}}<br />
{{#lsth:BBTag/Hilda/Data|j.AD}}<br />
{{!}}-<br />
{{Description|7|text=<br />
}}<br />
}}<br />
<br />
<br style="clear:both;"/><br />
<br />
==Skills==<br />
====== <font style="visibility:hidden" size="0">Interference</font> ======<br />
{{MoveData<br />
|image=BBTag_Hilda_Interference.png |caption=UNI 623X<br />
|input=236A/B<br />
|name=Interference<br />
|data=<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=A}}<br />
{{#lsth:BBTag/Hilda/Data|236A}}<br />
{{!}}-<br />
{{AttackVersion|name=B}}<br />
{{#lsth:BBTag/Hilda/Data|236B}}<br />
{{!}}-<br />
{{Description|7|text=<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Condensity Gloom</font> ======<br />
{{MoveData<br />
|image=BBTag_Hilda_CondensityGloom.png |caption=UNI 214X<br />
|input=214A(air OK)<br />
|name=Condensity Gloom<br />
|data=<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground}}<br />
{{#lsth:BBTag/Hilda/Data|214A}}<br />
{{!}}-<br />
{{AttackVersion|name=Air}}<br />
{{#lsth:BBTag/Hilda/Data|j.214A}}<br />
{{!}}-<br />
{{Description|7|text=<br />
}}<br />
}}<br />
====== <font style="visibility:hidden" size="0">Antidespersive</font> ======<br />
{{MoveData<br />
|image=BBTag_Hilda_Antidespersive.png |caption=UNI 41236C<br />
|input=214B(air OK)<br />
|name=Antidespersive<br />
|data=<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground}}<br />
{{#lsth:BBTag/Hilda/Data|214B}}<br />
{{!}}-<br />
{{AttackVersion|name=Air}}<br />
{{#lsth:BBTag/Hilda/Data|j.214B}}<br />
{{!}}-<br />
{{Description|7|text=<br />
}}<br />
}}<br />
<br />
==Extra Skills==<br />
====== <font style="visibility:hidden" size="0">EX Interference</font> ======<br />
{{MoveData<br />
|image=BBTag_Hilda_InterferenceEX.png |caption=<br />
|input=236C<br />
|name=EX Interference<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Hilda/Data|236C}}<br />
{{!}}-<br />
{{Description|6|text=<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Fallen Pain</font> ======<br />
{{MoveData<br />
|image=BBTag_Hilda_FallenPain.png |caption=UNI [X], charged version<br />
|input=214C (air OK)<br />
|name=Fallen Pain<br />
|data=<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground}}<br />
{{#lsth:BBTag/Hilda/Data|214C}}<br />
{{!}}-<br />
{{AttackVersion|name=Air}}<br />
{{#lsth:BBTag/Hilda/Data|j.214C}}<br />
{{!}}-<br />
{{Description|7|text=<br />
}}<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Partner Skills==<br />
<br />
====== <font style="visibility:hidden" size="0">5P</font> ======<br />
{{MoveData<br />
|image=BBTag_Hilda_5A.png |caption=<br />
|input=5A<br />
|name=5P<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Hilda/Data|5P}}<br />
{{!}}-<br />
{{Description|6|text=<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">6P</font> ======<br />
{{MoveData<br />
|image=BBTag_Hilda_Antidespersive.png |caption=<br />
|input=Antidespersive<br />
|name=6P<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Hilda/Data|6P}}<br />
{{!}}-<br />
{{Description|6|text=<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">4P</font> ======<br />
{{MoveData<br />
|image=BBTag_Hilda_4P.png |caption=<br />
|input=UNI 5[C]<br />
|name=4P<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Hilda/Data|4P}}<br />
{{!}}-<br />
{{Description|6|text=<br />
}}<br />
}}<br />
<br />
<br style="clear:both;"/><br />
<br />
==Distortion Skills==<br />
====== <font style="visibility:hidden" size="0">Impalement</font> ======<br />
{{MoveData<br />
|image=BBTag_Hilda_Impalement.png |caption=UNI IW<br />
|input=236B+C<br />
|name=Impalement<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Hilda/Data|236BC}}<br />
{{!}}-<br />
{{Description|6|text=<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Nail Torrent</font> ======<br />
{{MoveData<br />
|image=BBTag_Hilda_NailTorrent.png |caption=UNI j.41236C<br />
|input=214B+C (air OK)<br />
|name=Nail Torrent<br />
|data=<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground}}<br />
{{#lsth:BBTag/Hilda/Data|214BC}}<br />
{{!}}-<br />
{{AttackVersion|name=Air}}<br />
{{#lsth:BBTag/Hilda/Data|j.214BC}}<br />
{{!}}-<br />
{{Description|7|text=<br />
}}<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Distortion Skill Duo==<br />
{{MoveData<br />
|image=BBTag_Hilda_???.png |caption=<br />
|input=P during Main Character's Distortion Skill <br />
|name=???<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Hilda/Data|Distortion Skill Duo}}<br />
{{!}}-<br />
{{Description|6|text=<br />
}}<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Astral Heat==<br />
{{MoveData<br />
|image=BBTag_Hilda_InTheDarkness.png |caption=<br />
|input=222B+C<br />
|name=In The Darkness<br />
|data= <br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Hilda/Data|222BC}}<br />
{{!}}-<br />
{{Description|6|text=<br />
}}<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Navigation==<br />
{{#lsth:BBTag/Hilda/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[BBTag/Hilda/Data]]. Be sure to update both the <code>move</code> and the <code>move Full</code> sections. One is shown on the character page, while the other is shown on the frame data page.}}<br />
{{Navbar-BBTag}}<br />
[[Category:BlazBlue Cross Tag Battle]]<br />
[[Category:Hilda]]</div>50.202.132.10https://www.dustloop.com/wiki/index.php?title=BBTag/Hilda&diff=130032BBTag/Hilda2019-09-27T14:08:05Z<p>50.202.132.10: /* Strengths/Weaknesses */</p>
<hr />
<div>{| class="wikitable" style="float:right; margin-left: 10px; width:400px"<br />
|-<br />
!Hilda<br />
|-<br />
||<br />
[[File:BBTag_Hilda_Portrait.png|350x500px|center]]<br />
|-<br />
||<br />
{{#lsth:BBTag/Hilda/Data|SystemData}}<br />
;Movement Options<br />
* Double Jump, 1 Airdash, Dash Type: Run<br />
<br />
;Playstyle<br />
:Mid-range, Aggressive<br />
<br />
;Team role<br />
:Point; Jiggly bits<br />
|}<br />
<div style="float:left; margin-right:25px;"><br />
{{TOC limit|2}}<br />
</div><br />
==Overview==<br />
<br />
===Backstory===<br />
<br />
===Playstyle===<br />
<br />
===Strengths/Weaknesses===<br />
Is a thot<br />
<br />
{{#lst:BBTag/Hilda/Data|Links}}<br />
<br style="clear:both;"/><br />
<br />
==Normal Moves==<br />
<br />
====== <font style="visibility:hidden" size="0">5A</font> ======<br />
{{MoveData<br />
|image=BBTag_Hilda_5A.png |caption=UNI 66B/5BB<br />
|image2=BBTag_Hilda_5AA.png |caption2=UNI 5C<br />
|image3=BBTag_Hilda_5AAA.png |caption3=UNI 5CC<br />
|image4=BBTag_Hilda_5AAAA.png |caption4=Last part of her throw animation<br />
|name=5A<br />
|data=<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=5A}}<br />
{{#lsth:BBTag/Hilda/Data|5A}}<br />
{{!}}-<br />
{{AttackVersion|name=5AA}}<br />
{{#lsth:BBTag/Hilda/Data|5AA}}<br />
{{!}}-<br />
{{AttackVersion|name=5AAA}}<br />
{{#lsth:BBTag/Hilda/Data|5AAA}}<br />
{{!}}-<br />
{{AttackVersion|name=5AAAA}}<br />
{{#lsth:BBTag/Hilda/Data|5AAAA}}<br />
{{!}}-<br />
{{Description|7|text=<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5B</font> ======<br />
{{MoveData<br />
|image=BBTag_Hilda_5B.png |caption=A Skewer(UNI 236A)<br />
|image2=BBTag_Hilda_5BB.png |caption2=B Revenance Pillar (UNI 22B)<br />
|image3=BBTag_Hilda_5BBB.png |caption3=Fallen Pain (UNI [X])<br />
|name=5B<br />
|data=<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=5B}}<br />
{{#lsth:BBTag/Hilda/Data|5B}}<br />
{{!}}-<br />
{{AttackVersion|name=5BB}}<br />
{{#lsth:BBTag/Hilda/Data|5BB}}<br />
{{!}}-<br />
{{AttackVersion|name=5BBB}}<br />
{{#lsth:BBTag/Hilda/Data|5BBB}}<br />
{{!}}-<br />
{{Description|7|text=<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5C</font> ======<br />
{{MoveData<br />
|image=BBTag_Hilda_5C.png |caption=UNI Assault j.C<br />
|name=5C<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Hilda/Data|5C}}<br />
{{!}}-<br />
{{Description|6|text=<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2A</font> ======<br />
{{MoveData<br />
|image=BBTag_Hilda_2A.png |caption=UNI 2B<br />
|name=2A<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Hilda/Data|2A}}<br />
{{!}}-<br />
{{Description|6|text=<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2B</font> ======<br />
{{MoveData<br />
|image=BBTag_Hilda_2B.png |caption=UNI 3C<br />
|image2=BBTag_Hilda_2B.png |caption2=UNI 3CC<br />
|name=2B<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Hilda/Data|2B}}<br />
{{!}}-<br />
{{Description|6|text=<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2C</font> ======<br />
{{MoveData<br />
|image=BBTag_Hilda_2C.png |caption=UNI 2C<br />
|image2=BBTag_Hilda_2B.png |caption2=UNI 2CC<br />
|name=2C<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Hilda/Data|2C}}<br />
{{!}}-<br />
{{Description|6|text=<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.A</font> ======<br />
{{MoveData<br />
|image=BBTag_Hilda_jA.png |caption=UNI j.C<br />
|name=j.A<br />
|data=<br />
{{AttackDataHeader-BBTag|}}<br />
{{!}}-<br />
{{#lsth:BBTag/Hilda/Data|j.A}}<br />
{{!}}-<br />
{{Description|7|text=<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.B</font> ======<br />
{{MoveData<br />
|image=BBTag_Hilda_jB.png |caption=Air A Skewer (UNI j.236A)<br />
|image2=BBTag_Hilda_jB.png |caption2=Air C Dismal Sign (UNI j.421C)<br />
|name=j.B<br />
|data=<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=j.B}}<br />
{{#lsth:BBTag/Hilda/Data|j.B}}<br />
{{!}}-<br />
{{AttackVersion|name=j.BB}}<br />
{{#lsth:BBTag/Hilda/Data|j.BB}}<br />
{{!}}-<br />
{{Description|6|text=<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.C</font> ======<br />
{{MoveData<br />
|image=BBTag_Hilda_jC.png |caption=UNI j.2C<br />
|name=j.C<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Hilda/Data|j.C}}<br />
{{!}}-<br />
{{Description|6|text=<br />
}}<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Universal Moves==<br />
<br />
====== <font style="visibility:hidden" size="0">Ground Throw</font> ======<br />
{{MoveData<br />
|image=BBTag_Hilda_GroundThrow.png |caption=<br />
|name=Ground Throw<br />
|input=5B+C<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Hilda/Data|BC}}<br />
{{!}}-<br />
{{Description|6|text=<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Memory Slip</font> ======<br />
{{MoveData<br />
|image=BBTag_Hilda_MemorySlip.png |caption=<br />
|name=Memory Slip<br />
|input=5A+D (air OK)<br />
|data=<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground}}<br />
{{#lsth:BBTag/Hilda/Data|AD}}<br />
{{!}}-<br />
{{AttackVersion|name=Air}}<br />
{{#lsth:BBTag/Hilda/Data|j.AD}}<br />
{{!}}-<br />
{{Description|7|text=<br />
}}<br />
}}<br />
<br />
<br style="clear:both;"/><br />
<br />
==Skills==<br />
====== <font style="visibility:hidden" size="0">Interference</font> ======<br />
{{MoveData<br />
|image=BBTag_Hilda_Interference.png |caption=UNI 623X<br />
|input=236A/B<br />
|name=Interference<br />
|data=<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=A}}<br />
{{#lsth:BBTag/Hilda/Data|236A}}<br />
{{!}}-<br />
{{AttackVersion|name=B}}<br />
{{#lsth:BBTag/Hilda/Data|236B}}<br />
{{!}}-<br />
{{Description|7|text=<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Condensity Gloom</font> ======<br />
{{MoveData<br />
|image=BBTag_Hilda_CondensityGloom.png |caption=UNI 214X<br />
|input=214A(air OK)<br />
|name=Condensity Gloom<br />
|data=<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground}}<br />
{{#lsth:BBTag/Hilda/Data|214A}}<br />
{{!}}-<br />
{{AttackVersion|name=Air}}<br />
{{#lsth:BBTag/Hilda/Data|j.214A}}<br />
{{!}}-<br />
{{Description|7|text=<br />
}}<br />
}}<br />
====== <font style="visibility:hidden" size="0">Antidespersive</font> ======<br />
{{MoveData<br />
|image=BBTag_Hilda_Antidespersive.png |caption=UNI 41236C<br />
|input=214B(air OK)<br />
|name=Antidespersive<br />
|data=<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground}}<br />
{{#lsth:BBTag/Hilda/Data|214B}}<br />
{{!}}-<br />
{{AttackVersion|name=Air}}<br />
{{#lsth:BBTag/Hilda/Data|j.214B}}<br />
{{!}}-<br />
{{Description|7|text=<br />
}}<br />
}}<br />
<br />
==Extra Skills==<br />
====== <font style="visibility:hidden" size="0">EX Interference</font> ======<br />
{{MoveData<br />
|image=BBTag_Hilda_InterferenceEX.png |caption=<br />
|input=236C<br />
|name=EX Interference<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Hilda/Data|236C}}<br />
{{!}}-<br />
{{Description|6|text=<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Fallen Pain</font> ======<br />
{{MoveData<br />
|image=BBTag_Hilda_FallenPain.png |caption=UNI [X], charged version<br />
|input=214C (air OK)<br />
|name=Fallen Pain<br />
|data=<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground}}<br />
{{#lsth:BBTag/Hilda/Data|214C}}<br />
{{!}}-<br />
{{AttackVersion|name=Air}}<br />
{{#lsth:BBTag/Hilda/Data|j.214C}}<br />
{{!}}-<br />
{{Description|7|text=<br />
}}<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Partner Skills==<br />
<br />
====== <font style="visibility:hidden" size="0">5P</font> ======<br />
{{MoveData<br />
|image=BBTag_Hilda_5A.png |caption=<br />
|input=5A<br />
|name=5P<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Hilda/Data|5P}}<br />
{{!}}-<br />
{{Description|6|text=<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">6P</font> ======<br />
{{MoveData<br />
|image=BBTag_Hilda_Antidespersive.png |caption=<br />
|input=Antidespersive<br />
|name=6P<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Hilda/Data|6P}}<br />
{{!}}-<br />
{{Description|6|text=<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">4P</font> ======<br />
{{MoveData<br />
|image=BBTag_Hilda_4P.png |caption=<br />
|input=UNI 5[C]<br />
|name=4P<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Hilda/Data|4P}}<br />
{{!}}-<br />
{{Description|6|text=<br />
}}<br />
}}<br />
<br />
<br style="clear:both;"/><br />
<br />
==Distortion Skills==<br />
====== <font style="visibility:hidden" size="0">Impalement</font> ======<br />
{{MoveData<br />
|image=BBTag_Hilda_Impalement.png |caption=UNI IW<br />
|input=236B+C<br />
|name=Impalement<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Hilda/Data|236BC}}<br />
{{!}}-<br />
{{Description|6|text=<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Nail Torrent</font> ======<br />
{{MoveData<br />
|image=BBTag_Hilda_NailTorrent.png |caption=UNI j.41236C<br />
|input=214B+C (air OK)<br />
|name=Nail Torrent<br />
|data=<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground}}<br />
{{#lsth:BBTag/Hilda/Data|214BC}}<br />
{{!}}-<br />
{{AttackVersion|name=Air}}<br />
{{#lsth:BBTag/Hilda/Data|j.214BC}}<br />
{{!}}-<br />
{{Description|7|text=<br />
}}<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Distortion Skill Duo==<br />
{{MoveData<br />
|image=BBTag_Hilda_???.png |caption=<br />
|input=P during Main Character's Distortion Skill <br />
|name=???<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Hilda/Data|Distortion Skill Duo}}<br />
{{!}}-<br />
{{Description|6|text=<br />
}}<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Astral Heat==<br />
{{MoveData<br />
|image=BBTag_Hilda_InTheDarkness.png |caption=<br />
|input=222B+C<br />
|name=In The Darkness<br />
|data= <br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Hilda/Data|222BC}}<br />
{{!}}-<br />
{{Description|6|text=<br />
}}<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Navigation==<br />
{{#lsth:BBTag/Hilda/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[BBTag/Hilda/Data]]. Be sure to update both the <code>move</code> and the <code>move Full</code> sections. One is shown on the character page, while the other is shown on the frame data page.}}<br />
{{Navbar-BBTag}}<br />
[[Category:BlazBlue Cross Tag Battle]]<br />
[[Category:Hilda]]</div>50.202.132.10