https://www.dustloop.com/wiki/api.php?action=feedcontributions&user=73.184.163.146&feedformat=atomDustloop Wiki - User contributions [en]2024-03-29T06:05:56ZUser contributionsMediaWiki 1.39.6https://www.dustloop.com/wiki/index.php?title=GGACR/Jam_Kuradoberi&diff=161575GGACR/Jam Kuradoberi2020-06-21T15:32:38Z<p>73.184.163.146: /* */</p>
<hr />
<div>{{InvisibleHeader}}{{NavTabs|game=GGACR|chara=Jam Kuradoberi|okizeme=yes|forums=http://www.dustloop.com/forums/index.php?/forums/forum/19-jam-kuradoberi/}}<br />
{| class="wikitable" style="float:right; margin-left: 0.5em; width:25%"<br />
|-<br />
![[File:GGACR_Jam_Kuradoberi_Nameplate.png]]<br />
|-<br />
||<br />
[[File:GGAC_Jam_Portrait.png|300px|center]]<br />
|-<br />
||<br />
{{#lst:GGACR/Jam Kuradoberi/Data|SystemData}}<br />
;Movement Options<br />
:Double Jump, 1 Airdash, Dash Type: Run<br />
{{GGACRColors|Character=Jam|Size=85}}<br />
|}<br />
<div style="float:left; margin-right:25px;"><br />
{{TOC limit|2}}<br />
</div><br />
==Overview==<br />
Jam is all about rushdown.<br />
<br />
Although she has the shortest range in the game, Jam more than makes up for it with some of the fastest moves in the game, very disgusting hitboxes, various means of being plus on block, and enormous damage output with cards. She has a variety of reversals, a parry, her puffball and various transport options let her keep the pressure on once she gets in. Stocking cards allows her to cancel her kick specials, Ryuujin, Gekirin, and Kenroukaku, into one another, as well as use powered up variations for massive damage. Jam can very quickly have the opponent's health drain into nothing.<br />
<br />
The price she pays is that her range falls short of the rest of the entire cast, and she has trouble getting in and around projectiles and zoning. She must take risks, often taking to the air or attempting to slide under things in order to get in, lest she be pushed back out and resume the struggle all over again. Once she gets in though, Jam gets to make her opponent's life a nightmare.<br />
<br />
{{Bio<br />
| name = Jam Kuradoberi<br />
| game = GGACR<br />
| quote = <br />
| voice = Manami Komori<br />
| lore = '''P.W.A.B. Report #7403:'''<br />
Though she is a chef, subject is one of the world's most proficient wielders of Ki force. Of the five occult arts, the field of 'Ki' energy is the least explored and understood. Most of its users are of Eastern descent, aiding the theory that heredity plays a role. Subject's life goal is to discover new and useful cuisines. Control will not be an issue. Although she poses little threat in and of herself, her capture is still desirable. Therefore, she should not be taken lightly.<br />
}}<br />
{{StrengthsAndWeaknesses<br />
| intro = {{Character Label|GGACR|Jam Kuradoberi|24px}} is all about rushdown.<br />
| pros =<br />
* High damage potential.<br />
* Knocks down particularly easily with cards. Can make her DP safer with cards.<br />
* Well above average mobility.<br />
* High meter gain.<br />
* Parry gives her an extra defensive tool.<br />
* Very strong hitboxes.<br />
* Makes stupid faces.<br />
| cons =<br />
* Outranged by the entire cast.<br />
* No real way of dealing with strong zoning.<br />
* Can have difficulty getting in.<br />
* Fairly limited high/low mixup without Card Gekirin.<br />
* Poor backdash.<br />
* Not much for Anti-Air.<br />
}}<br />
=== Unique Mechanics ===<br />
----<br />
==== Cards ====<br />
:Jam can use one of her specials to prepare cards which enhance her other specials by granting them new properties. Using the D instead of K button for the following specials results in the listed changes:<br />
*Ryuujin: Wallsticks instead of wallbounce. Significantly faster startup and nearly tripled active time with more startup invuln and a large hitbox. <br />
*Gekirin: Becomes three hits, hits crouchers much sooner, becomes untechable and knocks down.<br />
*Kenroukaku: Starts on frame ''three'', hits more times, gains forward momentum, becomes untechable and knocks down.<br />
These cards take time to prepare, and as such are usually prepared after a knockdown, or at full screen. Jam can use {{clr|1|22P}}/K/S for a card for a corresponding move, or {{clr|5|22D}} for one of each card.<br />
{| class="wikitable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
!| <big>Guilty Bits Character Intro</big><br />
|-<br />
|- style="text-align: center;"<br />
| style="border: 1px;"|<br />
{{#evt:<br />
service=youtube<br />
|id=https://youtu.be/prHmfNfBxDk<br />
}}<br />
|}<br />
<br style="clear:both;"/><br />
<br />
==Normal Moves==<br />
====== ======<br />
{{MoveData<br />
|name={{clr|1|5P}}<br />
|image=GGAC_Jam_5P.png<br />
|caption=A truly kung-fu chop<br />
|data=<br />
{{AttackDataHeader-GGACR}}<br />
{{!}}-<br />
{{#lst:GGACR/Jam Kuradoberi/Data|5P}}<br />
{{!}}-<br />
{{Description|7|text=<br />
3 framer. High hitbox standing jab.<br />
*Typical close range string starter. <br />
*Plus three on block for extended pressure.<br />
*Whiffs on a lot of crouching characters, and some standing characters like Zappa. <br />
*Can catch people trying to jump out or anti-air after a parry.<br />
<br />
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"><br />
GGXXACPR_Jam_5P-Hitbox.png<br />
</gallery> <br />
}}<br />
}}<br />
<nowiki/><br />
====== ======<br />
{{MoveData<br />
|name={{clr|2|5K}}<br />
|image=GGAC_Jam_5K.png<br />
|caption=A jab but with a foot<br />
|data=<br />
{{AttackDataHeader-GGACR}}<br />
{{!}}-<br />
{{#lst:GGACR/Jam Kuradoberi/Data|5K}}<br />
{{!}}-<br />
{{Description|7|text=<br />
Plus on block standing low. Privileged jab-equivalent kick. <br />
*Frame five on top of everything else.<br />
*Full counter hit state for the entire move's duration. Exercise caution.<br />
*Vital in corner loops.<br />
*Dependent on the matchup. Sometimes used in place of {{clr|3|2S}}.<br />
*Nonstandard, 6F Hitstop. Harder to react to tick-throw setups or to Dead Angle against.<br />
<br />
'''Additional Frame Data:''' ''Force Prorate 80%''<br />
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"><br />
GGXXACPR_Jam_5K-Hitbox.png<br />
</gallery> <br />
}}<br />
}}<br />
<nowiki/><br />
====== ======<br />
{{MoveData<br />
|name={{clr|3|c.S}}<br />
|image=GGAC_Jam_cS.png<br />
|caption=Short range, elbow to the gut, for punishes<br />
|data=<br />
{{AttackDataHeader-GGACR}}<br />
{{!}}-<br />
{{#lst:GGACR/Jam Kuradoberi/Data|c.S}}<br />
{{!}}-<br />
{{Description|7|text=<br />
The usual punish starter. Situational anti-air.<br />
*Jam leans forward into a decently sized hitbox.<br />
*Generally falls out favor to {{clr|2|5K}} when in range at neutral or as a pressure starter.<br />
*Commonly used to confirm into {{clr|3|f.S}} > TK Ryujin.<br />
*Often relegated to combo fodder.<br />
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"><br />
GGXXACPR_Jam_cS-Hitbox.png<br />
</gallery> <br />
}}<br />
}}<br />
<nowiki/><br />
====== ======<br />
{{MoveData<br />
|name={{clr|3|f.S}}<br />
|image=GGAC_Jam_fS.png<br />
|caption=Farthest standing poke, good to keep people from running in<br />
|data=<br />
{{AttackDataHeader-GGACR}}<br />
{{!}}-<br />
{{#lst:GGACR/Jam Kuradoberi/Data|f.S}}<br />
{{!}}-<br />
{{Description|7|text=<br />
One of Jam's only farther reaching pokes. Meant for space wars.<br />
*Decent AA for spaced airborne opponents<br />
* Should always cancel this with a JC or {{clr|5|2D}} though to make it safe. <br />
*Combos into TK Ryujin and characters at least as tall as Millia for big damage.<br />
*One of Jam's best options to convert into an air combo from the ground.<br />
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"><br />
GGXXACPR_Jam_fS-Hitbox.png<br />
</gallery> <br />
}}<br />
}}<br />
<nowiki/><br />
====== ======<br />
{{MoveData<br />
|name={{clr|4|5H}}<br />
|image=GGAC_Jam_5H.png<br />
|caption=The circle of life<br />
|data=<br />
{{AttackDataHeader-GGACR}}<br />
{{!}}-<br />
{{#lst:GGACR/Jam Kuradoberi/Data|5H}}<br />
{{!}}-<br />
{{Description|7|text=<br />
The Guard Bar Generator<br />
*Oppressive move on contact. +1 on block.<br />
*Three hits means you build guard bar like made.<br />
*Has some upper body invul and low profiles on the last hit.<br />
*Third hit vacuums for mixup and pressure resets.<br />
*Forces crouching on hit for stronger confirms.<br />
<br />
Oppressive normal which often leads to the very scary {{clr|4|6H}}. Mixed with throws and other delayed pokes for frame traps, this becomes a go-to in pressure.<br />
<br />
'''Additional Frame Data:''' ''Upper body invincible 22~24F, 34~36F. Low profile 25~33F. Forces opponent into crouching state on ground hit. 3rd hit pulls in opponent on hit. 1st and 2nd hits have hitstop 7F''<br />
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"><br />
GGXXACPR_Jam_5H-1-Hitbox.png|1st hit (Frames 13-15)<br />
GGXXACPR_Jam_5H-2-Hitbox.png|2nd hit (Frames 19-21)<br />
GGXXACPR_Jam_5H-2-Hitbox.png|3rd hit (Frames 25-27)<br />
</gallery> <br />
}}<br />
}}<br />
<nowiki/><br />
====== ======<br />
{{MoveData<br />
|name={{clr|1|6P}}<br />
|image=GGAC_Jam_6P.png<br />
|caption=The close range Anti-Poke rather than Anti-Air<br />
<div class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"><br />
[[File:GGXXACPR_Jam_6P-1-Hitbox.png|center|175px]]<br />
1st hit (Frame 7)<br />
[[File:GGXXACPR_Jam_6P-2-Hitbox.png|center|175px]]<br />
2nd hit (Frames 19-21)<br />
</div><br />
|data=<br />
{{AttackDataHeader-GGACR}}<br />
{{!}}-<br />
{{#lst:GGACR/Jam Kuradoberi/Data|6P}}<br />
{{!}}-<br />
{{Description|7|text=<br />
Lower than usual {{clr|1|6P}} meant for catching buttons more than jump-ins.<br />
*Upper body invul frames 1-20. Designed to beat other characters' farther {{clr|3|f.S}}s<br />
*Plus 2 on block, in case they didn't take the bait.<br />
*Both hits stagger on grounded CH for easier confirms<br />
*Gatlings from ''and to'' {{clr|1|2P}} for pressure cycles and repeated frame traps.<br />
<br />
Typical style {{clr|1|6P}} for an infighter. The extensive upper body invul can be used to blow through projectiles. Eg. parry a meaty Charged Stun Edge and going into a {{clr|1|6P}} is a basic strategy against Ky.<br />
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"><br />
GGXXACPR_Jam_6P-1-Hitbox.png|1st hit (Frame 7)<br />
GGXXACPR_Jam_6P-2-Hitbox.png|2nd hit (Frames 19-21)<br />
</gallery> <br />
}}<br />
}}<br />
<nowiki/><br />
====== ======<br />
{{MoveData<br />
|name={{clr|2|6K}}<br />
|image=GGAC_Jam_6K.png<br />
|caption=Should normally hold 4 after a dash so you don't accidentally get this instead of {{clr|2|5K}}.<br />
|data=<br />
{{AttackDataHeader-GGACR}}<br />
{{!}}-<br />
{{#lst:GGACR/Jam Kuradoberi/Data|6K}}<br />
{{!}}-<br />
{{Description|7|text=<br />
Fairly weak normal, but forces standing on hit.<br />
*Good for pressure after a blocked {{clr|4|5H}}.<br />
*Horribly unsafe, make sure you cancel into something else.<br />
*First hit has nonstandard hitstop which could make useful for an early cancel.<br />
*Forced standing might be useful to combo into TK Ryujin or something.<br />
<br />
'''Additional Frame Data:''' ''Forces opponent into standing state on ground hit. 1st hit has hitstop 6F''<br />
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"><br />
GGXXACPR_Jam_6K-1-Hitbox.png|1st hit (Frames 6-9)<br />
GGXXACPR_Jam_6K-2-Hitbox.png|2nd hit (Frames 16-23)<br />
</gallery> <br />
}}<br />
}}<br />
<nowiki/><br />
====== ======<br />
{{MoveData<br />
|name={{clr|4|6H}}<br />
|image=GGAC_Jam_6H.png<br />
|caption=Ignorance: The Movie<br />
|data=<br />
{{AttackDataHeader-GGACR}}<br />
{{!}}-<br />
{{#lst:GGACR/Jam Kuradoberi/Data|6H}}<br />
{{!}}-<br />
{{Description|7|text=<br />
Don't even read this. Just look at the fucking hitbox.<br />
*One of the most oppressive normals in the game, both in neutral and in pressure.<br />
*Can and will sometimes hit behind Jam for some reason.<br />
*Throw invul until startup.<br />
*+3 on block. Doesn't lead to True blockstrings but it is good for frame traps.<br />
*Low crushes with strike invincibility up to Jam's back leg, has some sparse upper body invuln.<br />
*Inordinate amounts of extra hitstun, especially on Counter Hit.<br />
*Comes with the weakess of being in CH state for the entire move, but will usually blow back through standard poking attempts like mashing {{clr|1|2P}}.<br />
**Slow enough that the right answer is sometimes to Slashback it, which is obviously quite risky.<br />
<br />
'''Additional Frame Data:''' ''Lower body invincible (except for back leg) and throw invincible 1~18F. Above knees invincible 24~31F. Lower body invincible (except for back leg) 32~33F. Forces opponent into standing state on ground hit. Ground bounces opponent on air hit (Untechable for 32F). Hitstun 23F. Untechable for 22F. Blockstun 18F. Can cancel into {{clr|4|6H}} > H froom 19~32F. Treated as CH-state until move ends.''<br />
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"><br />
GGXXACPR_Jam_6H-Hitbox.png<br />
</gallery> <br />
}}<br />
}}<br />
<nowiki/><br />
====== ======<br />
{{MoveData<br />
|name={{clr|4|6HH}}<br />
|image=GGAC_Jam_6HH.png<br />
|caption=This orb is a liar.<br> It's like one fifth the hitbox.<br />
|data=<br />
{{AttackDataHeader-GGACR}}<br />
{{!}}-<br />
{{#lst:GGACR/Jam Kuradoberi/Data|6HH}}<br />
{{!}}-<br />
{{Description|7|text=<br />
Combo tool and Frame Trap followup to {{clr|4|6H}}.<br />
*Wall sticks on hit. Ratchets up the damage in wall loops.<br />
*Has some upper body invuln on startup.<br />
*Quite unsafe on block.<br />
<br />
'''Additional Frame Data:''' ''Above knees invincible 1~6F. Upper body invincible on 7F. Wallsticks opponent on hit (untechable for 48F, sticks for 24F). Can cancel into Asanagi no Kokyuu, Asanagi no Kokyuu - Kyoku, Ryuujin (Powered Up), Gekirin (Powered Up), Kenroukaku (Powered Up). Jam is in CH state during move''<br />
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"><br />
GGXXACPR_Jam_6HH-1-Hitbox.png|Frames 10-12<br />
GGXXACPR_Jam_6HH-2-Hitbox.png|Frames 13-17<br />
</gallery> <br />
}}<br />
}}<br />
<nowiki/><br />
====== ======<br />
{{MoveData<br />
|name=[http://www.dustloop.com/wiki/index.php/GGACR/Controls#Dust_Attack {{clr|5|5D}}]<br />
|image=GGAC_Jam_5D.png<br />
|caption=A very hard to see {{clr|5|5D}},</br> makes up for its slow startup.<br />
|data=<br />
{{AttackDataHeader-GGACR}}<br />
{{!}}-<br />
{{#lst:GGACR/Jam Kuradoberi/Data|5D}}<br />
{{!}}-<br />
{{Description|7|text=<br />
Moderate speed {{clr|5|5D}} but with a subtle animation, especially early into its startup. Extremely safe.<br />
*Gatlings from every button except H/D normals.<br />
*Easy and damaging Impossible Dust combos.<br />
*Only -2 on block. Completely safe unless done point blank.<br />
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"><br />
GGXXACPR_Jam_5D-Hitbox.png<br />
</gallery> <br />
}}<br />
}}<br />
<nowiki/><br />
====== ======<br />
{{MoveData<br />
|name={{clr|4|3H}}<br />
|image=GGACR_Jam_3H.png<br />
|caption=Old #Reload {{clr|4|6H}}<br />
|data=<br />
{{AttackDataHeader-GGACR}}<br />
{{!}}-<br />
{{#lst:GGACR/Jam Kuradoberi/Data|3H}}<br />
{{!}}-<br />
{{Description|7|text=*-8 on Block, -7 on Hit, +5 on CH. Can be spaced to be made as much as as -1 on block and ±0 on hit.<br />
*Airborne on the active frames makes this a decent low crusher.<br />
*2nd Hit can be cancelled into a Charged Kick<br />
*This move in it of itself has a good mix-up when you have 50% Meter and cards. You can either do Charged Gekirin (High), RC into 5K (Low) or RC into Throw. Otherwise, somewhat mediocre.<br />
'''Additional Frame Data''' ''Initial prorate 90%. Jam is in an airborne state during active frames. Jam is in crouching state during recovery. 2nd hit can be canceled into Charged Kick Specials''<br />
<br />
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"><br />
GGXXACPR_Jam_3H-1-Hitbox.png|1st Hit (Frames 5-6)<br />
GGXXACPR_Jam_3H-2-Hitbox.png|2nd Hit (Frames 9-10)<br />
GGXXACPR_Jam_3H-2-Hitbox.png|2nd Hit (Frames 11-12)<br />
</gallery> <br />
}}<br />
}}<br />
<nowiki/><br />
====== ======<br />
{{MoveData<br />
|name={{clr|1|2P}}<br />
|image=GGAC_Jam_2P.png<br />
|caption=Actually slower than her {{clr|1|5P}}, but still very useful.<br />
|data=<br />
{{AttackDataHeader-GGACR}}<br />
{{!}}-<br />
{{#lst:GGACR/Jam Kuradoberi/Data|2P}}<br />
{{!}}-<br />
{{Description|7|text=<br />
Four frame {{clr|1|2P}} which is +4 on block. <br />
*Passable hitbox but good speed.<br />
*Hits fairly high for a crouching P, can be low profiled.<br />
*Hits crouching as opposed to {{clr|1|5P}}.<br />
*Can stuff approaches due to speed if properly spaced.<br />
<br />
'''Additional Frame Data:''' ''Initial prorate 90%''<br />
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"><br />
GGXXACPR_Jam_2P-Hitbox.png<br />
</gallery> <br />
}}<br />
}}<br />
<nowiki/><br />
====== ======<br />
{{MoveData<br />
|name={{clr|2|2K}}<br />
|image=GGAC_Jam_2K.png<br />
|caption=This along with {{clr|5|2D}} are her farthest pokes, and this is very fast.<br />
|data=<br />
{{AttackDataHeader-GGACR}}<br />
{{!}}-<br />
{{#lst:GGACR/Jam Kuradoberi/Data|2K}}<br />
{{!}}-<br />
{{Description|7|text=<br />
Decent crouching poke.<br />
*Similar to {{clr|5|2D}} in range, decent for Jam.<br />
*Low profiles very slightly.<br />
*Generally cancelled to {{clr|5|2D}} for knockdown or conversion with {{clr|3|236S}}~K.<br />
*Makes for an ok tick throw at -2.<br />
<br />
'''Additional Frame Data:''' ''Initial Prorate 80%.''<br />
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"><br />
GGXXACPR_Jam_2K-Hitbox.png<br />
</gallery> <br />
}}<br />
}}<br />
<nowiki/><br />
====== ======<br />
{{MoveData<br />
|name={{clr|3|2S}}<br />
|image=GGAC_Jam_2S.png<br />
|caption=Terrifying, particularly deadly on CH.<br />
|data=<br />
{{AttackDataHeader-GGACR}}<br />
{{!}}-<br />
{{#lst:GGACR/Jam Kuradoberi/Data|2S}}<br />
{{!}}-<br />
{{Description|7|text=<br />
One of Jam's best poking normals. <br />
*Frame 6 button with deceptively far range. Hits right to past Jam's fingertips.<br />
*Strong hitbox, and safe on block.<br />
*Can stuff quite a few other buttons.<br />
*Staggers on hit, CH combos to FB Puffball.<br />
<br />
'''Additional Frame Data:''' ''Staggers opponent on ground hit (max 39F). Initial prorate 80%.''<br />
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"><br />
GGXXACPR_Jam_2S-Hitbox.png<br />
</gallery> <br />
}}<br />
}}<br />
<nowiki/><br />
====== ======<br />
{{MoveData<br />
|name={{clr|4|2H}}<br />
|image=GGAC_Jam_2H.png<br />
|caption=Probably her best AA without parrying.<br />
|data=<br />
{{AttackDataHeader-GGACR}}<br />
{{!}}-<br />
{{#lst:GGACR/Jam Kuradoberi/Data|2H}}<br />
{{!}}-<br />
{{Description|7|text=<br />
Good Anti-Air kick. <br />
*Mostly vertical hitbox, can work against crossups.<br />
*Common in early launch portions of combos.<br />
*Vacuums on air hit for {{clr|4|6H}} conversions.<br />
*Awful on whiff. Stay aware.<br />
<br />
'''Additional Frame Data:''' ''Pulls in opponent on air hit (untechable for 22F).''<br />
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"><br />
GGXXACPR_Jam_2H-1-Hitbox.png|1st hit (Frames 9-10)<br />
GGXXACPR_Jam_2H-2-Hitbox.png|1st hit (Frames 11-12)<br />
GGXXACPR_Jam_2H-3-Hitbox.png|2nd hit (Frames 13-14)<br />
GGXXACPR_Jam_2H-4-Hitbox.png|2nd hit (Frames 15-16)<br />
</gallery> <br />
}}<br />
}}<br />
<nowiki/><br />
====== ======<br />
{{MoveData<br />
|name={{clr|5|2D}}<br />
|image=GGAC_Jam_2D.png<br />
|caption=Extremely fast, somewhat low profile sweep.<br>Only slightly slower than {{clr|2|2K}}.<br />
|data=<br />
{{AttackDataHeader-GGACR}}<br />
{{!}}-<br />
{{#lst:GGACR/Jam Kuradoberi/Data|2D}}<br />
{{!}}-<br />
{{Description|7|text=<br />
Six frame sweep. <br />
*Extremely fast for a sweep and with great range for Jam.<br />
*''Jump Cancellable'' to offset being unsafe.<br />
*Has an FRC right up until the first active frame, making for a terrifying pressure reset and mixup tool.<br />
*Combos to {{clr|3|236S}}~K, but timing is character specific.<br />
<br />
'''Additional Frame Data:''' FRC timing: 1-6.<br />
<br />
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"><br />
GGXXACPR_Jam_2D-Hitbox.png<br />
</gallery> <br />
}}<br />
}}<br />
<nowiki/><br />
====== ======<br />
{{MoveData<br />
|name={{clr|1|j.P}}<br />
|image=GGAC_Jam_jP.png<br />
|caption=Stubby.<br />
|data=<br />
{{AttackDataHeader-GGACR}}<br />
{{!}}-<br />
{{#lst:GGACR/Jam Kuradoberi/Data|j.P}}<br />
{{!}}-<br />
{{Description|7|text=<br />
Subpar {{clr|1|j.P}}. Most relegated to combo'ing {{clr|3|j.S}}s together.<br />
*Weak horizontal and vertical range.<br />
*Hitbox is entirely enclosed by the hurtbox.<br />
*Self-cancels at least, can be useful to drag blocking airborne opponents back down.<br />
<br />
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"><br />
GGXXACPR_Jam_jP-Hitbox.png<br />
</gallery> <br />
}}<br />
}}<br />
<nowiki/><br />
====== ======<br />
{{MoveData<br />
|name={{clr|2|j.K}}<br />
|image=GGAC_Jam_jK.png<br />
|caption=Combo filler.<br />
|data=<br />
{{AttackDataHeader-GGACR}}<br />
{{!}}-<br />
{{#lst:GGACR/Jam Kuradoberi/Data|j.K}}<br />
{{!}}-<br />
{{Description|7|text=<br />
Mediocre Air-to-air.<br />
*Jam's farthest reaching air normal.<br />
*Mostly used as combo filler into {{clr|5|j.D}}.<br />
<br />
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"><br />
GGXXACPR_Jam_jK-Hitbox.png<br />
</gallery> <br />
}}<br />
}}<br />
<nowiki/><br />
====== ======<br />
{{MoveData<br />
|name={{clr|3|j.S}}<br />
|image=GGAC_Jam_jS.png<br />
|caption=Are they above you? They lose.<br />
|data=<br />
{{AttackDataHeader-GGACR}}<br />
{{!}}-<br />
{{#lst:GGACR/Jam Kuradoberi/Data|j.S}}<br />
{{!}}-<br />
{{Description|7|text=<br />
One of the strongest rising air-to-airs in the game.<br />
*Frame 4 with a disjointed hitbox above Jam. Has some head invincibility.<br />
*Combos both too and from {{clr|1|j.P}} for hit confirmation.<br />
*Floats somewhat on hit with nonstandard hitstun for bigger conversions.<br />
*Little horizontal range, so ensure that you're close to them first.<br />
'''Additional Frame Data:''' ''Floats opponent on hit (untechable for 16F)''<br />
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"><br />
GGXXACPR_Jam_jS-1-Hitbox.png|Frames 4-6<br />
GGXXACPR_Jam_jS-2-Hitbox.png|Frames 7-8<br />
</gallery> <br />
}}<br />
}}<br />
<nowiki/><br />
====== ======<br />
{{MoveData<br />
|name={{clr|4|j.H}}<br />
|image=GGAC_Jam_jH.png<br />
|caption=Jamcopter<br />
|data=<br />
{{AttackDataHeader-GGACR}}<br />
{{!}}-<br />
{{#lst:GGACR/Jam Kuradoberi/Data|j.H}}<br />
{{!}}-<br />
{{Description|7|text=<br />
Hits all around for crossups.<br />
*Large active window.<br />
*Confirms to 5F normals on air-to-ground.<br />
*Combos to Ryujin on air hit.<br />
*Easily punished on IB if done from an IAD, can hitconfirm into {{clr|2|j2K}} on block for pushback/safety.<br />
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"><br />
GGXXACPR_Jam_jH-1-Hitbox.png|Frames 7-8<br />
GGXXACPR_Jam_jS-2-Hitbox.png|Frames 9-10<br />
GGXXACPR_Jam_jH-3-Hitbox.png|Frames 11-12<br />
GGXXACPR_Jam_jS-4-Hitbox.png|Frames 13-14<br />
GGXXACPR_Jam_jS-5-Hitbox.png|Frames 15-16<br />
</gallery> <br />
}}<br />
}}<br />
<nowiki/><br />
====== ======<br />
{{MoveData<br />
|name={{clr|5|j.D}}<br />
|image=GGAC_Jam_jD.png<br />
|caption=Great on CH,</br>decent air-to-air poke.<br />
|data=<br />
{{AttackDataHeader-GGACR}}<br />
{{!}}-<br />
{{#lst:GGACR/Jam Kuradoberi/Data|j.D}}<br />
{{!}}-<br />
{{Description|7|text=<br />
Thicc scary air kicks.<br />
*Fairly disjointed on the first hit, very disjointed on the second.<br />
*Mostly used in combos for Gekirin conversions.<br />
*Huge on Counter Hit.<br />
<br />
'''Additional Frame Data:''' ''2nd hit floats opponent on hit (untechable for 24F). 2nd hit wallbounces opponent on CH (untechable for 60F).''<br />
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"><br />
GGXXACPR_Jam_jD-1-Hitbox.png|1st hit (Frames 7-9)<br />
GGXXACPR_Jam_jD-2-Hitbox.png|2nd hit (Frames 14-19)<br />
</gallery> <br />
}}<br />
}}<br />
<br style="clear:both;"/><br />
===Universal Mechanics===<br />
====== ======<br />
{{MoveData<br />
|name=Throw<br />
|image=GGAC_Jam_throw.png<br />
|caption="Ohohohohoho!"<br />
|data=<br />
{{AttackDataHeader-GGACR}}<br />
{{!}}-<br />
{{#lst:GGACR/Jam Kuradoberi/Data|Ground Throw}}<br />
{{!}}-<br />
{{Description|7|text=<br />
Average throw but with free followups.<br />
*Generally leads to a super jump combo with a short air string or free Gekirin reset.<br />
*FRC leads to simpler and easier combo setups with a more lenient proration than most throws.<br />
*Throw itself deals no damage when FRC'd.<br />
}}<br />
}}<br />
<nowiki/><br />
====== ======<br />
{{MoveData<br />
|name=Air Throw<br />
|image=GGAC_Jam_airThrow.png<br />
|caption=Thigh neck-snap go!<br />
|data=<br />
{{AttackDataHeader-GGACR}}<br />
{{!}}-<br />
{{#lst:GGACR/Jam Kuradoberi/Data|Air Throw}}<br />
{{!}}-<br />
{{Description|7|text=<br />
8 figure leg lock but in air. Leads to knockdown plus oki or cards<br />
*Leads to a full, but prorated wall loop combo in the corner.<br />
}}<br />
}}<br />
<nowiki/><br />
====== ======<br />
{{MoveData<br />
|name=Dead Angle Attack<br />
|image=GGAC_Jam_2S.png<br />
|caption=Has the same animation as her {{clr|3|2S}}, only always knocks down.<br />
|data=<br />
{{AttackDataHeader-GGACR}}<br />
{{!}}-<br />
{{#lst:GGACR/Jam Kuradoberi/Data|DAA}}<br />
{{!}}-<br />
{{Description|7|text=<br />
Typical Dead Angle but with {{clr|3|2S}}'s good hitbox.<br />
*Always knocks down on hit<br />
}}<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Special Moves==<br />
====== ======<br />
{{MoveData<br />
|name=Breath of Asanagi <br />
|input={{clr|2|22K}}, {{clr|3|S}}, or {{clr|4|H}}<br />
|image=GGAC_Jam_22K.png<br />
|image2=GGAC_Jam_22KIcons.png<br />
|caption=The animation is the same no matter what button you press.<br />
|data=<br />
{{AttackDataHeader-GGACR}}<br />
{{!}}-<br />
{{#lst:GGACR/Jam Kuradoberi/Data|22K/S/H}}<br />
{{!}}-<br />
{{Description|7|text= *A big corner stone of Jam's game. If you don't have meter for {{clr|5|22D}} or want it to save it for something later, this is the way to go move after a knockdown.<br />
*Most characters will want to Play the Zoning and keep away game against Jam. If they are playing too passive against you, charging cards fullscreen not only will grant you cards, but try to stop you, and Jam wants their opponents as close as possible.<br />
*Rule of thumb: if you don't have any charged cards already, you'll want to priotize Charged Ryuujin over Charged Kenroukaku, Charged Gekirin being the least important.<br />
'''Additional Frame Data''' ''Jam gets a charge on 53F. Can store up to 3 charges for each special. {{clr|2|K}} for Ryuujin, {{clr|3|S}} for Gekirin, {{clr|4|H}} for Kenroukaku''<br />
}}<br />
}}<br />
<nowiki/><br />
====== ======<br />
'''DISCLAIMER''': Ryuujin, Gekirin and Kenroukaku all have different effects when done as part of an IAD, and all charged kicks can be comboed from their normal version, charged version and Force Break Hyappo Shinshou ({{clr|3|236S}}>{{clr|5|D}}), so whenever this guide mentions it, we assume you read this <br />
<br />
{{MoveData<br />
|name=Ryuujin <br />
|input={{clr|2|236K}}/{{clr|5|236D}} air OK<br />
|image=GGAC_Jam_236K.png<br />
|caption="WHOOOOTCHAAAAA~!"<br />
|data=<br />
{{AttackDataHeader-GGACR|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Normal}}<br />
{{#lst:GGACR/Jam Kuradoberi/Data|236K}}<br />
{{!}}-<br />
{{Description|8|text=*Mostly overshadowed by the TK version of Ryuujin. Worse damage and frame data, although some combos, mostly max {{clr|3|f.S}} > TK Ryuujin will fail where Ground Ryuujin succeeds.<br />
*'''Very Shitty Reversal''', but you could technically get a CH punish out of it, and CH Ryuujin is pretty good<br />
'''Additional Frame Data''' ''Strike invincible 1~4F. Low profile 7~8F. Jam is airborne from 9F onwards. Wallbounces opponent on hit (untechable for 36F)''<br />
}}<br />
{{AttackVersion|name=Aerial}}<br />
{{#lst:GGACR/Jam Kuradoberi/Data|j.236K}}<br />
{{!}}-<br />
{{Description|8|text=*TK Ryuujin is a force to be reckoned with. A mainstay in Jam's combo game in conjuction of Powered Ryuujin<br />
*Using TK Ryuujin sparringly is a good way to maneuver around the field.<br />
*IAD Ryuujin stops Jam on her track, turning Aerial Ryuujin in a lingering hitbox meant to stop Anti Air and Air to Air attempts. This is horribly unsafe on whiff, but it's useful to keep in mind.<br />
'''Additional Frame Data''' ''Floats opponent on normal hit (untechable for 36F). Has a minimum height requirement.''<br />
}}<br />
{{AttackVersion|name=Powered Up}}<br />
{{#lst:GGACR/Jam Kuradoberi/Data|236D}}<br />
{{!}}-<br />
{{Description|8|text=*Powered Ryuujin is one of Jam's most important moves. Great damage and combo potential. Learn to love this move.<br />
'''Additional Frame Data''' ''Initial prorate 80%. Strike invincible 1~9F. Jam is airborne from 1F onwards. Wallsticks opponent on hit (untechable for 70F, sticks for 35F). Consumes one charge stock on 1F.''<br />
<br />
}}<br />
}}<br />
<nowiki/><br />
====== ======<br />
{{MoveData<br />
|name=Gekirin <br />
|input={{clr|2|214K}}/{{clr|5|214D}} air OK<br />
|image=GGAC_Jam_214K.png<br />
|caption=A flaming axe kick. Very useful.<br />
|data=<br />
{{AttackDataHeader-GGACR|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Normal}}<br />
{{#lst:GGACR/Jam Kuradoberi/Data|214K}}<br />
{{!}}-<br />
{{Description|8|text=*Unlike Grounded Ryuujin, there is no reason to pass the benefits of TK Gekirin. Simply ignore this.<br />
'''Additional Frame Data''' ''Jam is airborne from 4F onwards. Floats opponent on hit (untechable on ground hit for 28F). Startup to hit a crouching opponent is 21F (tested on Sol)''<br />
}}<br />
{{AttackVersion|name=Aerial}}<br />
{{#lst:GGACR/Jam Kuradoberi/Data|j.214K}}<br />
{{!}}-<br />
{{Description|8|text=*TK Gekirin has two main differences over grounded Gekirin. It's 1f airborne and it Groundbounces on hit, making it the preferred combo starter.<br />
IAD Gekirin will make Jam plummet down instead of making an arc. Depending on how you time it, you can get an ambigous Cross-up<br />
'''Additional Frame Data''' ''Groundbounces opponent on hit (untechable for 35F). Has a minimum height requirement''<br />
}}<br />
{{AttackVersion|name=Powered Up}}<br />
{{#lst:GGACR/Jam Kuradoberi/Data|214D}}<br />
{{!}}-<br />
{{Description|8|text=*This Version is both a faster overhead and a better combo tool (with cards)<br />
'''Additional Frame Data''' ''Jam is airborne from 1F onwards. Floats opponent on hit (untechable for 60F). Uses up a charge stock on 1F. Charged Gekirin canceled from point blank 2D has startup 18F to hit a crouching opponent (tested on Sol)''<br />
<br />
}}<br />
}}<br />
<nowiki/><br />
<br />
====== ======<br />
{{MoveData<br />
|name=Kenroukaku <br />
|input={{clr|2|623K}}/{{clr|5|623D}} air OK<br />
|image=GGAC_Jam_623K.png<br />
|caption=Rising Tackle, aru.<br />
|data=<br />
{{AttackDataHeader-GGACR|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Normal}}<br />
{{#lst:GGACR/Jam Kuradoberi/Data|623K}}<br />
{{!}}-<br />
{{Description|8|text=*Jam's reversal and sometimes anti air.<br />
*{{clr|2|623K}} > {{clr|5|623D}} turns this move from an annoying reversal to a downright nasty punish to meaties.<br />
'''Additional Frame Data''' ''Strike invincible 1~10F. Jam is airborne from 3F onwards. Floats opponent on hit (untechable for 22F). Hitstop 6F. Dizzy modifier x0.375.''<br />
}}<br />
{{AttackVersion|name=Aerial}}<br />
{{#lst:GGACR/Jam Kuradoberi/Data|j.623K}}<br />
{{!}}-<br />
{{Description|8|text=*Not very good on it's own aside from combos. You are probably looking for the IAD version<br />
*IAD Kenroukaku, Just Like IAD Gekirin, sends Jam downwards instead of upwards. Although the invincibility period is small, it may just be enough to beat some weaker grounded anti airs<br />
'''Additional Frame Data''' ''Strike invincible 2~3F. Floats opponent on hit (untechable for 22F). Hitstop 6F. Dizzy modifier x0.375. Has a minimum height requirement''<br />
}}<br />
{{AttackVersion|name=Powered Up}}<br />
{{#lst:GGACR/Jam Kuradoberi/Data|623D}}<br />
{{!}}-<br />
{{Description|8|text=*LOOK AT THAT INVINCIBILITY! This move eats meaties and abares for breakfast. Makes VV proud.<br />
*This is also a very big part of Jam's Aerial Combo game. Overall really Solid.<br />
'''Additional Frame Data''' ''Initial prorate 80%. Strike invincible 1~17F. Jam is airborne from 1F onwards. Floats opponent on hit (untechable for 90F). Hitstop 6F. Dizzy modifier x0.25. Uses up a charge stock on frame 1<br />
<br />
}}<br />
}}<br />
<nowiki/><br />
====== ======<br />
{{MoveData<br />
|name=Bakushuu <br />
|input={{clr|3|236S}}<br />
|image=GGAC_Jam_236S.png<br />
|caption=Makes up 50% of Jam's neutral.<br />
|data=<br />
{{AttackDataHeader-GGACR}}<br />
{{!}}-<br />
{{#lst:GGACR/Jam Kuradoberi/Data|236S}}<br />
{{!}}-<br />
{{Description|7|text=*Bakushuu on it's own is Jam's way to approach quickly and safely through ground projectiles and some mids like Ky's f.S.<br />
*Bakushuu has 6 different follow-ups, {{clr|1|P}} (Avoid) , {{clr|2|K}} (Low), {{clr|3|S}} (Puffball), {{clr|4|H}} (Dash Twice then Puffball/Cross-up Puffball), {{clr|5|D}} (Puffball), and {{clr|1|236P}} (Flip).<br />
'''Additional Frame Data''' ''Above feet invincible 8~23F. Low profile 24~31F. Jam is in CH state until end of move. Can cancel into followups 6~24F''<br />
<br />
}}<br />
}}<br />
<nowiki/><br />
====== ======<br />
{{MoveData<br />
|name=Mawarikomi <br />
|input={{clr|3|236S}}~{{clr|1|P}}<br />
|image=GGAC_Jam_236SP.png<br />
|caption="Over here!"<br />
|data=<br />
{{AttackDataHeader-GGACR}}<br />
{{!}}-<br />
{{#lst:GGACR/Jam Kuradoberi/Data|236S P}}<br />
{{!}}-<br />
{{Description|7|text=*Extends Jam's invincibility period after Bakushuu. Great against attacks with a lot of active frames like Justice's f.S, which are the biggest counter measure against Puffball.<br />
*If close to the opponent, Jam will pass through. Doing this after blockstrings is a gimmicky yet useful way to mix things up.<br />
'''Additional Frame Data''' ''Strike invinicible 1~4F. Above feet invincible 2~15F, 21~26F. Can pass through opponent 2~14F.''<br />
<br />
}}<br />
}}<br />
<nowiki/><br />
====== ======<br />
{{MoveData<br />
|name=Ashibarai <br />
|input={{clr|3|236S}}~K<br />
|image=GGAC_Jam_236SK.png<br />
|caption=Ghetto Grand Viper, sometimes worth it to get out of anti-puffball pokes.<br />
|data=<br />
{{AttackDataHeader-GGACR}}<br />
{{!}}-<br />
{{#lst:GGACR/Jam Kuradoberi/Data|236S K}}<br />
{{!}}-<br />
{{Description|7|text=*Only way to hit low out of Bakushuu.<br />
*Knockdowns on hit and cancels into 22X, making it most of the time the most optimal way to end ground combos.<br />
'''Additional Frame Data''' ''Low profile 10~31F. Knockdowns on hit. Jam is in CH state during move. Can cancel into followups (Asanagi no Kokyuu, Asanagi no Kokyuu - Kyoku) 3~38F''<br />
<br />
<br />
}}<br />
}}<br />
<nowiki/><br />
====== ======<br />
{{MoveData<br />
|name=Hyappo Shinshou <br />
|input={{clr|3|236S}}~{{clr|3|S}}<br />
|image=GGAC_Jam_236SS.png<br />
|caption=The infamous Puffball.<br />
|data=<br />
{{AttackDataHeader-GGACR}}<br />
{{!}}-<br />
{{#lst:GGACR/Jam Kuradoberi/Data|236S S}}<br />
{{!}}-<br />
{{Description|7|text=*Chinese Pilebunker<br />
*This move is absolutely stupid. +1 on Block, Wall bounces on CH, has a stupid large hitbox, and Jam can mix it up with her other options out of Bakushuu. Opponents will pull their hair out trying to deal with this move.<br />
'''Additional Frame Data''' ''Floats opponent on normal hit (untechable for 26F). Wall bounces opponent on CH (untechable for 64F). Initial prorate 75%''<br />
<br />
}}<br />
}}<br />
<nowiki/><br />
====== ======<br />
{{MoveData<br />
|name=Senri Shinshou <br />
|input={{clr|3|236S}}~{{clr|4|H}}<br />
|image=GGAC_Jam_236SS.png<br />
|caption=Art of Deception, Aru.<br />
|data=<br />
{{AttackDataHeader-GGACR|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Normal}}<br />
{{#lst:GGACR/Jam Kuradoberi/Data|236S H}}<br />
{{!}}-<br />
{{Description|8|text=*Jam will dash twice when doing this move. If you are far away, this version will come out.<br />
*It has some added benefits when compared to normal Puffball:<br />
**It's +4 on block<br />
**It will always wallbounce, be it a normal hit or a Counter hit.<br />
**Has an FRC point at 21~24f, to do a throw on whiff and get better combos if done at the 24th frame to get a better conversion on hit.<br />
*This move is gimmicky as old hell and keen players will stop you on your tracks if you abuse it, so make sure you don't rely on it to close the gap too much.<br />
'''Additional Frame Data''' ''Low profile 14~19F. Wallbounces opponent on hit (untechable for 40F). Dizzy modifier x1.375. Initial prorate 75%. Can pass through opponent 2~11F. If Jam passes through opponent, she performs Senri Shinshou (Crossup) instead.''<br />
}}<br />
{{AttackVersion|name=Crossup}}<br />
{{#lst:GGACR/Jam Kuradoberi/Data|236S H Crossup}}<br />
{{!}}-<br />
{{Description|8|text=*If Jam is close to the opponent, this version comes out. <br />
*It's generally a worse Puffball, except for one thing, the Dizzy Modifier is astonishingly high, and Jam's IK being one of the best in the game, any dizzy usually turns into a death scenario. Risky, but has its uses.<br />
'''Additional Frame Data''' ''Low profile for 6F while Jam reverses direction. Wallbounces opponent on hit (untechable for 32F). Dizzy modifier x1.5. Initial prorate 75%. Startup varies depending on distance from opponent.''<br />
<br />
}}<br />
}}<br />
<nowiki/><br />
====== ======<br />
{{MoveData<br />
|name=Hochifu <br />
|input=46<br />
|image=GGAC_Jam_Parry.png<br />
|caption=A green flash will appear when you successfully parry an attack.<br />
|data=<br />
{{AttackDataHeader-GGACR}}<br />
{{!}}-<br />
{{#lst:GGACR/Jam Kuradoberi/Data|546}}<br />
{{!}}-<br />
{{Description|7|text=<br />
Parry. See [[GGACR/Jam Kuradoberi/Strategy#Parrying|this section]] for more details.<br />
}}<br />
}}<br />
<nowiki/><br />
====== ======<br />
{{MoveData<br />
|name=Houeikyaku <br />
|input={{clr|2|j.2K}}<br />
|image=GGAC_Jam_j2K.png<br />
|caption=First Terry's Rising Tackle and now Twins' divekick. Jam has no shame.<br />
|data=<br />
{{AttackDataHeader-GGACR}}<br />
{{!}}-<br />
{{#lst:GGACR/Jam Kuradoberi/Data|j.2K}}<br />
{{!}}-<br />
{{Description|7|text=*The Divekick.<br />
*Weirdly enough, this is safer on block than on hit. Make sure to RC it.<br />
*This stalls air time, so it beats cleanly some anti airs.<br />
*When TK'd, this is technically Jam's Fastest overhead that hits a crouching opponent. It's no Gekirin in terms of reward, but it's a good game ender.<br />
'''Additional Frame Data''' ''Hitstop 5F. 1st hit has initial prorate 80%. Has a minimum height requirement. 2nd hit will only trigger if the 1st hit hits opponent (not block or whiff). Listed Frame Adv is for TK Houeikyaku performed as fast as possible (startup 14F)''<br />
<br />
}}<br />
}}<br />
<nowiki/><br />
====== ======<br />
{{MoveData<br />
|name=Choujin <br />
|input={{clr|1|236P}}, {{clr|1|j.236P}}<br />
|image=GGAC_Jam_236P.png<br />
|caption=Flip!<br />
|data=<br />
{{AttackDataHeader-GGACR|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground}}<br />
{{#lst:GGACR/Jam Kuradoberi/Data|236P}}<br />
{{!}}-<br />
{{Description|8|text=*You can do it on its own or After a Bakushuu, this being the only way to deal with sliding moves like Grand Viper, Robo-Ky's 2K, etc...<br />
*Normally, it travels diagonally up, with a bigger emphasis on verticality.<br />
*This can be changed however with its FRC point at 1~3f, sending Jam horinzotally. Intended for cross-ups. This can be considered the only way to Attack high from a Bakushuu.<br />
'''Additional Frame Data''' ''Jam is airborne from 1F onwards. Feet invincible from 6F onwards. Can pass through opponent 1~17F. Jam is in CH state 1~5F. Auto Jump Installs. Can perform any action other than blocking or FD from 20F onwards''<br />
}}<br />
{{AttackVersion|name=Aerial}}<br />
{{#lst:GGACR/Jam Kuradoberi/Data|j.236P}}<br />
{{!}}-<br />
{{Description|8|text=*Aerial Flip gives a bigger emphasis on horizontal movement. Great for avoiding certain moves.<br />
*IAD Choujin sends her straight down. Just like IAD Gekirin and Kenroukaku, great for cross-ups (If you haven't noticed yet, Cross-ups are Jam's thing).<br />
*Has an FRC point at 1~3f, but it isn't really used.<br />
'''Additional Frame Data''' ''Jam can pass through opponent and in CH state. from 1~18F. Cannot be used after a double jump. Can perform any action other than blocking or FD from 22F onwards.''<br />
<br />
}}<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Force Breaks==<br />
====== ======<br />
{{MoveData<br />
|name=FB Breath of Asanagi<br />
|input={{clr|5|22D}}, <br />
|image=GGAC_Jam_22K.png<br />
|caption=Same animation as 22X, only with a force break flash.<br />
|data=<br />
{{AttackDataHeader-GGACR}}<br />
{{!}}-<br />
{{#lst:GGACR/Jam Kuradoberi/Data|22D}}<br />
{{!}}-<br />
{{Description|7|text=*Generates a card for all three kicks.<br />
*This is THE best use of meter for Jam. Basically every time you get a knockdown and have 25% tension to spend, you'll use this.<br />
'''Additional Frame Data''' ''Charge completes on Frame 5''<br />
<br />
}}<br />
}}<br />
<nowiki/><br />
<br />
====== ======<br />
{{MoveData<br />
|name=Hyappo Shinshou <br />
|input={{clr|3|236S}}~D<br />
|image=GGAC_Jam_236SS.png<br />
|caption=Everyone fears this.<br />
|data=<br />
{{AttackDataHeader-GGACR}}<br />
{{!}}-<br />
{{#lst:GGACR/Jam Kuradoberi/Data|236S D}}<br />
{{!}}-<br />
{{Description|7|text=*Pilebunker 2.0<br />
*This version of the Puffball can cancel into 22X and any charged kicks. If you got a CH from this move, you are allowed to grin maliciously<br />
*With It being invincible from the 3rd Frame onwards, and being +1 on block, not only does this make for a great Horizontal DP, but a safe one at that. Great move.<br />
'''Additional Frame Data''' ''Low profile on 2F. Strike invincible 3~14F. Untechable for 28F Dizzy modifier x1.25. Initial prorate 85%. Can cancel into Asanagi no Kokyuu, Asanagi no Kokyuu - Kyoku and all charge kicks''<br />
<br />
}}<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Overdrives==<br />
====== ======<br />
{{MoveData<br />
|name=Renhoukyaku <br />
|input={{clr|4|632146H}}<br />
|image=GGAC_Jam_632146H.png<br />
|caption=Bigger, Super Puffball.<br />
|data=<br />
{{AttackDataHeader-GGACR}}<br />
{{!}}-<br />
{{#lst:GGACR/Jam Kuradoberi/Data|632146H}}<br />
{{!}}-<br />
{{Description|7|text=<br />
Super Spirit Bomb Go.<br />
*Massive ki ball with startup invun, multiple hits, and vacuum, which leaves Jam at +1 to run a frametrap or mixup if they're scared.<br />
*''Freezes opponent's inputs from the flash until the 2nd active frame.'' <br />
**Them not blocking beforehand means you get the hit, as long as Jam isn't sticking her face into a hitbox.<br />
*Hits a large area and can be difficult to avoid.<br />
*''Will not cost tension if Jam is hit before the superflash''.<br />
*Works as a decent pressure reset and just to let Jam resume her blockstrings/mix.<br />
<br />
'''Additional Frame Data:''' ''Strike invincible 1~10F. Floats opponent on hit (untechable for 28F). Pulls in opponent on hit or block. Hitstop 0F. Opponent's inputs are frozen after superflash until 2nd active frame. 9th hit [Untranslated].''<br />
}}<br />
}}<br />
<nowiki/><br />
====== ======<br />
{{MoveData<br />
|name=Choukyaku Hououshou <br />
|input={{clr|3|632146S}}<br />
|image=GGAC_Jam_632146S.png<br />
|caption=Martial Arts Multi-Hit style super but with screen freeze<br />
|data=<br />
{{AttackDataHeader-GGACR}}<br />
{{!}}-<br />
{{#lst:GGACR/Jam Kuradoberi/Data|632146S}}<br />
{{!}}-<br />
{{Description|7|text=<br />
Jam's ''actual'' reversal super.<br />
*Invincible into the first active frame, goes active on 7 instead of 10.<br />
*''Also freezes opponent's inputs after the flash''.<br />
*Leaps forward about a third of the screen, hitting backdashes or opponents committed to a move with an extended hurtbox if farther away.<br />
*Only does one hit on block, but connects into an animation with every hit if it connects.<br />
*It's quite possible for the opponent to fall out on air hit. Be prepared to RC if you have the meter.<br />
<br />
'''Additional Frame Data:''' ''Strike invincible 1~8F. Feet invincible 9~29F. Low profile 30~40F. 12th~13th hits float opponent. 2nd~11th hits have hitstop 6F. 13th hit has dizzy modifier x0.25; all others have dizzy modifier x0. Untechable times: 1st hit: 18F, hits 2nd-11th hits: 40F, 12th hit: 80F, 13th hit: 114F. Opponent's inputs are frozen after superflash until 2nd active frame.''<br />
}}<br />
}}<br />
<nowiki/><br />
====== ======<br />
{{MoveData<br />
|name=Geki: Saishinhou <br />
|input={{clr|4|236236H}}<br />
|image=GGAC_Jam_236236H.png<br />
|caption=Sadly, the flame pillar<br> doesn't have a hitbox.<br />
|data=<br />
{{AttackDataHeader-GGACR}}<br />
{{!}}-<br />
{{#lst:GGACR/Jam Kuradoberi/Data|236236H}}<br />
{{!}}-<br />
{{Description|7|text=<br />
Jam's ''third'' reversal super.<br />
*'''Three frame''' large grounded uppercut animation. Has strike invincibility during its entire active window.<br />
*Launches on hit for a full conversion with a 75% prorate.<br />
*Comes with an FRC point on the first hit for safety.<br />
**This FRC comes with the added bonus of ''150%'' proration and stagger for big grounded followup damage.<br />
*Very stubby range, take care not to get baited, and eye your tension to FRC if necessary.<br />
<br />
'''Additional Frame Data:''' ''Strike invincible 1~8F. 1st hit staggers opponent on hit (max 35F). 2nd hit floats opponent. Both hits are untechable on air hit for 90F. 1st hit initial prorate 150%. 2nd hit forced prorate 75%. FRC timing 3~4F.''<br />
}}<br />
}}<br />
<nowiki/><br />
====== ======<br />
{{MoveData<br />
|name=Tousai Hyakuretsuken <br />
|input={{clr|1|64641236P}}+{{clr|2|K}}<br />
|image=GGAC_Jam_64641236PK.png<br />
|caption=You're already dead.<br />
|data=<br />
{{AttackDataHeader-GGACR}}<br />
{{!}}-<br />
{{#lst:GGACR/Jam Kuradoberi/Data|64641236PK}}<br />
{{!}}-<br />
{{Description|7|text=<br />
Jam's inner North Star.<br />
*Deals 100 points of damage, regardless of guts, defense or any proration. Very useful to confirm into to make sure that they're dead.<br />
*Also a reversal, but for the expense you should probably never be doing it over any other super.<br />
*Only does one hit on block, but connects into an animation with every hit if it connects.<br />
<br />
'''Additional Frame Data:''' ''Strike invincible 1~6F Feet invincible 36~51F. Low profile 52~67F. Knocks down opponent on hit. 2nd hit onwards only happen if the 1st hit hits opponoent (not block or whiff). Costs 100% Tension.''<br />
}}<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Instant Kill==<br />
{{MoveData<br />
|name=Gasenkotsu <br />
|input=In IK mode: {{clr|4|236236H}}<br />
|image=GGAC_Jam_IK.png<br />
|caption=TEN! JOU! TEN! KA! YUI! KA! DOKU! SON!<br />
|data=<br />
{{AttackDataHeader-GGACR}}<br />
{{!}}-<br />
{{#lst:GGACR/Jam Kuradoberi/Data|IK}}<br />
{{!}}-<br />
{{Description|7|text=<br />
*One of the fastest IKs in the game in both prep time and startup, second probably only to Ky. Coupled with its fast travel and Jam's huge damage output, you can reliably react to a dizzy and just do it.<br />
'''Additional Frame Data''' ''IK Mode preparation: 54F. Strike invincible 12~16F''<br />
<br />
}}<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==[[Dustloop_Wiki:Roadmap/GGACR#Jam|Roadmap]]==<br />
{{#lst:Dustloop_Wiki:Roadmap/GGACR|Jam}}<br />
<br />
==Navigation==<br />
{{#lst:GGACR/Jam Kuradoberi/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[GGACR/Jam Kuradoberi/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-GGACR}}<br />
[[Category:Guilty Gear XX Accent Core + R]]<br />
[[Category:Jam Kuradoberi]]</div>73.184.163.146https://www.dustloop.com/wiki/index.php?title=BBTag/Elizabeth&diff=155101BBTag/Elizabeth2020-05-16T13:13:52Z<p>73.184.163.146: /* ??? */</p>
<hr />
<div>{| class="wikitable" style="float:right; margin-left: 0.5em; width:25%"<br />
|-<br />
!Elizabeth<br />
|-<br />
||<br />
[[File:BBTag_Elizabeth_Portrait.png|350x500px|center]]<br />
|-<br />
||<br />
{{#lst:BBTag/Elizabeth/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 />
:<br />
|}<br />
<div style="float:left; margin-right:25px;"><br />
{{TOC limit|2}}<br />
</div><br />
==Overview==<br />
{{Bio<br />
| name = Elizabeth<br />
| game = BBTag<br />
| quote = I, Elizabeth, humbly accept your challenge.<br />
| lore = <br />
Known as "One Who Governs Power", Elizabeth is a resident of the Velvet Room who assists Igor in his endeavors to assist Velvet Room guests.<br />
<br />
}}<br />
<br />
===Awakening===<br />
When Elizabeth is at low health (around 30%), a cut-in of her will appear on the screen that looks similar to the ones that appear when one of the Persona characters use their Astral Heat, and an icon of Elizabeth will appear above the Cross Gauge. This signifies that she has entered Awakening, a mechanic lifted from Persona 4 Arena/Ultimax. Elizabeth's moves gain several upgrades during this state. Once Awakening is achieved, it will last for the remainder of the match.<br />
<br />
===Playstyle===<br />
{{StrengthsAndWeaknesses<br />
|intro=<br />
Elizabeth is mostly a mid spacing character with a high risk high reward factor. With powerful zoning tools with an alright kit that shines when she reaches awakening but, will not survive a hit afterwords without alot of resources spent into healing. Speculation: She has a powerful oki game with spending a meter for Hama or in the corner with Agi but, lacking a overhead will be a big issue for her. Her pressure game is mostly about stagger pressure just like her base game but, her improvements on her command grab make it so the opponent doesn't just low blow everything.<br />
|pros=<br />
* Far reaching normals which can pull your opponent towards you.<br />
* High meter gain with Mind Charge. <br />
* Semi fast projectiles <br />
* One of the highest damaging solo zoners <br />
* Respectable combo damage, can freeze or drop the opponent in front of her using all of her specials allowing extensions.<br />
* Can issue commands to her persona to have it do the command where it is, allowing her to use specials and even command grabs anywhere on the screen.<br />
* Strong throw game :)<br />
|cons=<br />
*NO OVERHEADS aside from Clash(ja is technically an overhead but this is never useful)<br />
*Slow ground movement<br />
*Low hp, which could result in an early death (life or death playstyle).<br />
}}<br />
<br />
{{#lst:BBTag/Elizabeth/Data|Links}}<br />
<br style="clear:both;"/><br />
<br />
==Normal Moves==<br />
<br />
====== <span style="visibility:hidden;font-size:0">4A</span> ======<br />
{{MoveData<br />
|image=P4Arena_Elizabeth_5A.png |caption=A little bop!<br />
|image2=P4AU_Elizabeth_5AA.png |caption2=A little swirl!<br />
|image3=BBTag_Elizabeth_4AAA.png |caption3=A little tornado!<br />
|image4=BBTag_Elizabeth_4AAAA.png |caption4=A little chilly, huh?<br />
|name=4A<br />
|data=<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=4A}}<br />
{{#lst:BBTag/Elizabeth/Data|4A}}<br />
{{!}}-<br />
{{Description|8|text= A tap with the card. Pretty decent poke due to its speed, but nothing special.<br />
<br />
}}<br />
{{AttackVersion|name=4AA}}<br />
{{#lst:BBTag/Elizabeth/Data|4AA}}<br />
{{!}}-<br />
{{Description|8|text= Elizabeth throws out her book, which swirls around. Combo filler. <br />
<br />
}}<br />
{{AttackVersion|name=4AAA}}<br />
{{#lst:BBTag/Elizabeth/Data|4AAA}}<br />
{{!}}-<br />
{{Description|8|text= Elizabeth blows out a single card. If it connects, the opponent is subject to an attack where they're surrounded by a vortex of cards. The animation is quite long, making it ideal for a cross combo scenario or a swap. You can even cancel this with your DP and continue the combo, since the vortex is independent of Elizabeth's actions once it's out!<br />
<br />
}}<br />
{{AttackVersion|name=4AAAA}}<br />
{{#lst:BBTag/Elizabeth/Data|4AAAA}}<br />
{{!}}-<br />
{{Description|8|text=Elizabeth calls upon Thanatos to knock the opponent up and freeze them. Becomes stronger in Awakening.<br />
<br />
}}<br />
}}<br />
<nowiki/><br />
====== <span style="visibility:hidden;font-size:0">5A</span> ======<br />
{{MoveData<br />
|image=P4Arena_Elizabeth_5B.png |caption= Ah yes neutral<br />
|image2=P4AU_Elizabeth_5BB.png |caption2=Please read<br />
|image3=P4AU_Elizabeth_5BBB.png |caption3=The storm before the storm<br />
|image4=P4Arena_Elizabeth_Magarudyne.png |caption4=Wheeeee!<br />
|name=5A <br />
|data=<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=5A}}<br />
{{#lst:BBTag/Elizabeth/Data|5A}}<br />
{{!}}-<br />
{{Description|8|text=Elizabeth tosses out a ring that returns to her after a set distance. On hit or block, the opponent gets dragged in to her, making it an excellent poke that can start your pressure. Due to its lengthy recovery, though, you shouldn't carelessly throw this out. <br />
}}<br />
{{AttackVersion|name=5AA}}<br />
{{#lst:BBTag/Elizabeth/Data|5AA}}<br />
{{!}}-<br />
{{Description|8|text=A wave of cards. Combo filler. <br />
}}<br />
{{AttackVersion|name=5AAA}}<br />
{{#lst:BBTag/Elizabeth/Data|5AAA}}<br />
{{!}}-<br />
{{Description|8|text= Elizabeth sends out a swirl of cards. Due to its lengthy animation, this is also ideal for partner shenanigans. <br />
}}<br />
{{AttackVersion|name=5AAAA}}<br />
{{#lst:BBTag/Elizabeth/Data|5AAAA}}<br />
{{!}}-<br />
{{Description|8|text= Elizabeth uses a move that's similar to her 236A. ''Similar'' is the key word here, as it sends the opponent away instead of upwards, and this won't change even in Awakening. You won't really use this unless you want to Cross Raid. <br />
}}<br />
}}<br />
<nowiki/><br />
====== <span style="visibility:hidden;font-size:0">5B</span> ======<br />
{{MoveData<br />
|image=P4Arena_Elizabeth_5C.png |caption=Hack, slash<br />
|image2=P4Arena_Elizabeth_2C.png |caption2= Little roar<br />
|image3=P4Arena_Elizabeth_Maziodyne.png |caption3= BIG ROAR<br />
|name=5B <br />
|data=<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=5B}}<br />
{{#lst:BBTag/Elizabeth/Data|5B}}<br />
{{!}}-<br />
{{Description|8|text=Elizabeth calls upon Thanatos to do a two hit swipe with its sword. Has pretty great range, making it a nice tool to have in neutral. Jump-Cancelable on hit as well!<br />
}}<br />
{{AttackVersion|name=5BB}}<br />
{{#lst:BBTag/Elizabeth/Data|5BB}}<br />
{{!}}-<br />
{{Description|8|text=Thanatos roars, making a shockwave around it. Combo filler. 5B>5BB has a natural gap in it, making it an easy frame trap. You can use this fact to your advantage by conditioning your opponent to block, and then using 5B again.<br />
}}<br />
{{AttackVersion|name=5BBB}}<br />
{{#lst:BBTag/Elizabeth/Data|5BBB}}<br />
{{!}}-<br />
{{Description|8|text=Thanatos fires a beam that's similar to Maziodyne. It's not exactly Maziodyne, though, meaning that it doesn't gain Maziodyne's buffs. However, you can combo into Maziodyne from it.<br />
}}<br />
}}<br />
<nowiki/><br />
<br />
====== <span style="visibility:hidden;font-size:0">5B>5C</span> ======<br />
{{MoveData<br />
|image=P4Arena_Elizabeth_5D.png |caption="THANATOOOOOOOOOS"<br />
|name=5B>5C<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lst:BBTag/Elizabeth/Data|5B 5C}}<br />
{{!}}-<br />
{{Description|7|text=After a slight delay, Elizabeth calls on Thanatos to leap forward and grab the opponent. This can only be done from either 5B or 5BB. A command grab, but not a hitgrab, so you can't combo into it. An important tool for Liz's mixup game, as you can combo from it. Mix this in with your other mix-up tools to keep your opponent guessing.<br />
}}<br />
}}<br />
<nowiki/><br />
====== <span style="visibility:hidden;font-size:0">5B>2C</span> ======<br />
{{MoveData<br />
|image=P4Arena_Elizabeth_2D.png |caption=I need some MeMentos™, Mori<br />
|name=5B>2C<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lst:BBTag/Elizabeth/Data|5B 2C}}<br />
{{!}}-<br />
{{Description|7|text=Thanatos hunches down and lets out a poison-filled breath. Hits low, and can only be done from 5B or 5BB. Only special or super cancellable, meaning you'll have to spend meter to get much damage out of this. If you notice your opponent jumping out from 5B to avoid getting grabbed by 5B>5C, using this will catch their jump frames. It also beats mashing if you happen to notice them pressing buttons to break Thanatos, but remember that 5BB naturally does this as well.<br />
}}<br />
}}<br />
<nowiki/><br />
====== <span style="visibility:hidden;font-size:0">5C</span> ======<br />
{{MoveData<br />
|image=P4Arena_Elizabeth_AOA.png |caption=Take a look, it's in a book<br />
|name=5C<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lst:BBTag/Elizabeth/Data|5C}}<br />
{{!}}-<br />
{{Description|7|text=Standard overhead. Somewhat slow to come out, but safe on block.<br />
}}<br />
}}<br />
<nowiki/><br />
====== <span style="visibility:hidden;font-size:0">2A</span> ======<br />
{{MoveData<br />
|image=P4Arena_Elizabeth_2A.png |caption=Pick a card.<br />
|name=2A<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lst:BBTag/Elizabeth/Data|2A}}<br />
{{!}}-<br />
{{Description|7|text=<br />
}}<br />
}}<br />
<nowiki/><br />
====== <span style="visibility:hidden;font-size:0">2B</span> ======<br />
{{MoveData<br />
|image=P4Arena_Elizabeth_2B.png |caption=Don't whiff this.<br />
|name=2B<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lst:BBTag/Elizabeth/Data|2B}}<br />
{{!}}-<br />
{{Description|7|text=Anti-air and combo tool. 9f startup is actually pretty good for an anti-air, but the hitbox on this thing can be a bit awkward to get used to. For combo purposes this button is used a lot after 5AAA, typically you'll go into j.A>jc>j.AA>j.B>2A and continue the combo from there.<br />
}}<br />
}}<br />
<nowiki/><br />
====== <span style="visibility:hidden;font-size:0">2C</span> ======<br />
{{MoveData<br />
|image=P4Arena_Elizabeth_Sweep.png |caption=<br />
|name=2C<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lst:BBTag/Elizabeth/Data|2C}}<br />
{{!}}-<br />
{{Description|7|text= Hits low, surprisingly fast. Generally doesn't see much use in blockstrings as Liz has safer ways to go about trying to open someone up. Still, a low is a low. Primary use is as combo fodder, notably can be used after hitting an airborne opponent with 5AAA to continue the combo with either 4A or another 5A.<br />
}}<br />
}}<br />
<nowiki/><br />
<br />
====== <span style="visibility:hidden;font-size:0">j.A</span> ======<br />
{{MoveData<br />
|image=P4Arena_Elizabeth_jB.png |caption=<br />
|image2=P4Arena_Elizabeth_jA.png |caption2=<br />
|name=j.A<br />
|data=<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=j.A}}<br />
{{#lst:BBTag/Elizabeth/Data|j.A}}<br />
{{!}}-<br />
{{AttackVersion|name=j.AA}}<br />
{{#lst:BBTag/Elizabeth/Data|j.AA}}<br />
{{!}}-<br />
{{Description|8|text=<br />
}}<br />
}}<br />
<nowiki/><br />
====== <span style="visibility:hidden;font-size:0">j.B</span> ======<br />
{{MoveData<br />
|image=P4Arena_Elizabeth_jC.png |caption=<br />
|name=j.B<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lst:BBTag/Elizabeth/Data|j.B}}<br />
{{!}}-<br />
{{Description|7|text= Also not a high, usually used in order to pick up with 2A. Not many notable things about it.<br />
}}<br />
}}<br />
<nowiki/><br />
====== <span style="visibility:hidden;font-size:0">j.C</span> ======<br />
{{MoveData<br />
|image=P4Arena_Elizabeth_jD.png |caption=If you ever wished for BBTag to have airthrows, I got good news for ya.<br />
|name=j.C<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lst:BBTag/Elizabeth/Data|j.C}}<br />
{{!}}-<br />
{{Description|7|text= Airthrow that allows for extensions using 2A. For use when your opponent is jumping around like a moron. Also usable as a combo tool, most notably from 5B. Can also be special canceled, allowing for a 214A follow-up, or for a Mind Charge extension.<br />
}}<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Universal Moves==<br />
<br />
====== <span style="visibility:hidden;font-size:0">Ground Throw</span> ======<br />
{{MoveData<br />
|image=P4Arena_Elizabeth_GroundThrow.png |caption=<br />
|name=Ground Throw<br />
|input=5B+C<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lst:BBTag/Elizabeth/Data|BC}}<br />
{{!}}-<br />
{{Description|7|text=<br />
}}<br />
}}<br />
<nowiki/><br />
====== <span style="visibility:hidden;font-size:0">Debilitate</span> ======<br />
{{MoveData<br />
|image=P4AU_Elizabeth_Debilitate.png |caption=<br />
|name=Debilitate<br />
|input=5A+D (Air OK)<br />
|data=<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground}}<br />
{{#lst:BBTag/Elizabeth/Data|AD}}<br />
{{!}}-<br />
{{AttackVersion|name=Air}}<br />
{{#lst:BBTag/Elizabeth/Data|j.AD}}<br />
{{!}}-<br />
{{Description|8|text= A pretty decent dp! Can be used during 4AAA to cancel and go into 5AAA.<br />
}}<br />
}}<br />
<br />
<br style="clear:both;"/><br />
<br />
==Skills==<br />
====== <span style="visibility:hidden;font-size:0">Magarudyne</span> ======<br />
{{MoveData<br />
|image=P4Arena_Elizabeth_Magarudyne.png |caption=WOOOSH<br />
|input=236A(Air OK)<br />
|name=Magarudyne<br />
|data=<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground}}<br />
{{#lst:BBTag/Elizabeth/Data|236A}}<br />
{{!}}-<br />
{{AttackVersion|name=Air}}<br />
{{#lst:BBTag/Elizabeth/Data|j.236A}}<br />
{{!}}-<br />
{{Description|8|text= This move is plus in awakening, tracks, and can sideswitch. Have fun. (rather long and obvious startup tho)<br />
}}<br />
}}<br />
<nowiki/><br />
====== <span style="visibility:hidden;font-size:0">Maziodyne</span> ======<br />
{{MoveData<br />
|image=P4Arena_Elizabeth_Maziodyne.png |caption=<br />
|input=236B(Air OK)<br />
|name=Maziodyne<br />
|data=<br />
<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground}}<br />
{{#lst:BBTag/Elizabeth/Data|236B}}<br />
{{!}}-<br />
{{AttackVersion|name=Air}}<br />
{{#lst:BBTag/Elizabeth/Data|j.236B}}<br />
{{!}}-<br />
{{Description|8|text= Shoots two lasers in awakening, chips a bit. Great as a neutral/active switch tool, as well as tacking on extra damage if you do the full 5B string. If Thanatos gets hit, Liz will stand there posing in Ch state for the rest of the move, so be careful to not let that happen<br />
}}<br />
}}<br />
<nowiki/><br />
====== <span style="visibility:hidden;font-size:0">Mabufudyne</span> ======<br />
{{MoveData<br />
|image=P4Arena_Elizabeth_Mabufudyne.png |caption=<br />
|input=214A<br />
|name=Mabufudyne<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lst:BBTag/Elizabeth/Data|214A}}<br />
{{!}}-<br />
{{Description|7|text= I love this move so much. Outside of awakening it works as a servicable anti air, but you are usually better off using 2B. In awakening the fun starts. It moves fullscreen and freezes, letting you combo if you are close, go for a reset, or cancel into Ghastly Wail if the opponent is too far and you are in res. Overall a great special. Thanotos is also invincible to projectiles during awakening.<br />
}}<br />
}}<br />
<nowiki/><br />
====== <span style="visibility:hidden;font-size:0">Maragidyne</span> ======<br />
{{MoveData<br />
|image=P4Arena_Elizabeth_Maragidyne.png |caption=did someone hail a taxi to the corner?<br />
|input=214B<br />
|name=Maragidyne<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lst:BBTag/Elizabeth/Data|214B}}<br />
{{!}}-<br />
{{Description|7|text= This move doesn't see much usage in neutral, outide of assist covered zoning. it is used in some corner carry setups to deliver the opponent to the corner because it is quite easy to pickup.<br />
}}<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Extra Skills==<br />
====== <span style="visibility:hidden;font-size:0">???</span> ======<br />
{{MoveData<br />
|image=P4Arena_Elizabeth_Mahamaon.png |caption=I'm sorry, everyone... I had to trade in the insta-kill for better start-up<br />
|input=236C<br />
|name=Mahamaon<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lst:BBTag/Elizabeth/Data|236C}}<br />
{{!}}-<br />
{{Description|7|text= Typically used for oki or other setups, but also used for setting up either high damage or healing during combos!<br />
}}<br />
}}<br />
<nowiki/><br />
====== <span style="visibility:hidden;font-size:0">???</span> ======<br />
{{MoveData<br />
|image=P4Arena_Elizabeth_Diarahan.png |caption=<br />
|input=214C<br />
|name=Diarahan<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lst:BBTag/Elizabeth/Data|214C}}<br />
{{!}}-<br />
{{Description|7|text=<br />
}}<br />
}}<br />
<br style="clear:both;"/><br />
<br />
<br />
====== <span style="visibility:hidden;font-size:0">???</span> ======<br />
{{MoveData<br />
|image=P4Arena_Elizabeth_Mamudoon.png |caption=Don't lie, you forgot she had this move too<br />
|input=j.236C<br />
|name=Mamudoon<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lst:BBTag/Elizabeth/Data|j.236C}}<br />
{{!}}-<br />
{{Description|7|text= a good combo tool if you can set it up<br />
}}<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Partner Skills==<br />
<br />
====== <span style="visibility:hidden;font-size:0">5P</span> ======<br />
{{MoveData<br />
|image=P4Arena_Elizabeth_5C.png |caption=<br />
|input=5B<br />
|name=5P<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lst:BBTag/Elizabeth/Data|5P}}<br />
{{!}}-<br />
{{Description|7|text=<br />
}}<br />
}}<br />
<nowiki/><br />
====== <span style="visibility:hidden;font-size:0">6P</span> ======<br />
{{MoveData<br />
|image=P4Arena_Elizabeth_Maziodyne.png |caption=<br />
|input=Maziodyne<br />
|name=6P<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lst:BBTag/Elizabeth/Data|6P}}<br />
{{!}}-<br />
{{Description|7|text=<br />
}}<br />
}}<br />
<nowiki/><br />
====== <span style="visibility:hidden;font-size:0">4P</span> ======<br />
{{MoveData<br />
|image=P4Arena_Elizabeth_Mabufudyne.png |caption=<br />
|input=Mabufudyne<br />
|name=4P<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lst:BBTag/Elizabeth/Data|4P}}<br />
{{!}}-<br />
{{Description|7|text=<br />
}}<br />
}}<br />
<br />
<br style="clear:both;"/><br />
<br />
==Distortion Skills==<br />
====== <span style="visibility:hidden;font-size:0">???</span> ======<br />
{{MoveData<br />
|image=P4Arena_Elizabeth_GhastlyWail.png |caption= Yes the tank somehow fits into the coffin<br />
|input=236B+C<br />
|name=Ghastly Wail<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lst:BBTag/Elizabeth/Data|236BC}}<br />
{{!}}-<br />
{{Description|7|text=<br />
}}<br />
}}<br />
<nowiki/><br />
====== <span style="visibility:hidden;font-size:0">???</span> ======<br />
{{MoveData<br />
|image=P4Arena_Elizabeth_MindCharge.png |caption= Atarax570 putting fear into his opponents. also the closest to RC we gonna get<br />
|input=214B+C<br />
|name=Mind Charge<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lst:BBTag/Elizabeth/Data|214BC}}<br />
{{!}}-<br />
{{Description|7|text= Drains Elizabeth’s health and converts it to meter. Allows her to enter Awakening if her health is low enough, though it naturally also means that she will have low health when this happens. The health drained is shown as red health, meaning it can be restored if she tags out for long enough, though this means that you have to be really careful when using Partner Skills/Cross Combo or else Elizabeth will be KO’d really easily.<br />
}}<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Distortion Skill Duo==<br />
{{MoveData<br />
|image=P4Arena_Elizabeth_GhastlyWail.png |caption= ''"Memento Mori."''<br />
|input=P during Main Character's Distortion Skill <br />
|name=Ghastly Wail<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lst:BBTag/Elizabeth/Data|Distortion Skill Duo}}<br />
{{!}}-<br />
{{Description|7|text=<br />
}}<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Astral Heat==<br />
{{MoveData<br />
|image=P4Arena_Elizabeth_Megidolaon.png |caption= I now present to you... Megidolaon, MONEY SHOT!!!<br />
|input=222B+C<br />
|name=Megidolaon<br />
|data= <br />
{{AttackDataHeader-BBTag|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Catch}}<br />
{{#lst:BBTag/Elizabeth/Data|222BC}}<br />
{{!}}-<br />
{{AttackVersion|name=Attack}}<br />
{{#lst:BBTag/Elizabeth/Data|222BC Attack}}<br />
{{!}}-<br />
{{Description|8|text=Counter astral, with the added benefit of being able to confirm into it much like Hakumen's. The confirm is stupidly easy, going seemingly fullscreen. If you hit someone while you're in resonance, landing this thing is actually rather simple with Elizabeth's high meter gain.<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 />
{{#lst:BBTag/Elizabeth/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[BBTag/Elizabeth/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:Elizabeth]]</div>73.184.163.146https://www.dustloop.com/wiki/index.php?title=BBTag/Elizabeth&diff=155100BBTag/Elizabeth2020-05-16T13:09:58Z<p>73.184.163.146: /* 5B */</p>
<hr />
<div>{| class="wikitable" style="float:right; margin-left: 0.5em; width:25%"<br />
|-<br />
!Elizabeth<br />
|-<br />
||<br />
[[File:BBTag_Elizabeth_Portrait.png|350x500px|center]]<br />
|-<br />
||<br />
{{#lst:BBTag/Elizabeth/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 />
:<br />
|}<br />
<div style="float:left; margin-right:25px;"><br />
{{TOC limit|2}}<br />
</div><br />
==Overview==<br />
{{Bio<br />
| name = Elizabeth<br />
| game = BBTag<br />
| quote = I, Elizabeth, humbly accept your challenge.<br />
| lore = <br />
Known as "One Who Governs Power", Elizabeth is a resident of the Velvet Room who assists Igor in his endeavors to assist Velvet Room guests.<br />
<br />
}}<br />
<br />
===Awakening===<br />
When Elizabeth is at low health (around 30%), a cut-in of her will appear on the screen that looks similar to the ones that appear when one of the Persona characters use their Astral Heat, and an icon of Elizabeth will appear above the Cross Gauge. This signifies that she has entered Awakening, a mechanic lifted from Persona 4 Arena/Ultimax. Elizabeth's moves gain several upgrades during this state. Once Awakening is achieved, it will last for the remainder of the match.<br />
<br />
===Playstyle===<br />
{{StrengthsAndWeaknesses<br />
|intro=<br />
Elizabeth is mostly a mid spacing character with a high risk high reward factor. With powerful zoning tools with an alright kit that shines when she reaches awakening but, will not survive a hit afterwords without alot of resources spent into healing. Speculation: She has a powerful oki game with spending a meter for Hama or in the corner with Agi but, lacking a overhead will be a big issue for her. Her pressure game is mostly about stagger pressure just like her base game but, her improvements on her command grab make it so the opponent doesn't just low blow everything.<br />
|pros=<br />
* Far reaching normals which can pull your opponent towards you.<br />
* High meter gain with Mind Charge. <br />
* Semi fast projectiles <br />
* One of the highest damaging solo zoners <br />
* Respectable combo damage, can freeze or drop the opponent in front of her using all of her specials allowing extensions.<br />
* Can issue commands to her persona to have it do the command where it is, allowing her to use specials and even command grabs anywhere on the screen.<br />
* Strong throw game :)<br />
|cons=<br />
*NO OVERHEADS aside from Clash(ja is technically an overhead but this is never useful)<br />
*Slow ground movement<br />
*Low hp, which could result in an early death (life or death playstyle).<br />
}}<br />
<br />
{{#lst:BBTag/Elizabeth/Data|Links}}<br />
<br style="clear:both;"/><br />
<br />
==Normal Moves==<br />
<br />
====== <span style="visibility:hidden;font-size:0">4A</span> ======<br />
{{MoveData<br />
|image=P4Arena_Elizabeth_5A.png |caption=A little bop!<br />
|image2=P4AU_Elizabeth_5AA.png |caption2=A little swirl!<br />
|image3=BBTag_Elizabeth_4AAA.png |caption3=A little tornado!<br />
|image4=BBTag_Elizabeth_4AAAA.png |caption4=A little chilly, huh?<br />
|name=4A<br />
|data=<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=4A}}<br />
{{#lst:BBTag/Elizabeth/Data|4A}}<br />
{{!}}-<br />
{{Description|8|text= A tap with the card. Pretty decent poke due to its speed, but nothing special.<br />
<br />
}}<br />
{{AttackVersion|name=4AA}}<br />
{{#lst:BBTag/Elizabeth/Data|4AA}}<br />
{{!}}-<br />
{{Description|8|text= Elizabeth throws out her book, which swirls around. Combo filler. <br />
<br />
}}<br />
{{AttackVersion|name=4AAA}}<br />
{{#lst:BBTag/Elizabeth/Data|4AAA}}<br />
{{!}}-<br />
{{Description|8|text= Elizabeth blows out a single card. If it connects, the opponent is subject to an attack where they're surrounded by a vortex of cards. The animation is quite long, making it ideal for a cross combo scenario or a swap. You can even cancel this with your DP and continue the combo, since the vortex is independent of Elizabeth's actions once it's out!<br />
<br />
}}<br />
{{AttackVersion|name=4AAAA}}<br />
{{#lst:BBTag/Elizabeth/Data|4AAAA}}<br />
{{!}}-<br />
{{Description|8|text=Elizabeth calls upon Thanatos to knock the opponent up and freeze them. Becomes stronger in Awakening.<br />
<br />
}}<br />
}}<br />
<nowiki/><br />
====== <span style="visibility:hidden;font-size:0">5A</span> ======<br />
{{MoveData<br />
|image=P4Arena_Elizabeth_5B.png |caption= Ah yes neutral<br />
|image2=P4AU_Elizabeth_5BB.png |caption2=Please read<br />
|image3=P4AU_Elizabeth_5BBB.png |caption3=The storm before the storm<br />
|image4=P4Arena_Elizabeth_Magarudyne.png |caption4=Wheeeee!<br />
|name=5A <br />
|data=<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=5A}}<br />
{{#lst:BBTag/Elizabeth/Data|5A}}<br />
{{!}}-<br />
{{Description|8|text=Elizabeth tosses out a ring that returns to her after a set distance. On hit or block, the opponent gets dragged in to her, making it an excellent poke that can start your pressure. Due to its lengthy recovery, though, you shouldn't carelessly throw this out. <br />
}}<br />
{{AttackVersion|name=5AA}}<br />
{{#lst:BBTag/Elizabeth/Data|5AA}}<br />
{{!}}-<br />
{{Description|8|text=A wave of cards. Combo filler. <br />
}}<br />
{{AttackVersion|name=5AAA}}<br />
{{#lst:BBTag/Elizabeth/Data|5AAA}}<br />
{{!}}-<br />
{{Description|8|text= Elizabeth sends out a swirl of cards. Due to its lengthy animation, this is also ideal for partner shenanigans. <br />
}}<br />
{{AttackVersion|name=5AAAA}}<br />
{{#lst:BBTag/Elizabeth/Data|5AAAA}}<br />
{{!}}-<br />
{{Description|8|text= Elizabeth uses a move that's similar to her 236A. ''Similar'' is the key word here, as it sends the opponent away instead of upwards, and this won't change even in Awakening. You won't really use this unless you want to Cross Raid. <br />
}}<br />
}}<br />
<nowiki/><br />
====== <span style="visibility:hidden;font-size:0">5B</span> ======<br />
{{MoveData<br />
|image=P4Arena_Elizabeth_5C.png |caption=Hack, slash<br />
|image2=P4Arena_Elizabeth_2C.png |caption2= Little roar<br />
|image3=P4Arena_Elizabeth_Maziodyne.png |caption3= BIG ROAR<br />
|name=5B <br />
|data=<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=5B}}<br />
{{#lst:BBTag/Elizabeth/Data|5B}}<br />
{{!}}-<br />
{{Description|8|text=Elizabeth calls upon Thanatos to do a two hit swipe with its sword. Has pretty great range, making it a nice tool to have in neutral. Jump-Cancelable on hit as well!<br />
}}<br />
{{AttackVersion|name=5BB}}<br />
{{#lst:BBTag/Elizabeth/Data|5BB}}<br />
{{!}}-<br />
{{Description|8|text=Thanatos roars, making a shockwave around it. Combo filler. 5B>5BB has a natural gap in it, making it an easy frame trap. You can use this fact to your advantage by conditioning your opponent to block, and then using 5B again.<br />
}}<br />
{{AttackVersion|name=5BBB}}<br />
{{#lst:BBTag/Elizabeth/Data|5BBB}}<br />
{{!}}-<br />
{{Description|8|text=Thanatos fires a beam that's similar to Maziodyne. It's not exactly Maziodyne, though, meaning that it doesn't gain Maziodyne's buffs. However, you can combo into Maziodyne from it.<br />
}}<br />
}}<br />
<nowiki/><br />
<br />
====== <span style="visibility:hidden;font-size:0">5B>5C</span> ======<br />
{{MoveData<br />
|image=P4Arena_Elizabeth_5D.png |caption="THANATOOOOOOOOOS"<br />
|name=5B>5C<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lst:BBTag/Elizabeth/Data|5B 5C}}<br />
{{!}}-<br />
{{Description|7|text=After a slight delay, Elizabeth calls on Thanatos to leap forward and grab the opponent. This can only be done from either 5B or 5BB. A command grab, but not a hitgrab, so you can't combo into it. An important tool for Liz's mixup game, as you can combo from it. Mix this in with your other mix-up tools to keep your opponent guessing.<br />
}}<br />
}}<br />
<nowiki/><br />
====== <span style="visibility:hidden;font-size:0">5B>2C</span> ======<br />
{{MoveData<br />
|image=P4Arena_Elizabeth_2D.png |caption=I need some MeMentos™, Mori<br />
|name=5B>2C<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lst:BBTag/Elizabeth/Data|5B 2C}}<br />
{{!}}-<br />
{{Description|7|text=Thanatos hunches down and lets out a poison-filled breath. Hits low, and can only be done from 5B or 5BB. Only special or super cancellable, meaning you'll have to spend meter to get much damage out of this. If you notice your opponent jumping out from 5B to avoid getting grabbed by 5B>5C, using this will catch their jump frames. It also beats mashing if you happen to notice them pressing buttons to break Thanatos, but remember that 5BB naturally does this as well.<br />
}}<br />
}}<br />
<nowiki/><br />
====== <span style="visibility:hidden;font-size:0">5C</span> ======<br />
{{MoveData<br />
|image=P4Arena_Elizabeth_AOA.png |caption=Take a look, it's in a book<br />
|name=5C<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lst:BBTag/Elizabeth/Data|5C}}<br />
{{!}}-<br />
{{Description|7|text=Standard overhead. Somewhat slow to come out, but safe on block.<br />
}}<br />
}}<br />
<nowiki/><br />
====== <span style="visibility:hidden;font-size:0">2A</span> ======<br />
{{MoveData<br />
|image=P4Arena_Elizabeth_2A.png |caption=Pick a card.<br />
|name=2A<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lst:BBTag/Elizabeth/Data|2A}}<br />
{{!}}-<br />
{{Description|7|text=<br />
}}<br />
}}<br />
<nowiki/><br />
====== <span style="visibility:hidden;font-size:0">2B</span> ======<br />
{{MoveData<br />
|image=P4Arena_Elizabeth_2B.png |caption=Don't whiff this.<br />
|name=2B<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lst:BBTag/Elizabeth/Data|2B}}<br />
{{!}}-<br />
{{Description|7|text=Anti-air and combo tool. 9f startup is actually pretty good for an anti-air, but the hitbox on this thing can be a bit awkward to get used to. For combo purposes this button is used a lot after 5AAA, typically you'll go into j.A>jc>j.AA>j.B>2A and continue the combo from there.<br />
}}<br />
}}<br />
<nowiki/><br />
====== <span style="visibility:hidden;font-size:0">2C</span> ======<br />
{{MoveData<br />
|image=P4Arena_Elizabeth_Sweep.png |caption=<br />
|name=2C<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lst:BBTag/Elizabeth/Data|2C}}<br />
{{!}}-<br />
{{Description|7|text= Hits low, surprisingly fast. Generally doesn't see much use in blockstrings as Liz has safer ways to go about trying to open someone up. Still, a low is a low. Primary use is as combo fodder, notably can be used after hitting an airborne opponent with 5AAA to continue the combo with either 4A or another 5A.<br />
}}<br />
}}<br />
<nowiki/><br />
<br />
====== <span style="visibility:hidden;font-size:0">j.A</span> ======<br />
{{MoveData<br />
|image=P4Arena_Elizabeth_jB.png |caption=<br />
|image2=P4Arena_Elizabeth_jA.png |caption2=<br />
|name=j.A<br />
|data=<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=j.A}}<br />
{{#lst:BBTag/Elizabeth/Data|j.A}}<br />
{{!}}-<br />
{{AttackVersion|name=j.AA}}<br />
{{#lst:BBTag/Elizabeth/Data|j.AA}}<br />
{{!}}-<br />
{{Description|8|text=<br />
}}<br />
}}<br />
<nowiki/><br />
====== <span style="visibility:hidden;font-size:0">j.B</span> ======<br />
{{MoveData<br />
|image=P4Arena_Elizabeth_jC.png |caption=<br />
|name=j.B<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lst:BBTag/Elizabeth/Data|j.B}}<br />
{{!}}-<br />
{{Description|7|text= Also not a high, usually used in order to pick up with 2A. Not many notable things about it.<br />
}}<br />
}}<br />
<nowiki/><br />
====== <span style="visibility:hidden;font-size:0">j.C</span> ======<br />
{{MoveData<br />
|image=P4Arena_Elizabeth_jD.png |caption=If you ever wished for BBTag to have airthrows, I got good news for ya.<br />
|name=j.C<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lst:BBTag/Elizabeth/Data|j.C}}<br />
{{!}}-<br />
{{Description|7|text= Airthrow that allows for extensions using 2A. For use when your opponent is jumping around like a moron. Also usable as a combo tool, most notably from 5B. Can also be special canceled, allowing for a 214A follow-up, or for a Mind Charge extension.<br />
}}<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Universal Moves==<br />
<br />
====== <span style="visibility:hidden;font-size:0">Ground Throw</span> ======<br />
{{MoveData<br />
|image=P4Arena_Elizabeth_GroundThrow.png |caption=<br />
|name=Ground Throw<br />
|input=5B+C<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lst:BBTag/Elizabeth/Data|BC}}<br />
{{!}}-<br />
{{Description|7|text=<br />
}}<br />
}}<br />
<nowiki/><br />
====== <span style="visibility:hidden;font-size:0">Debilitate</span> ======<br />
{{MoveData<br />
|image=P4AU_Elizabeth_Debilitate.png |caption=<br />
|name=Debilitate<br />
|input=5A+D (Air OK)<br />
|data=<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground}}<br />
{{#lst:BBTag/Elizabeth/Data|AD}}<br />
{{!}}-<br />
{{AttackVersion|name=Air}}<br />
{{#lst:BBTag/Elizabeth/Data|j.AD}}<br />
{{!}}-<br />
{{Description|8|text= A pretty decent dp! Can be used during 4AAA to cancel and go into 5AAA.<br />
}}<br />
}}<br />
<br />
<br style="clear:both;"/><br />
<br />
==Skills==<br />
====== <span style="visibility:hidden;font-size:0">Magarudyne</span> ======<br />
{{MoveData<br />
|image=P4Arena_Elizabeth_Magarudyne.png |caption=WOOOSH<br />
|input=236A(Air OK)<br />
|name=Magarudyne<br />
|data=<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground}}<br />
{{#lst:BBTag/Elizabeth/Data|236A}}<br />
{{!}}-<br />
{{AttackVersion|name=Air}}<br />
{{#lst:BBTag/Elizabeth/Data|j.236A}}<br />
{{!}}-<br />
{{Description|8|text= This move is plus in awakening, tracks, and can sideswitch. Have fun. (rather long and obvious startup tho)<br />
}}<br />
}}<br />
<nowiki/><br />
====== <span style="visibility:hidden;font-size:0">Maziodyne</span> ======<br />
{{MoveData<br />
|image=P4Arena_Elizabeth_Maziodyne.png |caption=<br />
|input=236B(Air OK)<br />
|name=Maziodyne<br />
|data=<br />
<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground}}<br />
{{#lst:BBTag/Elizabeth/Data|236B}}<br />
{{!}}-<br />
{{AttackVersion|name=Air}}<br />
{{#lst:BBTag/Elizabeth/Data|j.236B}}<br />
{{!}}-<br />
{{Description|8|text= Shoots two lasers in awakening, chips a bit. Great as a neutral/active switch tool, as well as tacking on extra damage if you do the full 5B string. If Thanatos gets hit, Liz will stand there posing in Ch state for the rest of the move, so be careful to not let that happen<br />
}}<br />
}}<br />
<nowiki/><br />
====== <span style="visibility:hidden;font-size:0">Mabufudyne</span> ======<br />
{{MoveData<br />
|image=P4Arena_Elizabeth_Mabufudyne.png |caption=<br />
|input=214A<br />
|name=Mabufudyne<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lst:BBTag/Elizabeth/Data|214A}}<br />
{{!}}-<br />
{{Description|7|text= I love this move so much. Outside of awakening it works as a servicable anti air, but you are usually better off using 2B. In awakening the fun starts. It moves fullscreen and freezes, letting you combo if you are close, go for a reset, or cancel into Ghastly Wail if the opponent is too far and you are in res. Overall a great special. Thanotos is also invincible to projectiles during awakening.<br />
}}<br />
}}<br />
<nowiki/><br />
====== <span style="visibility:hidden;font-size:0">Maragidyne</span> ======<br />
{{MoveData<br />
|image=P4Arena_Elizabeth_Maragidyne.png |caption=did someone hail a taxi to the corner?<br />
|input=214B<br />
|name=Maragidyne<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lst:BBTag/Elizabeth/Data|214B}}<br />
{{!}}-<br />
{{Description|7|text= This move doesn't see much usage in neutral, outide of assist covered zoning. it is used in some corner carry setups to deliver the opponent to the corner because it is quite easy to pickup.<br />
}}<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Extra Skills==<br />
====== <span style="visibility:hidden;font-size:0">???</span> ======<br />
{{MoveData<br />
|image=P4Arena_Elizabeth_Mahamaon.png |caption=I'm sorry, everyone... I had to trade in the insta-kill for better start-up<br />
|input=236C<br />
|name=Mahamaon<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lst:BBTag/Elizabeth/Data|236C}}<br />
{{!}}-<br />
{{Description|7|text= Typically used for oki or other setups, but also used for setting up either high damage or healing during combos!<br />
}}<br />
}}<br />
<nowiki/><br />
====== <span style="visibility:hidden;font-size:0">???</span> ======<br />
{{MoveData<br />
|image=P4Arena_Elizabeth_Diarahan.png |caption=<br />
|input=214C<br />
|name=Diarahan<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lst:BBTag/Elizabeth/Data|214C}}<br />
{{!}}-<br />
{{Description|7|text=<br />
}}<br />
}}<br />
<br style="clear:both;"/><br />
<br />
<br />
====== <span style="visibility:hidden;font-size:0">???</span> ======<br />
{{MoveData<br />
|image=P4Arena_Elizabeth_Mamudoon.png |caption=Don't lie, you forgot she had this move too<br />
|input=j.236C<br />
|name=Mamudoon<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lst:BBTag/Elizabeth/Data|j.236C}}<br />
{{!}}-<br />
{{Description|7|text=<br />
}}<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Partner Skills==<br />
<br />
====== <span style="visibility:hidden;font-size:0">5P</span> ======<br />
{{MoveData<br />
|image=P4Arena_Elizabeth_5C.png |caption=<br />
|input=5B<br />
|name=5P<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lst:BBTag/Elizabeth/Data|5P}}<br />
{{!}}-<br />
{{Description|7|text=<br />
}}<br />
}}<br />
<nowiki/><br />
====== <span style="visibility:hidden;font-size:0">6P</span> ======<br />
{{MoveData<br />
|image=P4Arena_Elizabeth_Maziodyne.png |caption=<br />
|input=Maziodyne<br />
|name=6P<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lst:BBTag/Elizabeth/Data|6P}}<br />
{{!}}-<br />
{{Description|7|text=<br />
}}<br />
}}<br />
<nowiki/><br />
====== <span style="visibility:hidden;font-size:0">4P</span> ======<br />
{{MoveData<br />
|image=P4Arena_Elizabeth_Mabufudyne.png |caption=<br />
|input=Mabufudyne<br />
|name=4P<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lst:BBTag/Elizabeth/Data|4P}}<br />
{{!}}-<br />
{{Description|7|text=<br />
}}<br />
}}<br />
<br />
<br style="clear:both;"/><br />
<br />
==Distortion Skills==<br />
====== <span style="visibility:hidden;font-size:0">???</span> ======<br />
{{MoveData<br />
|image=P4Arena_Elizabeth_GhastlyWail.png |caption= Yes the tank somehow fits into the coffin<br />
|input=236B+C<br />
|name=Ghastly Wail<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lst:BBTag/Elizabeth/Data|236BC}}<br />
{{!}}-<br />
{{Description|7|text=<br />
}}<br />
}}<br />
<nowiki/><br />
====== <span style="visibility:hidden;font-size:0">???</span> ======<br />
{{MoveData<br />
|image=P4Arena_Elizabeth_MindCharge.png |caption= Atarax570 putting fear into his opponents. also the closest to RC we gonna get<br />
|input=214B+C<br />
|name=Mind Charge<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lst:BBTag/Elizabeth/Data|214BC}}<br />
{{!}}-<br />
{{Description|7|text= Drains Elizabeth’s health and converts it to meter. Allows her to enter Awakening if her health is low enough, though it naturally also means that she will have low health when this happens. The health drained is shown as red health, meaning it can be restored if she tags out for long enough, though this means that you have to be really careful when using Partner Skills/Cross Combo or else Elizabeth will be KO’d really easily.<br />
}}<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Distortion Skill Duo==<br />
{{MoveData<br />
|image=P4Arena_Elizabeth_GhastlyWail.png |caption= ''"Memento Mori."''<br />
|input=P during Main Character's Distortion Skill <br />
|name=Ghastly Wail<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lst:BBTag/Elizabeth/Data|Distortion Skill Duo}}<br />
{{!}}-<br />
{{Description|7|text=<br />
}}<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Astral Heat==<br />
{{MoveData<br />
|image=P4Arena_Elizabeth_Megidolaon.png |caption= I now present to you... Megidolaon, MONEY SHOT!!!<br />
|input=222B+C<br />
|name=Megidolaon<br />
|data= <br />
{{AttackDataHeader-BBTag|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Catch}}<br />
{{#lst:BBTag/Elizabeth/Data|222BC}}<br />
{{!}}-<br />
{{AttackVersion|name=Attack}}<br />
{{#lst:BBTag/Elizabeth/Data|222BC Attack}}<br />
{{!}}-<br />
{{Description|8|text=Counter astral, with the added benefit of being able to confirm into it much like Hakumen's. The confirm is stupidly easy, going seemingly fullscreen. If you hit someone while you're in resonance, landing this thing is actually rather simple with Elizabeth's high meter gain.<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 />
{{#lst:BBTag/Elizabeth/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[BBTag/Elizabeth/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:Elizabeth]]</div>73.184.163.146https://www.dustloop.com/wiki/index.php?title=GGACR/Bridget&diff=151278GGACR/Bridget2020-04-20T13:48:00Z<p>73.184.163.146: /* */</p>
<hr />
<div>{| class="wikitable" style="float:right; margin-left: 10px; width:400px"<br />
|-<br />
![[File:GGACR_Bridget_Nameplate.png]]<br />
|-<br />
||<br />
[[File:GGAC_Bridget_Portrait.png|350px|center]]<br />
|-<br />
||<br />
{{#lst:GGACR/Bridget/Data|SystemData}}<br />
;Movement Options<br />
:Double Jump, 1 Air Dash, 2 Rolling Movements Dash Type: Run<br />
<center>'''Colors'''</center><br />
{{GGACRColors|Character=Bridget}}<br />
|}<br />
<div style="float:left; margin-right:25px;"><br />
{{TOC limit|2}}<br />
</div><br />
==Overview==<br />
Bridget is a dude who looks like a lady.<br />
<br />
Known for having extensive air mobility, Bridget is the best runaway character in the game, while also having some particularly strong high/low mixups and unblockable setups. Bridget can fly well over the top of the screen with his universal air movement options, as well as quickly get in and go for very quick overheads in pressure. His Yo-yo attacks and setup replace the functions of his H button, allowing Bridget to place slow moving, lingering hitboxes in places that some characters can have a very difficult time getting through. Attacking in tandem with Roger allows for Bridget to maintain pressure, and using Roger defensively lets Bridget get out of harm's way. <br />
In exchange, Bridget suffers from low health and poor damage output, as well as generally not being able to score knockdowns out of air combos. This combined with his unusual movement options makes for a character that can be difficult to pick up. <br />
<br />
<br />
{{Bio<br />
| name = Bridget<br />
| game = GGACR<br />
| quote = <br />
| voice = Yukiko Katoh<br />
| lore = Despite the name and appearance, Bridget is actually male.<br />
He was born in a village in England where the birth of twins of the same gender was considered bad luck, and it has always been demanded without exception that one of the twins should be sacrificed or either exiled if that happened. Bridget's parents were unwilling to lose one of their children, and instead they decided to raise him as a girl. In order to seek forgiveness, he was given the best education they could afford to their daughter. Bridget loved his parents and did his best effort to live a life in disguise to keep them from worrying, but even then he could see his parents feeling guilty for what they did and eventually Bridget started to believe that if he could leave and come back with enough money then perhaps the village will be able to see there's nothing to their superstitions, and not long after as if in answer to his prayers he heard about a bounty for a gear in the forest of demons and decided to become a bounty hunter.<br />
}}<br />
<br />
{{StrengthsAndWeaknesses<br />
| intro = {{Character Label|GGACR|Bridget|24px}} has great mobility and the game's best runaway, but also has very strong high/low and unblockable mixups.<br />
| pros =<br />
* Excellent runaway/keepaway potential, and even gains meter while running away thanks to forward movement and whiffed Roger specials.<br />
* Great mobility.<br />
* Strong reversal options with a grounded, FRC'able DP and Overdrives.<br />
* Roger provides space control, aids defense, and more.<br />
* Has unblockable setups.<br />
* Delayed get up sets up yo-yo, and may mess up with other characters oki.<br />
* Has one of the easiest times of getting out of pressure.<br />
* May have up to 4 jumps.<br />
* Heavy Slash not having any normals attached to it allows for free throw attempts when Roger is active.<br />
| cons =<br />
* Lowest effective health in the game: low defense value, zero Guts, and light weight leaving him vulnerable to extended combos.<br />
* Harder to maintain pressure than with most of the cast.<br />
* Good damage is extremely situational.<br />
* Generally lacks means of scoring a knockdown out of air confirms.<br />
* Low damage output and low health combine to leave very little room for error.<br />
* Good movement requires FD canceling Rolling Movement, meaning that you need meter.<br />
* Unblockable setups are more easily beaten than those belonging to other characters.<br />
* Cannot option select throw with a normal unless Roger is active, as Yoyo Set and Yoyo Recall are special moves.<br />
* Variety of movement options, subpar damage output, and low HP all make for a difficult character to pick up.<br />
}}<br />
<br />
=== Unique Mechanics ===<br />
----<br />
{| class="wikitable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
!| <big>Guilty Bits Character Intro</big><br />
|-<br />
|- style="text-align: center;"<br />
| style="border: 1px;"|<br />
{{#evt:<br />
service=youtube<br />
|id=https://youtu.be/7ikFr0gOoV8<br />
}}<br />
|}<br />
{{#lst:GGACR/Bridget/Data|Links}}<br />
<br style="clear:both;"/><br />
<br />
== Normals ==<br />
====== ======<br />
{{MoveData<br />
|name={{clr|1|5P}}<br />
|image=GGAC_Bridget_5P.png<br />
|caption=<br />
<div class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"><br />
[[File:GGXXACPR_Bridget_5P-Hitbox.png|center|175px]]<br />
</div><br />
|data=<br />
{{AttackDataHeader-GGACR}}<br />
{{!}}-<br />
{{#lst:GGACR/Bridget/Data|5P}}<br />
{{!}}-<br />
{{Description|7|text=<br />
Bridget throws the yo-yo horizontally in front of himself. This move may be ducked under which may allow you to tick throw the opponent if they do not react to it, not used often in favor of 2p. At maximum range it can be used as an anti air, but you are probably better off using 6p instead.<br />
}}<br />
}}<br />
<br />
====== ======<br />
{{MoveData<br />
|name={{clr|2|5K}}<br />
|image=GGAC_Bridget_5K.png<br />
|caption=<br />
|data=<br />
{{AttackDataHeader-GGACR}}<br />
{{!}}-<br />
{{#lst:GGACR/Bridget/Data|5K}}<br />
{{!}}-<br />
{{Description|7|text=<br />
Bridget will tilt his body horizontally and kick the opponent. Decent range and can be used as a meaty attack for okizeme. When the opponent is hit airborne with this move (during combos, it is not an anti air) you can gatling into 6s and jump into an air combo.<br />
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"><br />
GGXXACPR_Bridget_5K-1-Hitbox.png<br />
</gallery> <br />
}}<br />
}}<br />
====== ======<br />
{{MoveData<br />
|name={{clr|3|c.S}}<br />
|image=GGAC_Bridget_cS.png<br />
|caption=<br />
|data=<br />
{{AttackDataHeader-GGACR}}<br />
{{!}}-<br />
{{#lst:GGACR/Bridget/Data|c.S}}<br />
{{!}}-<br />
{{Description|7|text=<br />
Bridget will do a yo-yo trick and hit the opponent twice. Dealing decent damage you will mostly see this move in combos. If the opponent faultless defense, this move may whiff leaving you vulnerable to a counter attack. If you are looking for a simple knockdown use 2d after this move. The optimal time to use kick start my heart is on crouching opponents. If you hit a standing opponent with 5c.s the kick start my heart will not hit them because there is not enough hit stun for it to connect. That is why kick start my heart works on crouching opponents because 5c.s will leave enough hit stun for it to connect.<br />
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"><br />
GGXXACPR_Bridget_cS-1-Hitbox.png|1st Hit (Frames 7-8)<br />
GGXXACPR_Bridget_cS-2-Hitbox.png|2nd Hit (Frames 19-20)<br />
</gallery> <br />
}}<br />
}}<br />
====== ======<br />
{{MoveData<br />
|name={{clr|3|f.S}}<br />
|image=GGAC_Bridget_fS.png<br />
|caption=<br />
|data=<br />
{{AttackDataHeader-GGACR}}<br />
{{!}}-<br />
{{#lst:GGACR/Bridget/Data|f.S}}<br />
{{!}}-<br />
{{Description|7|text=<br />
Bridget does a hand stand and flings the yo-yo at full length away from himself. Probably one of Bridget's most used pokes, it will annoy opponents to no end. It can combo into 2d when it does not connect at maximum range. Can also combo into 6s on characters with tall hit boxes. However do not overly use the move as because if it whiffs, it takes time for the yo-yo to extend and then come back. Because of this, it is vulnerable to instant air dash approaches.<br />
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"><br />
GGXXACPR_Bridget_fS-1-Hitbox.png|Frames 7-??<br />
GGXXACPR_Bridget_fS-2-Hitbox.png|Frames ??-??<br />
GGXXACPR_Bridget_fS-3-Hitbox.png|Frames ??-10<br />
GGXXACPR_Bridget_fS-4-Hitbox.png|Frames 11-12<br />
</gallery> <br />
}}<br />
}}<br />
====== ======<br />
{{MoveData<br />
|name={{clr|1|6P}}<br />
|image=GGAC_Bridget_6P.png<br />
|caption=<br />
|data=<br />
{{AttackDataHeader-GGACR}}<br />
{{!}}-<br />
{{#lst:GGACR/Bridget/Data|6P}}<br />
{{!}}-<br />
{{Description|7|text=<br />
Like other 6p's in guilty gear this is a universal anti air move with upper body invincibility. You usually do not use this move to start blockstrings, and you should just stick to using this move as an anti air. If you hit an opponent with 5c.s you can backward gatling into 6p which can gatling back into 5c.s. When using as an anti-air you can also gatling into 6s and continue into an air combo. While there are better 6p's in the game you take what you can get.<br />
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"><br />
GGXXACPR_Bridget_6P-1-Hitbox.png|Frames 11-12<br />
GGXXACPR_Bridget_6P-2-Hitbox.png|Frames 13-14<br />
GGXXACPR_Bridget_6P-3-Hitbox.png|Frames 15-16<br />
</gallery> <br />
}}<br />
}}<br />
====== ======<br />
{{MoveData<br />
|name={{clr|2|6K}}<br />
|image=GGAC_Bridget_6K.png<br />
|caption="Unblockable"<br />
|data=<br />
{{AttackDataHeader-GGACR}}<br />
{{!}}-<br />
{{#lst:GGACR/Bridget/Data|6K}}<br />
{{!}}-<br />
{{Description|7|text=<br />
Bridget will flip and drop his foot on the opponent. This move is an overhead, and has an FRC point on it. It can also be canceled meterlessly into non-yoyo specials, and canceling into Kickstart My Heart on hit is highly advised. However be wary of this move as it takes time for Bridget to hit the opponent. During that time people can easily jab out of this move and get a knockdown on you. In order to prevent that use the yo-yo/Roger to keep the opponent blocking and allow you to have enough time to complete the attack. If the opponent blocks the attack you can use the FRC point to continue the pressure or as a means of escape.<br />
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"><br />
GGXXACPR_Bridget_6K-1-Hitbox.png|Frames 23-25<br />
GGXXACPR_Bridget_6K-2-Hitbox.png|Frames 26-28<br />
</gallery> <br />
}}<br />
}}<br />
====== ======<br />
{{MoveData<br />
|name={{clr|3|6S}}<br />
|image=GGAC_Bridget_6S.png<br />
|caption=The hitbox Axl longs for<br />
|data=<br />
{{AttackDataHeader-GGACR}}<br />
{{!}}-<br />
{{#lst:GGACR/Bridget/Data|6S}}<br />
{{!}}-<br />
{{Description|7|text=<br />
The farthest move Bridget has. He will throw the yo-yo at around a 30 angle upward. Don't let this move trick you into continuously spamming it. It can be ducked by almost every character in the game, and Bridget will be vulnerable to a counter attack. This move only really hits characters with tall hit boxes, the recovery on this move hurts the moment it whiffs so be very careful when using this move. However due to the angle that Bridget throws the yo-yo it can be used as an effective anti air dash move, and at favorable ranges an anti air move. On counter hit it can wall bounce depending on both characters position on the screen.<br />
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"><br />
GGXXACPR_Bridget_6S-1-Hitbox.png|Frames 10-11<br />
GGXXACPR_Bridget_6S-2-Hitbox.png|Frames 12-13<br />
GGXXACPR_Bridget_6S-3-Hitbox.png|Frames 14-15<br />
</gallery> <br />
}}<br />
}}<br />
<br />
====== ======<br />
{{MoveData<br />
|name={{clr|1|3P}}<br />
|image=GGAC_Bridget_3P.png<br />
|caption=Dat Ass<br />
|data=<br />
{{AttackDataHeader-GGACR}}<br />
{{!}}-<br />
{{#lst:GGACR/Bridget/Data|3P}}<br />
{{!}}-<br />
{{Description|7|text=<br />
Bridget slams his butt towards the opponent. Staggers on ground counter hit. It is a very fast attack and people underestimate the potential of this move. This move can avoid certain moves (Potemkin's slidehead) due to having some frames of foot invincibility. If you do not get a counter hit, this move can be canceled into starship for some extra damage. While this move is a powerful tool Bridget, do not spam this move since it can be punished.<br />
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"><br />
GGXXACPR_Bridget_3P-1-Hitbox.png|Frames 8-15<br />
GGXXACPR_Bridget_3P-2-Hitbox.png|Frames 16-19<br />
</gallery> <br />
}}<br />
}}<br />
====== ======<br />
{{MoveData<br />
|name=[http://www.dustloop.com/wiki/index.php/GGACR/Controls#Dust_Attack {{clr|5|5D}}]<br />
|image=GGAC_Bridget_5D.png<br />
|caption=<br />
|data=<br />
{{AttackDataHeader-GGACR}}<br />
{{!}}-<br />
{{#lst:GGACR/Bridget/Data|5D}}<br />
{{!}}-<br />
{{Description|7|text=<br />
Bridget's neutral Dust. Bridget will do a spin and then slam the yo-yo upward, launching the opponent if it connects. This move you do not see often. It just takes way too long to start it up. The opponent can either counter hit you during this move, or you just give them enough time to react and block it. However if you use Roger setups in certain cases you may be able to pull the move off while Roger deals with them.<br />
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"><br />
GGXXACPR_Bridget_5D-1-Hitbox.png|Frames 30-32<br />
GGXXACPR_Bridget_5D-2-Hitbox.png|Frames 33-35<br />
</gallery> <br />
}}<br />
}}<br />
====== ======<br />
{{MoveData<br />
|name={{clr|1|2P}}<br />
|image=GGAC_Bridget_2P.png<br />
|caption=<br />
|data=<br />
{{AttackDataHeader-GGACR}}<br />
{{!}}-<br />
{{#lst:GGACR/Bridget/Data|2P}}<br />
{{!}}-<br />
{{Description|7|text=<br />
Bridget throws the yo-yo horizontally in front of himself while crouching. The other poke that will annoy the hell out of people. This move is one of Bridget's burst bait attacks. Not only does it have good range for a 2p, but the recovery on the move is amazing. Say you confirm a hit on an opponent with 2p. After that you keep hitting them with 2p and the opponent decides to burst. You will have enough time to whiff a 2p, block the burst, and punish them for it. Using 2p is also a good way for trying to get some distance from the opponent if they block this move as you can repeatedly use it pushing the opponent farther and farther back. However starting a combo with this move usually ends up in very low damage.<br />
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"><br />
GGXXACPR_Bridget_2P-1-Hitbox.png|Frames 7-8<br />
GGXXACPR_Bridget_2P-2-Hitbox.png|Frames 9-10<br />
</gallery> <br />
}}<br />
}}<br />
====== ======<br />
{{MoveData<br />
|name={{clr|2|2K}}<br />
|image=GGAC_Bridget_2K.png<br />
|caption=<br />
|data=<br />
{{AttackDataHeader-GGACR}}<br />
{{!}}-<br />
{{#lst:GGACR/Bridget/Data|2K}}<br />
{{!}}-<br />
{{Description|7|text=<br />
Bridget goes on the floor and kicks the opponent. Bridget's only other normal low hitting move besides 2d. Because of that you will find some use for this move. The biggest problem with this move however is the range. It is one of Bridget's shortest attack which will make it tricky to use. You will be entering enemy range with this move which is very risky. However the recovery on this move is very fast like 2p. So it can be used as a safe burst bait, or even a tick throw because you will be very close to the opponent.<br />
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"><br />
GGXXACPR_Bridget_2K-Hitbox.png<br />
</gallery> <br />
}}<br />
}}<br />
====== ======<br />
{{MoveData<br />
|name={{clr|3|2S}}<br />
|image=GGAC_Bridget_2S.png<br />
|caption=<br />
|data=<br />
{{AttackDataHeader-GGACR}}<br />
{{!}}-<br />
{{#lst:GGACR/Bridget/Data|2S}}<br />
{{!}}-<br />
{{Description|7|text=<br />
Bridget does a back flip while the yo-yo is fully extended. Can be jump cancelled. On counter hit, it causes float and vacuum effect. If you manage to get a counter hit with this move cancel into 6s and jump in for an air combo. While the range of this move is long, it has lower priority compared to Bridgets other pokes. The start up is pretty lengthy and you probably would use a different poke. However this move has an important cancel for blockstrings. This move can cancel into a whiffed 2k. That is beneficial because of the recovery of 2k. Using 2s into 2k will allow you to continue pressure or if anything allow you to gain distance from the opponent.<br />
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"><br />
GGXXACPR_Bridget_2S-1-Hitbox.png|Frames 10-11<br />
GGXXACPR_Bridget_2S-2-Hitbox.png|Frames 12-13<br />
GGXXACPR_Bridget_2S-3-Hitbox.png|Frames 14-15<br />
GGXXACPR_Bridget_2S-4-Hitbox.png|Frames 16-17<br />
GGXXACPR_Bridget_2S-5-Hitbox.png|Frames 18-19<br />
GGXXACPR_Bridget_2S-6-Hitbox.png|Frames 20-21<br />
</gallery> <br />
}}<br />
}}<br />
====== ======<br />
{{MoveData<br />
|name={{clr|5|2D}}<br />
|image=GGAC_Bridget_2D.png<br />
|caption=<br />
|data=<br />
{{AttackDataHeader-GGACR}}<br />
{{!}}-<br />
{{#lst:GGACR/Bridget/Data|2D}}<br />
{{!}}-<br />
{{Description|7|text=<br />
While crouching, Bridget does a small hop and sweeps the yo-yo around. 2d will knock your opponent down and this is very important for Bridget. When you knockdown with this move it will leave you enough time to set up a yo-yo and actually pressure the opponent. Not only is the range good, but has an FRC point which can allow you to combo off 2d, set up for an unblockable, or even continue pressure on the opponent. While the move is unsafe if guarded, when done at optimal ranges its hard for most characters to punish. 2d can also be canceled into any non yo-yo special move (starship, kick start my heart,).<br />
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"><br />
GGXXACPR_Bridget_2D-1-Hitbox.png|Frames 7-8<br />
GGXXACPR_Bridget_2D-2-Hitbox.png|Frames 9-10<br />
</gallery> <br />
}}<br />
}}<br />
====== ======<br />
{{MoveData<br />
|name={{clr|1|j.P}}<br />
|image=GGAC_Bridget_jP.png<br />
|caption=<br />
<div class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"><br />
[[File:GGXXACPR_Bridget_jP-Hitbox.png|center|175px]]<br />
</div><br />
|data=<br />
{{AttackDataHeader-GGACR}}<br />
{{!}}-<br />
{{#lst:GGACR/Bridget/Data|j.P}}<br />
{{!}}-<br />
{{Description|7|text=<br />
Bridget throws the yo-yo at a downward angle. Actually a very useful attack. If you jump and immediately use 6p it can beat out certain moves. The recovery on the move is very fast and can be used many times in the air. If you hit an opponent during an air combo and then they become too high you can cancel this move into j.2s, jump again and finish your air combo.<br />
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"><br />
GGXXACPR_Bridget_jP-1-Hitbox.png<br />
</gallery> <br />
}}<br />
}}<br />
====== ======<br />
{{MoveData<br />
|name={{clr|2|j.K}}<br />
|image=GGAC_Bridget_jK.png<br />
|caption=Kick like an Egyptian<br />
|data=<br />
{{AttackDataHeader-GGACR}}<br />
{{!}}-<br />
{{#lst:GGACR/Bridget/Data|j.K}}<br />
{{!}}-<br />
{{Description|7|text=<br />
Bridget does a split in the air and kicks the opponent. Outside of combos you are not going to really use this move too often. You are much better off using j.p, or j.s in the air. J.p has a faster recovery, while j.s has farther range. The move is jump cancelable, and can cancel into j.s and j,p. Be careful when doing air combos. If you hit the opponent with j.k and then they become too high you are going to have to jump in order to continue, but if you cancel into j.s then you will drop the combo.<br />
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"><br />
GGXXACPR_Bridget_jK-1-Hitbox.png|Frames 6-9<br />
GGXXACPR_Bridget_jK-2-Hitbox.png|Frames 10-13<br />
</gallery> <br />
}}<br />
}}<br />
====== ======<br />
{{MoveData<br />
|name={{clr|3|j.S}}<br />
|image=GGAC_Bridget_jS.png<br />
|caption=<br />
|data=<br />
{{AttackDataHeader-GGACR}}<br />
{{!}}-<br />
{{#lst:GGACR/Bridget/Data|j.S}}<br />
{{!}}-<br />
{{Description|7|text=<br />
Bridgets longest air move. This move can be used for air spacing, and you will use this move mostly in combos. Take care when using this move because it can not be jump canceled. In order to jump cancel you must gatling into j.2s<br />
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"><br />
GGXXACPR_Bridget_jS-1-Hitbox.png|Frames 10-12<br />
GGXXACPR_Bridget_jS-2-Hitbox.png|Frames 13-15<br />
</gallery> <br />
}}<br />
}}<br />
====== ======<br />
{{MoveData<br />
|name={{clr|3|j.2S}}<br />
|image=GGAC_Bridget_j2S.png<br />
|caption=<br />
|data=<br />
{{AttackDataHeader-GGACR}}<br />
{{!}}-<br />
{{#lst:GGACR/Bridget/Data|j.2S}}<br />
{{!}}-<br />
{{Description|7|text=<br />
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"><br />
GGXXACPR_Bridget_j2S-1-Hitbox.png|Frames 10-??<br />
GGXXACPR_Bridget_j2S-2-Hitbox.png|Frames ??-??<br />
GGXXACPR_Bridget_j2S-3-Hitbox.png|Frames ??-??<br />
GGXXACPR_Bridget_j2S-4-Hitbox.png|Frames ??-15<br />
</gallery> <br />
}}<br />
}}<br />
====== ======<br />
{{MoveData<br />
|name={{clr|5|j.D}}<br />
|image=GGAC_Bridget_jD.png<br />
|caption=<br />
|data=<br />
{{AttackDataHeader-GGACR}}<br />
{{!}}-<br />
{{#lst:GGACR/Bridget/Data|j.D}}<br />
{{!}}-<br />
{{Description|7|text=<br />
Bridget goes crazy and swings the yo-yo around, in an adorable way.<br />
<br />
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"><br />
GGXXACPR_Bridget_jD-1-Hitbox.png|1st Hit (Frames 15-17),<br>4th Hit (Frames 24-26)<br />
GGXXACPR_Bridget_jD-2-Hitbox.png|2nd Hit (Frames 18-20),<br>5th Hit (Frames 27-29)<br />
GGXXACPR_Bridget_jD-3-Hitbox.png|3rd Hit (Frames 21-23),<br>6th Hit (Frames 30-32)<br />
</gallery> <br />
}}<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Universal Mechanics==<br />
====== ======<br />
{{MoveData<br />
|image=GGAC_Bridget_throw.png<br />
|name=Ground Throw<br />
|data=<br />
{{AttackDataHeader-GGACR}}<br />
{{!}}-<br />
{{#lst:GGACR/Bridget/Data|Ground Throw}}<br />
{{!}}-<br />
{{Description|7|text=<br />
}}<br />
}}<br />
====== ======<br />
{{MoveData<br />
|image=GGAC_Bridget_airThrow.png<br />
|name=Air Throw<br />
|data=<br />
{{AttackDataHeader-GGACR}}<br />
{{!}}-<br />
{{#lst:GGACR/Bridget/Data|Air Throw}}<br />
{{!}}-<br />
{{Description|7|text=<br />
}}<br />
}}<br />
====== ======<br />
{{MoveData<br />
|name=[[GGACR/Defense#Dead Angle Attack (DAA)|Dead Angle Attack]]<br />
|image=GGAC_Bridget_6P.png<br />
|caption=For just 50% meter, you can (possibly) get your opponent off of you!<br />
|data=<br />
{{AttackDataHeader-GGACR}}<br />
{{!}}-<br />
{{#lst:GGACR/Bridget/Data|DAA}}<br />
{{!}}-<br />
{{Description|7|text=<br />
Animation is the same as {{clr|1|6P}}. Best and only used when you're too lazy to block and have 50 meter. Because it's Bridget's 6p animation its one of the weaker dead angles in the game in terms of usefulness. However the good part about this move is if the yo-yo is out in a certain position, you can roll to the yo-yo and combo off this Dead Angle Attack.<br />
}}<br />
}}<br />
<br style="clear:both;"/><br />
== Specials ==<br />
====== ======<br />
{{MoveData<br />
|name=Yoyo Placement<br />
|image=GGAC_Bridget_GroundSet.png<br />
|image2=GGAC_Bridget_AirSet.png<br />
|caption=You can use yo-yo related attacks even while it's still moving!<br />
|data=<br />
{{AttackDataHeader-GGACR|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground}}<br />
{{#lst:GGACR/Bridget/Data|Ground Yoyo Placement}}<br />
{{!}}-<br />
{{AttackVersion|name=Air}}<br />
{{#lst:GGACR/Bridget/Data|Air Yoyo Placement}}<br />
{{!}}-<br />
{{Description|8|text=<br />
Bridget sets his yoyo. A directional input will change where he sets the yoyo. Refer to the image for which inputs provide which set. As this is considered a special move, you can cancel special cancelable normals into it allowing you to recover much faster from them than normal.<br />
}}<br />
}}<br />
====== ======<br />
{{MoveData<br />
|image=GGAC_Bridget_KnockdownSet.png<br />
|name=Knockdown Yoyo Placement<br />
|caption=Delays wakeup. Only available when yoyo is not set<br />
|input=hold H while knocked down<br />
|data=<br />
{{AttackDataHeader-GGACR}}<br />
{{!}}-<br />
{{#lst:GGACR/Bridget/Data|Knockdown Yoyo Placement}}<br />
{{!}}-<br />
{{Description|7|text=<br />
}}<br />
}}<br />
====== ======<br />
{{MoveData<br />
|image=GGAC_Bridget_YoyoCallback.png<br />
|name=Yoyo Recall<br />
|caption=You can delay the callback by holding H!<br />
|input=Yoyo Set -> H<br />
|data=<br />
{{AttackDataHeader-GGACR|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground}}<br />
{{#lst:GGACR/Bridget/Data|Ground Yoyo Recall}}<br />
{{!}}-<br />
{{AttackVersion|name=Air}}<br />
{{#lst:GGACR/Bridget/Data|Air Yoyo Recall}}<br />
{{!}}-<br />
{{Description|8|text=<br />
Bridget recalls his yoyo. Pressing H will trigger the startup animation, while holding H will delay the yoyo's actual movement for up to ~2.5 seconds. Pressing H again can cancel the callback, allowing you to move the yoyo closer without having to set it again. Can be used to extend combos or pressure, or as a zoning tool. Provides plenty enough time to confirm into a combo on hit. As this is considered a special move, you can cancel special cancelable normals into it allowing you to recover much faster from them than normal. It's actually still possible for Bridget to use Rolling Movement while delaying a yoyo recall, but the input has to be TK'd to avoid him just Faultless Defending in place (in other words, the input becomes {{clr|2|2147K}}).<br />
}}<br />
}}<br />
======<font style="visibility:hidden" size="0">Kick Start My Heart</font>======<br />
{{MoveData<br />
|name=Kick Start My Heart<br />
|input={{clr|2|236K}}<br />
|image=GGAC_Bridget_236K.png<br />
|caption=vroooom<br />
|data=<br />
{{AttackDataHeader-GGACR}}<br />
{{!}}-<br />
{{#lst:GGACR/Bridget/Data|236K}}<br />
{{!}}-<br />
{{Description|7|text=<br />
Bridget uses his yo-yo's like roller blades and rides on them across the screen.<br />
}}<br />
}}<br />
<br />
====== ======<br />
{{MoveData<br />
|name=Stop<br />
|input=KSMH -> P<br />
|image=GGAC_Bridget_236KP.png<br />
|data=<br />
{{AttackDataHeader-GGACR}}<br />
{{!}}-<br />
{{#lst:GGACR/Bridget/Data|236K P}}<br />
{{!}}-<br />
{{Description|7|text=<br />
A follow up to KSMH. Bridget stops on his tracks.<br />
}}<br />
}}<br />
<br />
====== ======<br />
{{MoveData<br />
|name=Shoot<br />
|input=KSMH -> K<br />
|image=GGAC_Bridget_236KK.png<br />
|data=<br />
{{AttackDataHeader-GGACR}}<br />
{{!}}-<br />
{{#lst:GGACR/Bridget/Data|236K K}}<br />
{{!}}-<br />
{{Description|7|text=<br />
A follow up to KSMH. Bridget flings himself across the screen while swinging the yo-yos around. Stupidly high corner carry<br />
}}<br />
}}<br />
<br />
====== ======<br />
{{MoveData<br />
|name=Starship<br />
|input={{clr|1|623P}} air OK<br />
|image=GGAC_Bridget_623P.png<br />
|data=<br />
{{AttackDataHeader-GGACR|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground}}<br />
{{#lst:GGACR/Bridget/Data|623P}}<br />
{{!}}-<br />
{{AttackVersion|name=Air}}<br />
{{#lst:GGACR/Bridget/Data|j.623P}}<br />
{{!}}-<br />
{{Description|8|text=<br />
Bridget's DP. Bridget does a trick in which he uses not one, but two yo-yos and swings them around.<br />
}}<br />
}}<br />
====== ======<br />
{{MoveData<br />
|name=Roger Rush<br />
|input=Yoyo Set -> {{clr|4|236H}} air OK<br />
|image=GGAC_Bridget_236H.png<br />
|caption="Come at me bro"<br />
|data=<br />
{{AttackDataHeader-GGACR|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground}}<br />
{{#lst:GGACR/Bridget/Data|236H}}<br />
{{!}}-<br />
{{AttackVersion|name=Air}}<br />
{{#lst:GGACR/Bridget/Data|j.236H}}<br />
{{!}}-<br />
{{Description|8|text=<br />
Bridget summons Roger ready to punch people's faces. Roger will appear wherever the yo-yo is set and will make his way back to Bridget while punching. Roger Rush will end once either he or Bridget is hit, he makes it back to Bridget, the move's duration expires, or if hits to a max of 3 times. The FRC window is at 16-17F.<br />
}}<br />
}}<br />
====== ======<br />
{{MoveData<br />
|name=Jagged Roger<br />
|input=Yoyo Set -> {{clr|4|214H}} air OK<br />
|image=GGAC_Bridget_214H.png<br />
|data=<br />
{{AttackDataHeader-GGACR|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground}}<br />
{{#lst:GGACR/Bridget/Data|214H}}<br />
{{!}}-<br />
{{AttackVersion|name=Air}}<br />
{{#lst:GGACR/Bridget/Data|j.214H}}<br />
{{!}}-<br />
{{Description|8|text=<br />
Bridget summons Roger equipped with a saw around its body. Like in Roger Rush, or any of Bridget's moves that involve a yo-yo set for that matter, Roger will appear wherever the yo-yo is set and make its way back to Bridget while the saw blade spins. As opposed to Roger Rush, Jagged Roger returns to Bridget at a slower speed and stays out even when Bridget is hit after 22F. Jagged Roger will end once he is hit, he makes it back to Bridget, or if it hits to a max of 3 times. The FRC window is a 22-23F.<br />
}}<br />
}}<br />
====== ======<br />
{{MoveData<br />
|name=Roger Hug<br />
|input=Yoyo Set -> {{clr|4|623H}}<br />
|image=GGAC_Bridget_623H.png<br />
|data=<br />
{{AttackDataHeader-GGACR}}<br />
{{!}}-<br />
{{#lst:GGACR/Bridget/Data|623H}}<br />
{{!}}-<br />
{{Description|7|text=<br />
The Yo-Yo becomes a sort of mechanism and homes in on the the opponent for a set distance. If it connects, it will stick with the opponent. The mechanism acts just like a set yo-yo (i.e. any yo-yo move will occur right where the opponent is). Roger Hug will end when 600F pass after sticking to opponent, Bridget is hit, or a yo-yo move other than Rolling Idou/{{clr|2|214K}} is done.<br />
}}<br />
}}<br />
====== ======<br />
{{MoveData<br />
|name=Roger Get<br />
|input=Yoyo Set -> {{clr|4|421H}} air OK<br />
|image=GGAC_Bridget_421H.png<br />
|data=<br />
{{AttackDataHeader-GGACR|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground, Low Altitude}}<br />
{{#lst:GGACR/Bridget/Data|421H}}<br />
{{!}}-<br />
{{AttackVersion|name=Air, Low Altitude}}<br />
{{#lst:GGACR/Bridget/Data|j.421H}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground, High Altitute}}<br />
{{#lst:GGACR/Bridget/Data|421H High}}<br />
{{!}}-<br />
{{AttackVersion|name=Air, High Altitude}}<br />
{{#lst:GGACR/Bridget/Data|j.421H High}}<br />
{{!}}-<br />
{{Description|8|text=<br />
Bridget summons Roger who will then do a body slam and slide upon landing on the ground. Bear in mind that the direction which Roger drops depends on what direction you were facing when you set the yo-yo (i.e. if you set the yo-yo while facing the right side, Roger will drop towards the right side no matter what). Also, depending on the height at which the yo-yo is placed, the move will have different properties. The FRC window is at 20-21F.<br />
}}<br />
}}<br />
====== ======<br />
{{MoveData<br />
|name=Rolling Movement<br />
|input=Yoyo Set -> {{clr|2|214K}} air OK<br />
|image=GGAC_Bridget_214K.png<br />
|data=<br />
{{AttackDataHeader-GGACR}}<br />
{{!}}-<br />
{{#lst:GGACR/Bridget/Data|214K}}<br />
{{!}}-<br />
{{Description|7|text=<br />
Bridget rolls to his yoyo, wherever it is. Despite what you might at first think, this is the most important tool in Bridget's arsenal. Aside from the obvious movement option this provides, this can also allow for very quick and low overheads since this leaves Bridget in an aerial state. What makes this move a cornerstone of Bridget's game, however, is that when immediately canceled into Faultless Defense, it provides a very fast "jump" that doesn't actually take up one of your aerial movement options when done in the air. Bridget's movement becomes very, very strong with this tool. Since it's a special move, all his normals (except {{clr|5|5D}}) can cancel into it. Thus, it can be used as a pseudo-jump cancel on moves that aren't normally jump cancelable (such as {{clr|3|f.S}}). Canceling into it allows Bridget to extend pressure, confirm from situations he normally couldn't, and escape after a potentially unsafe poke. It can also be immediately canceled into a normal, making it extremely useful for extending combos.<br />
}}<br />
}}<br />
<br style="clear:both;"/><br />
<br />
== Force Breaks ==<br />
====== ======<br />
{{MoveData<br />
|name=FB Roger Rush<br />
|input=Yoyo Set -> {{clr|5|236D}} air OK<br />
|image=GGAC_Bridget_236H.png<br />
|data=<br />
{{AttackDataHeader-GGACR|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground}}<br />
{{#lst:GGACR/Bridget/Data|236D}}<br />
{{!}}-<br />
{{AttackVersion|name=Air}}<br />
{{#lst:GGACR/Bridget/Data|j.236D}}<br />
{{!}}-<br />
{{Description|8|text=<br />
*Active frames are: 10(10)10(18)16<br />
Roger will perform three punches in place. The first punch will stagger the opponent, the second knocks them airborne, and the third will wallstick them. Opens the way for some strong combos on hit, and for mixup opportunities on block. There's a window between the second and third punches where you can throw the opponent (or they can throw you), making the threat of a high/low/throw/no mixup mixup very real on block.<br />
}}<br />
}}<br />
====== ======<br />
{{MoveData<br />
|name=FB Jagged Roger<br />
|input=Yoyo Set -> {{clr|5|214D}} air OK<br />
|image=GGAC_Bridget_214H.png<br />
|data=<br />
{{AttackDataHeader-GGACR|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground}}<br />
{{#lst:GGACR/Bridget/Data|214D}}<br />
{{!}}-<br />
{{AttackVersion|name=Air}}<br />
{{#lst:GGACR/Bridget/Data|j.214D}}<br />
{{!}}-<br />
{{Description|8|text=<br />
Like Jagged Roger, this will not disappear if Bridget is hit. Unlike normal Jagged Roger, this version will quickly chase down the opponent, and persists for a long time. Is active for so long that it can (and often does) punish people who burst it. On block, it can potentially buy you a high/low mixup. A great option to throw out for 25% Tension. The opponent essentially has to respect it.<br />
}}<br />
}}<br />
<br style="clear:both;"/><br />
== Overdrives ==<br />
====== ======<br />
{{MoveData<br />
|image=GGAC_Bridget_632146S.png<br />
|name=Loop the Loop<br />
|input={{clr|3|632146S}}<br />
|data=<br />
{{AttackDataHeader-GGACR}}<br />
{{!}}-<br />
{{#lst:GGACR/Bridget/Data|632146S}}<br />
{{!}}-<br />
{{Description|7|text=<br />
active frames are: 3(6)3(3)30(12)20. If you want to end your combo with a super, this is generally the one you use. Also a good round closer if they are low, as it is easily confirmed from most of Bridget's pokes. can be used as a reversal, but it does less damage than {{clr|3|4123641236S}}.<br />
}}<br />
}}<br />
<br />
====== ======<br />
{{MoveData<br />
|image=GGAC_Bridget_4123641236S.png<br />
|name=Maintenance Disaster<br />
|input={{clr|3|4123641236S}}<br />
|caption="Bukkake Tsunami"<br />
|data=<br />
{{AttackDataHeader-GGACR}}<br />
{{!}}-<br />
{{#lst:GGACR/Bridget/Data|4123641236S}}<br />
{{!}}-<br />
{{Description|7|text=<br />
Anti-Air/Reversal super where Bridget releases a set of explosions that rise up above him. Quite damaging, and used as a combo ender it does more damage than {{clr|3|632146S}}, if all the hits land. This super is normally quite hard to fit into a combo, as any hit you land that would combo into this generally has better follow up options, meaning this mostly stays as a reversal.<br />
}}<br />
}}<br />
<br />
====== ======<br />
{{MoveData<br />
|image=GGAC_Bridget_632146H.png<br />
|name=Me and My Killing Machine<br />
|input=Yoyo Set -> {{clr|4|632146H}} or {{clr|4|412364H}}<br />
|data=<br />
{{AttackDataHeader-GGACR|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Normal|subtitle=632146H}}<br />
{{#lst:GGACR/Bridget/Data|632146H}}<br />
{{!}}-<br />
{{AttackVersion|name=Delay|subtitle=412364H}}<br />
{{#lst:GGACR/Bridget/Data|412364H}}<br />
{{!}}-<br />
{{Description|8|text= Bridget signals roger, who rides a flaming bycicle in his direction. Essentaly FB Jagged rodger but it follows you around and does much more damage and hits.<br />
<br />
}}<br />
}}<br />
<br style="clear:both;"/><br />
<br />
== Instant Kill ==<br />
{{MoveData<br />
|image=GGAC_Bridget_IK1.png<br />
|image2=GGAC_Bridget_IK2.png<br />
|name=Shoot the Moon<br />
|input=in IK Mode: {{clr|4|236236H}}<br />
|caption2="Space, the final frontier."<br />
|data=<br />
{{AttackDataHeader-GGACR}}<br />
{{!}}-<br />
{{#lst:GGACR/Bridget/Data|IK}}<br />
{{!}}-<br />
{{Description|7|text=<br />
Bridget wraps the opppnent with his yoyos and throws them offscreen. They somehow end up on the moon. You don't even see Bridget's victory pose, not worth it<br />
<br />
}}<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==[[Dustloop_Wiki:Roadmap/GGACR#Bridget|Roadmap]]==<br />
{{#lst:Dustloop_Wiki:Roadmap/GGACR|Bridget}}<br />
==Navigation==<br />
{{#lst:GGACR/Bridget/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[GGACR/Bridget/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-GGACR}}<br />
[[Category:Guilty Gear XX Accent Core + R]]<br />
[[Category:Bridget]]</div>73.184.163.146https://www.dustloop.com/wiki/index.php?title=BBTag/Elizabeth&diff=151277BBTag/Elizabeth2020-04-20T13:42:45Z<p>73.184.163.146: /* Maziodyne */</p>
<hr />
<div>{| class="wikitable" style="float:right; margin-left: 10px; width:400px"<br />
|-<br />
!Elizabeth<br />
|-<br />
||<br />
[[File:BBTag_Elizabeth_Portrait.png|350x500px|center]]<br />
|-<br />
||<br />
{{#lst:BBTag/Elizabeth/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 />
:<br />
|}<br />
<div style="float:left; margin-right:25px;"><br />
{{TOC limit|2}}<br />
</div><br />
==Overview==<br />
"I, Elizabeth, humbly accept your challenge."<br />
<br />
===Backstory===<br />
Known as "One Who Governs Power", Elizabeth is a resident of the Velvet Room who assists Igor in his endeavors to assist Velvet Room guests.<br />
<br />
===Playstyle===<br />
Elizabeth is mostly a mid spacing character with a high risk high reward factor. With powerful zoning tools with an alright kit that shines when she reaches awakening but, will not survive a hit afterwords without alot of resources spent into healing. Speculation: She has a powerful oki game with spending a meter for Hama or in the corner with Agi but, lacking a overhead will be a big issue for her. Her pressure game is mostly about stagger pressure just like her base game but, her improvements on her command grab make it so the opponent doesn't just low blow everything.<br />
<br />
<br />
===Awakening===<br />
When Elizabeth is at low health (around 30%), a cut-in of her will appear on the screen that looks similar to the ones that appear when one of the Persona characters use their Astral Heat, and an icon of Elizabeth will appear above the Cross Gauge. This signifies that she has entered Awakening, a mechanic lifted from Persona 4 Arena/Ultimax. Elizabeth's moves gain several upgrades during this state. Once Awakening is achieved, it will last for the remainder of the match.<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 />
* Far reaching normals which can pull your opponent towards you.<br />
* High meter gain with Mind Charge. <br />
* Semi fast projectiles <br />
* One of the highest damaging solo zoners <br />
* Respectable combo damage, can freeze or drop the opponent in front of her using all of her specials allowing extensions.<br />
* Can issue commands to her persona to have it do the command where it is, allowing her to use specials and even command grabs anywhere on the screen.<br />
* Strong throw game :)<br />
| style="width: 50%;"|<br />
*NO OVERHEADS aside from Clash(ja is technically an overhead but this is never useful)<br />
*Slow ground movement<br />
*Low hp, which could result in an early death (life or death playstyle).<br />
|}<br />
<br />
{{#lst:BBTag/Elizabeth/Data|Links}}<br />
<br style="clear:both;"/><br />
<br />
==Normal Moves==<br />
<br />
====== <font style="visibility:hidden" size="0">4A</font> ======<br />
{{MoveData<br />
|image=P4Arena_Elizabeth_5A.png |caption=A little bop!<br />
|image2=P4AU_Elizabeth_5AA.png |caption2=A little swirl!<br />
|image3=BBTag_Elizabeth_4AAA.png |caption3=A little tornado!<br />
|image4=BBTag_Elizabeth_4AAAA.png |caption4=A little chilly, huh?<br />
|name=4A<br />
|data=<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=4A}}<br />
{{#lst:BBTag/Elizabeth/Data|4A}}<br />
{{!}}-<br />
{{Description|8|text= A tap with the card. Pretty decent poke due to its speed, but nothing special.<br />
<br />
}}<br />
{{AttackVersion|name=4AA}}<br />
{{#lst:BBTag/Elizabeth/Data|4AA}}<br />
{{!}}-<br />
{{Description|8|text= Elizabeth throws out her book, which swirls around. Combo filler. <br />
<br />
}}<br />
{{AttackVersion|name=4AAA}}<br />
{{#lst:BBTag/Elizabeth/Data|4AAA}}<br />
{{!}}-<br />
{{Description|8|text= Elizabeth blows out a single card. If it connects, the opponent is subject to an attack where they're surrounded by a vortex of cards. The animation is quite long, making it ideal for a cross combo scenario or a swap. You can even cancel this with your DP and continue the combo, since the vortex is independent of Elizabeth's actions once it's out!<br />
<br />
}}<br />
{{AttackVersion|name=4AAAA}}<br />
{{#lst:BBTag/Elizabeth/Data|4AAAA}}<br />
{{!}}-<br />
{{Description|8|text=Elizabeth calls upon Thanatos to knock the opponent up and freeze them. Becomes stronger in Awakening.<br />
<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5A</font> ======<br />
{{MoveData<br />
|image=P4Arena_Elizabeth_5B.png |caption= Ah yes neutral<br />
|image2=P4AU_Elizabeth_5BB.png |caption2=Please read<br />
|image3=P4AU_Elizabeth_5BBB.png |caption3=The storm before the storm<br />
|image4=P4Arena_Elizabeth_Magarudyne.png |caption4=Wheeeee!<br />
|name=5A <br />
|data=<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=5A}}<br />
{{#lst:BBTag/Elizabeth/Data|5A}}<br />
{{!}}-<br />
{{Description|8|text=Elizabeth tosses out a ring that returns to her after a set distance. On hit or block, the opponent gets dragged in to her, making it an excellent poke that can start your pressure. Due to its lengthy recovery, though, you shouldn't carelessly throw this out. <br />
}}<br />
{{AttackVersion|name=5AA}}<br />
{{#lst:BBTag/Elizabeth/Data|5AA}}<br />
{{!}}-<br />
{{Description|8|text=A wave of cards. Combo filler. <br />
}}<br />
{{AttackVersion|name=5AAA}}<br />
{{#lst:BBTag/Elizabeth/Data|5AAA}}<br />
{{!}}-<br />
{{Description|8|text= Elizabeth sends out a swirl of cards. Due to its lengthy animation, this is also ideal for partner shenanigans. <br />
}}<br />
{{AttackVersion|name=5AAAA}}<br />
{{#lst:BBTag/Elizabeth/Data|5AAAA}}<br />
{{!}}-<br />
{{Description|8|text= Elizabeth uses a move that's similar to her 236A. ''Similar'' is the key word here, as it sends the opponent away instead of upwards, and this won't change even in Awakening. You won't really use this unless you want to Cross Raid. <br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5B</font> ======<br />
{{MoveData<br />
|image=P4Arena_Elizabeth_5C.png |caption=Hack, slash<br />
|image2=P4Arena_Elizabeth_2C.png |caption2= Little roar<br />
|image3=P4Arena_Elizabeth_Maziodyne.png |caption3= BIG ROAR<br />
|name=5B <br />
|data=<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=5B}}<br />
{{#lst:BBTag/Elizabeth/Data|5B}}<br />
{{!}}-<br />
{{Description|8|text=Elizabeth calls upon Thanatos to do a two hit swipe with its sword. Has pretty great range, making it a nice tool to have in neutral.<br />
}}<br />
{{AttackVersion|name=5BB}}<br />
{{#lst:BBTag/Elizabeth/Data|5BB}}<br />
{{!}}-<br />
{{Description|8|text=Thanatos roars, making a shockwave around it. Combo filler. 5B>5BB has a natural gap in it, making it an easy frame trap. You can use this fact to your advantage by conditioning your opponent to block, and then using 5B again.<br />
}}<br />
{{AttackVersion|name=5BBB}}<br />
{{#lst:BBTag/Elizabeth/Data|5BBB}}<br />
{{!}}-<br />
{{Description|8|text=Thanatos fires a beam that's similar to Maziodyne. It's not exactly Maziodyne, though, meaning that it doesn't gain Maziodyne's buffs. However, you can combo into Maziodyne from it.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5B>5C</font> ======<br />
{{MoveData<br />
|image=P4Arena_Elizabeth_5D.png |caption="THANATOOOOOOOOOS"<br />
|name=5B>5C<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lst:BBTag/Elizabeth/Data|5B 5C}}<br />
{{!}}-<br />
{{Description|7|text=After a slight delay, Elizabeth calls on Thanatos to leap forward and grab the opponent. This can only be done from either 5B or 5BB. A command grab, but not a hitgrab, so you can't combo into it. An important tool for Liz's mixup game, as you can combo from it. Mix this in with your other mix-up tools to keep your opponent guessing.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5B>2C</font> ======<br />
{{MoveData<br />
|image=P4Arena_Elizabeth_2D.png |caption=I need some MeMentos™, Mori<br />
|name=5B>2C<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lst:BBTag/Elizabeth/Data|5B 2C}}<br />
{{!}}-<br />
{{Description|7|text=Thanatos hunches down and lets out a poison-filled breath. Hits low, and can only be done from 5B or 5BB. Only special or super cancellable, meaning you'll have to spend meter to get much damage out of this. If you notice your opponent jumping out from 5B to avoid getting grabbed by 5B>5C, using this will catch their jump frames. It also beats mashing if you happen to notice them pressing buttons to break Thanatos, but remember that 5BB naturally does this as well.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5C</font> ======<br />
{{MoveData<br />
|image=P4Arena_Elizabeth_AOA.png |caption=Take a look, it's in a book<br />
|name=5C<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lst:BBTag/Elizabeth/Data|5C}}<br />
{{!}}-<br />
{{Description|7|text=Standard overhead. Somewhat slow to come out, but safe on block.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2A</font> ======<br />
{{MoveData<br />
|image=P4Arena_Elizabeth_2A.png |caption=Pick a card.<br />
|name=2A<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lst:BBTag/Elizabeth/Data|2A}}<br />
{{!}}-<br />
{{Description|7|text=<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2B</font> ======<br />
{{MoveData<br />
|image=P4Arena_Elizabeth_2B.png |caption=Don't whiff this.<br />
|name=2B<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lst:BBTag/Elizabeth/Data|2B}}<br />
{{!}}-<br />
{{Description|7|text=Anti-air and combo tool. 9f startup is actually pretty good for an anti-air, but the hitbox on this thing can be a bit awkward to get used to. For combo purposes this button is used a lot after 5AAA, typically you'll go into j.A>jc>j.AA>j.B>2A and continue the combo from there.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2C</font> ======<br />
{{MoveData<br />
|image=P4Arena_Elizabeth_Sweep.png |caption=Holy shit this thing is 5 frames?<br />
|name=2C<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lst:BBTag/Elizabeth/Data|2C}}<br />
{{!}}-<br />
{{Description|7|text= Hits low, surprisingly fast. Generally doesn't see much use in blockstrings as Liz has safer ways to go about trying to open someone up. Still, a low is a low. Primary use is as combo fodder, notably can be used after hitting an airborne opponent with 5AAA to continue the combo with either 4A or another 5A.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.A</font> ======<br />
{{MoveData<br />
|image=P4Arena_Elizabeth_jB.png |caption=<br />
|image2=P4Arena_Elizabeth_jA.png |caption2=<br />
|name=j.A<br />
|data=<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=j.A}}<br />
{{#lst:BBTag/Elizabeth/Data|j.A}}<br />
{{!}}-<br />
{{AttackVersion|name=j.AA}}<br />
{{#lst:BBTag/Elizabeth/Data|j.AA}}<br />
{{!}}-<br />
{{Description|8|text=<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.B</font> ======<br />
{{MoveData<br />
|image=P4Arena_Elizabeth_jC.png |caption=<br />
|name=j.B<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lst:BBTag/Elizabeth/Data|j.B}}<br />
{{!}}-<br />
{{Description|7|text= Also not a high, usually used in order to pick up with 2A. Not many notable things about it.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.C</font> ======<br />
{{MoveData<br />
|image=P4Arena_Elizabeth_jD.png |caption=If you ever wished for BBTag to have airthrows, I got good news for ya.<br />
|name=j.C<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lst:BBTag/Elizabeth/Data|j.C}}<br />
{{!}}-<br />
{{Description|7|text= Airthrow that allows for extensions using 2A. For use when your opponent is jumping around like a moron. Also usable as a combo tool, most notably from 5B. Can also be special canceled, allowing for a 214A follow-up, or for a Mind Charge extension.<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=P4Arena_Elizabeth_GroundThrow.png |caption=<br />
|name=Ground Throw<br />
|input=5B+C<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lst:BBTag/Elizabeth/Data|BC}}<br />
{{!}}-<br />
{{Description|7|text=<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Debilitate</font> ======<br />
{{MoveData<br />
|image=P4AU_Elizabeth_Debilitate.png |caption=<br />
|name=Debilitate<br />
|input=5A+D (Air OK)<br />
|data=<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground}}<br />
{{#lst:BBTag/Elizabeth/Data|AD}}<br />
{{!}}-<br />
{{AttackVersion|name=Air}}<br />
{{#lst:BBTag/Elizabeth/Data|j.AD}}<br />
{{!}}-<br />
{{Description|8|text= A pretty decent dp! Can be used during 4AAA to cancel and go into 5AAA.<br />
}}<br />
}}<br />
<br />
<br style="clear:both;"/><br />
<br />
==Skills==<br />
====== <font style="visibility:hidden" size="0">Magarudyne</font> ======<br />
{{MoveData<br />
|image=P4Arena_Elizabeth_Magarudyne.png |caption=WOOOSH<br />
|input=236A(Air OK)<br />
|name=Magarudyne<br />
|data=<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground}}<br />
{{#lst:BBTag/Elizabeth/Data|236A}}<br />
{{!}}-<br />
{{AttackVersion|name=Air}}<br />
{{#lst:BBTag/Elizabeth/Data|j.236A}}<br />
{{!}}-<br />
{{Description|8|text= This move is plus in awakening, tracks, and can sideswitch. Have fun. (rather long and obvious startup tho)<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Maziodyne</font> ======<br />
{{MoveData<br />
|image=P4Arena_Elizabeth_Maziodyne.png |caption=<br />
|input=236B(Air OK)<br />
|name=Maziodyne<br />
|data=<br />
<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground}}<br />
{{#lst:BBTag/Elizabeth/Data|236B}}<br />
{{!}}-<br />
{{AttackVersion|name=Air}}<br />
{{#lst:BBTag/Elizabeth/Data|j.236B}}<br />
{{!}}-<br />
{{Description|8|text= Shoots two lasers in awakening, chips a bit. Great as a neutral/active switch tool, as well as tacking on extra damage if you do the full 5B string. If Thanatos gets hit, Liz will stand there posing in Ch state for the rest of the move, so be careful to not let that happen<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Mabufudyne</font> ======<br />
{{MoveData<br />
|image=P4Arena_Elizabeth_Mabufudyne.png |caption=<br />
|input=214A<br />
|name=Mabufudyne<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lst:BBTag/Elizabeth/Data|214A}}<br />
{{!}}-<br />
{{Description|7|text= I love this move so much. Outside of awakening it works as a servicable anti air, but you are usually better off using 2B. In awakening the fun starts. It moves fullscreen and freezes, letting you combo if you are close, go for a reset, or cancel into Ghastly Wail if the opponent is too far and you are in res. Overall a great special. Thanotos is also invincible to projectiles during awakening.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Maragidyne</font> ======<br />
{{MoveData<br />
|image=P4Arena_Elizabeth_Maragidyne.png |caption=did someone hail a taxi to the corner?<br />
|input=214B<br />
|name=Maragidyne<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lst:BBTag/Elizabeth/Data|214B}}<br />
{{!}}-<br />
{{Description|7|text= This move doesn't see much usage in neutral, outide of assist covered zoning. it is used in some corner carry setups to deliver the opponent to the corner because it is quite easy to pickup.<br />
}}<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Extra Skills==<br />
====== <font style="visibility:hidden" size="0">???</font> ======<br />
{{MoveData<br />
|image=P4Arena_Elizabeth_Mahamaon.png |caption=I'm sorry, everyone... I had to trade in the insta-kill for better start-up<br />
|input=236C<br />
|name=Mahamaon<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lst:BBTag/Elizabeth/Data|236C}}<br />
{{!}}-<br />
{{Description|7|text= Typically used for oki or other setups, but also used for setting up either high damage or healing during combos!<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">???</font> ======<br />
{{MoveData<br />
|image=P4Arena_Elizabeth_Diarahan.png |caption=<br />
|input=214C<br />
|name=Diarahan<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lst:BBTag/Elizabeth/Data|214C}}<br />
{{!}}-<br />
{{Description|7|text=<br />
}}<br />
}}<br />
<br style="clear:both;"/><br />
<br />
<br />
====== <font style="visibility:hidden" size="0">???</font> ======<br />
{{MoveData<br />
|image=P4Arena_Elizabeth_Mamudoon.png |caption=Don't lie, you forgot she had this move too<br />
|input=j.236C<br />
|name=Mamudoon<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lst:BBTag/Elizabeth/Data|j.236C}}<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=P4Arena_Elizabeth_5C.png |caption=<br />
|input=5B<br />
|name=5P<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lst:BBTag/Elizabeth/Data|5P}}<br />
{{!}}-<br />
{{Description|7|text=<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">6P</font> ======<br />
{{MoveData<br />
|image=P4Arena_Elizabeth_Maziodyne.png |caption=<br />
|input=Maziodyne<br />
|name=6P<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lst:BBTag/Elizabeth/Data|6P}}<br />
{{!}}-<br />
{{Description|7|text=<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">4P</font> ======<br />
{{MoveData<br />
|image=P4Arena_Elizabeth_Mabufudyne.png |caption=<br />
|input=Mabufudyne<br />
|name=4P<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lst:BBTag/Elizabeth/Data|4P}}<br />
{{!}}-<br />
{{Description|7|text=<br />
}}<br />
}}<br />
<br />
<br style="clear:both;"/><br />
<br />
==Distortion Skills==<br />
====== <font style="visibility:hidden" size="0">???</font> ======<br />
{{MoveData<br />
|image=P4Arena_Elizabeth_GhastlyWail.png |caption= Yes the tank somehow fits into the coffin<br />
|input=236B+C<br />
|name=Ghastly Wail<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lst:BBTag/Elizabeth/Data|236BC}}<br />
{{!}}-<br />
{{Description|7|text=<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">???</font> ======<br />
{{MoveData<br />
|image=P4Arena_Elizabeth_MindCharge.png |caption= Atarax570 putting fear into his opponents. also the closest to RC we gonna get<br />
|input=214B+C<br />
|name=Mind Charge<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lst:BBTag/Elizabeth/Data|214BC}}<br />
{{!}}-<br />
{{Description|7|text= Drains Elizabeth’s health and converts it to meter. Allows her to enter Awakening if her health is low enough, though it naturally also means that she will have low health when this happens. The health drained is shown as red health, meaning it can be restored if she tags out for long enough, though this means that you have to be really careful when using Partner Skills/Cross Combo or else Elizabeth will be KO’d really easily.<br />
}}<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Distortion Skill Duo==<br />
{{MoveData<br />
|image=P4Arena_Elizabeth_GhastlyWail.png |caption= ''"Memento Mori."''<br />
|input=P during Main Character's Distortion Skill <br />
|name=Ghastly Wail<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lst:BBTag/Elizabeth/Data|Distortion Skill Duo}}<br />
{{!}}-<br />
{{Description|7|text=<br />
}}<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Astral Heat==<br />
{{MoveData<br />
|image=P4Arena_Elizabeth_Megidolaon.png |caption= I now present to you... Megidolaon, MONEY SHOT!!!<br />
|input=222B+C<br />
|name=Megidolaon<br />
|data= <br />
{{AttackDataHeader-BBTag|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Catch}}<br />
{{#lst:BBTag/Elizabeth/Data|222BC}}<br />
{{!}}-<br />
{{AttackVersion|name=Attack}}<br />
{{#lst:BBTag/Elizabeth/Data|222BC Attack}}<br />
{{!}}-<br />
{{Description|8|text=Counter astral, with the added benefit of being able to confirm into it much like Hakumen's. The confirm is stupidly easy, going seemingly fullscreen. If you hit someone while you're in resonance, landing this thing is actually rather simple with Elizabeth's high meter gain.<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 />
{{#lst:BBTag/Elizabeth/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[BBTag/Elizabeth/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:Elizabeth]]</div>73.184.163.146https://www.dustloop.com/wiki/index.php?title=BBTag/Elizabeth&diff=151276BBTag/Elizabeth2020-04-20T13:39:53Z<p>73.184.163.146: /* Strengths/Weaknesses */</p>
<hr />
<div>{| class="wikitable" style="float:right; margin-left: 10px; width:400px"<br />
|-<br />
!Elizabeth<br />
|-<br />
||<br />
[[File:BBTag_Elizabeth_Portrait.png|350x500px|center]]<br />
|-<br />
||<br />
{{#lst:BBTag/Elizabeth/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 />
:<br />
|}<br />
<div style="float:left; margin-right:25px;"><br />
{{TOC limit|2}}<br />
</div><br />
==Overview==<br />
"I, Elizabeth, humbly accept your challenge."<br />
<br />
===Backstory===<br />
Known as "One Who Governs Power", Elizabeth is a resident of the Velvet Room who assists Igor in his endeavors to assist Velvet Room guests.<br />
<br />
===Playstyle===<br />
Elizabeth is mostly a mid spacing character with a high risk high reward factor. With powerful zoning tools with an alright kit that shines when she reaches awakening but, will not survive a hit afterwords without alot of resources spent into healing. Speculation: She has a powerful oki game with spending a meter for Hama or in the corner with Agi but, lacking a overhead will be a big issue for her. Her pressure game is mostly about stagger pressure just like her base game but, her improvements on her command grab make it so the opponent doesn't just low blow everything.<br />
<br />
<br />
===Awakening===<br />
When Elizabeth is at low health (around 30%), a cut-in of her will appear on the screen that looks similar to the ones that appear when one of the Persona characters use their Astral Heat, and an icon of Elizabeth will appear above the Cross Gauge. This signifies that she has entered Awakening, a mechanic lifted from Persona 4 Arena/Ultimax. Elizabeth's moves gain several upgrades during this state. Once Awakening is achieved, it will last for the remainder of the match.<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 />
* Far reaching normals which can pull your opponent towards you.<br />
* High meter gain with Mind Charge. <br />
* Semi fast projectiles <br />
* One of the highest damaging solo zoners <br />
* Respectable combo damage, can freeze or drop the opponent in front of her using all of her specials allowing extensions.<br />
* Can issue commands to her persona to have it do the command where it is, allowing her to use specials and even command grabs anywhere on the screen.<br />
* Strong throw game :)<br />
| style="width: 50%;"|<br />
*NO OVERHEADS aside from Clash(ja is technically an overhead but this is never useful)<br />
*Slow ground movement<br />
*Low hp, which could result in an early death (life or death playstyle).<br />
|}<br />
<br />
{{#lst:BBTag/Elizabeth/Data|Links}}<br />
<br style="clear:both;"/><br />
<br />
==Normal Moves==<br />
<br />
====== <font style="visibility:hidden" size="0">4A</font> ======<br />
{{MoveData<br />
|image=P4Arena_Elizabeth_5A.png |caption=A little bop!<br />
|image2=P4AU_Elizabeth_5AA.png |caption2=A little swirl!<br />
|image3=BBTag_Elizabeth_4AAA.png |caption3=A little tornado!<br />
|image4=BBTag_Elizabeth_4AAAA.png |caption4=A little chilly, huh?<br />
|name=4A<br />
|data=<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=4A}}<br />
{{#lst:BBTag/Elizabeth/Data|4A}}<br />
{{!}}-<br />
{{Description|8|text= A tap with the card. Pretty decent poke due to its speed, but nothing special.<br />
<br />
}}<br />
{{AttackVersion|name=4AA}}<br />
{{#lst:BBTag/Elizabeth/Data|4AA}}<br />
{{!}}-<br />
{{Description|8|text= Elizabeth throws out her book, which swirls around. Combo filler. <br />
<br />
}}<br />
{{AttackVersion|name=4AAA}}<br />
{{#lst:BBTag/Elizabeth/Data|4AAA}}<br />
{{!}}-<br />
{{Description|8|text= Elizabeth blows out a single card. If it connects, the opponent is subject to an attack where they're surrounded by a vortex of cards. The animation is quite long, making it ideal for a cross combo scenario or a swap. You can even cancel this with your DP and continue the combo, since the vortex is independent of Elizabeth's actions once it's out!<br />
<br />
}}<br />
{{AttackVersion|name=4AAAA}}<br />
{{#lst:BBTag/Elizabeth/Data|4AAAA}}<br />
{{!}}-<br />
{{Description|8|text=Elizabeth calls upon Thanatos to knock the opponent up and freeze them. Becomes stronger in Awakening.<br />
<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5A</font> ======<br />
{{MoveData<br />
|image=P4Arena_Elizabeth_5B.png |caption= Ah yes neutral<br />
|image2=P4AU_Elizabeth_5BB.png |caption2=Please read<br />
|image3=P4AU_Elizabeth_5BBB.png |caption3=The storm before the storm<br />
|image4=P4Arena_Elizabeth_Magarudyne.png |caption4=Wheeeee!<br />
|name=5A <br />
|data=<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=5A}}<br />
{{#lst:BBTag/Elizabeth/Data|5A}}<br />
{{!}}-<br />
{{Description|8|text=Elizabeth tosses out a ring that returns to her after a set distance. On hit or block, the opponent gets dragged in to her, making it an excellent poke that can start your pressure. Due to its lengthy recovery, though, you shouldn't carelessly throw this out. <br />
}}<br />
{{AttackVersion|name=5AA}}<br />
{{#lst:BBTag/Elizabeth/Data|5AA}}<br />
{{!}}-<br />
{{Description|8|text=A wave of cards. Combo filler. <br />
}}<br />
{{AttackVersion|name=5AAA}}<br />
{{#lst:BBTag/Elizabeth/Data|5AAA}}<br />
{{!}}-<br />
{{Description|8|text= Elizabeth sends out a swirl of cards. Due to its lengthy animation, this is also ideal for partner shenanigans. <br />
}}<br />
{{AttackVersion|name=5AAAA}}<br />
{{#lst:BBTag/Elizabeth/Data|5AAAA}}<br />
{{!}}-<br />
{{Description|8|text= Elizabeth uses a move that's similar to her 236A. ''Similar'' is the key word here, as it sends the opponent away instead of upwards, and this won't change even in Awakening. You won't really use this unless you want to Cross Raid. <br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5B</font> ======<br />
{{MoveData<br />
|image=P4Arena_Elizabeth_5C.png |caption=Hack, slash<br />
|image2=P4Arena_Elizabeth_2C.png |caption2= Little roar<br />
|image3=P4Arena_Elizabeth_Maziodyne.png |caption3= BIG ROAR<br />
|name=5B <br />
|data=<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=5B}}<br />
{{#lst:BBTag/Elizabeth/Data|5B}}<br />
{{!}}-<br />
{{Description|8|text=Elizabeth calls upon Thanatos to do a two hit swipe with its sword. Has pretty great range, making it a nice tool to have in neutral.<br />
}}<br />
{{AttackVersion|name=5BB}}<br />
{{#lst:BBTag/Elizabeth/Data|5BB}}<br />
{{!}}-<br />
{{Description|8|text=Thanatos roars, making a shockwave around it. Combo filler. 5B>5BB has a natural gap in it, making it an easy frame trap. You can use this fact to your advantage by conditioning your opponent to block, and then using 5B again.<br />
}}<br />
{{AttackVersion|name=5BBB}}<br />
{{#lst:BBTag/Elizabeth/Data|5BBB}}<br />
{{!}}-<br />
{{Description|8|text=Thanatos fires a beam that's similar to Maziodyne. It's not exactly Maziodyne, though, meaning that it doesn't gain Maziodyne's buffs. However, you can combo into Maziodyne from it.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5B>5C</font> ======<br />
{{MoveData<br />
|image=P4Arena_Elizabeth_5D.png |caption="THANATOOOOOOOOOS"<br />
|name=5B>5C<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lst:BBTag/Elizabeth/Data|5B 5C}}<br />
{{!}}-<br />
{{Description|7|text=After a slight delay, Elizabeth calls on Thanatos to leap forward and grab the opponent. This can only be done from either 5B or 5BB. A command grab, but not a hitgrab, so you can't combo into it. An important tool for Liz's mixup game, as you can combo from it. Mix this in with your other mix-up tools to keep your opponent guessing.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5B>2C</font> ======<br />
{{MoveData<br />
|image=P4Arena_Elizabeth_2D.png |caption=I need some MeMentos™, Mori<br />
|name=5B>2C<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lst:BBTag/Elizabeth/Data|5B 2C}}<br />
{{!}}-<br />
{{Description|7|text=Thanatos hunches down and lets out a poison-filled breath. Hits low, and can only be done from 5B or 5BB. Only special or super cancellable, meaning you'll have to spend meter to get much damage out of this. If you notice your opponent jumping out from 5B to avoid getting grabbed by 5B>5C, using this will catch their jump frames. It also beats mashing if you happen to notice them pressing buttons to break Thanatos, but remember that 5BB naturally does this as well.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5C</font> ======<br />
{{MoveData<br />
|image=P4Arena_Elizabeth_AOA.png |caption=Take a look, it's in a book<br />
|name=5C<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lst:BBTag/Elizabeth/Data|5C}}<br />
{{!}}-<br />
{{Description|7|text=Standard overhead. Somewhat slow to come out, but safe on block.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2A</font> ======<br />
{{MoveData<br />
|image=P4Arena_Elizabeth_2A.png |caption=Pick a card.<br />
|name=2A<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lst:BBTag/Elizabeth/Data|2A}}<br />
{{!}}-<br />
{{Description|7|text=<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2B</font> ======<br />
{{MoveData<br />
|image=P4Arena_Elizabeth_2B.png |caption=Don't whiff this.<br />
|name=2B<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lst:BBTag/Elizabeth/Data|2B}}<br />
{{!}}-<br />
{{Description|7|text=Anti-air and combo tool. 9f startup is actually pretty good for an anti-air, but the hitbox on this thing can be a bit awkward to get used to. For combo purposes this button is used a lot after 5AAA, typically you'll go into j.A>jc>j.AA>j.B>2A and continue the combo from there.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2C</font> ======<br />
{{MoveData<br />
|image=P4Arena_Elizabeth_Sweep.png |caption=Holy shit this thing is 5 frames?<br />
|name=2C<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lst:BBTag/Elizabeth/Data|2C}}<br />
{{!}}-<br />
{{Description|7|text= Hits low, surprisingly fast. Generally doesn't see much use in blockstrings as Liz has safer ways to go about trying to open someone up. Still, a low is a low. Primary use is as combo fodder, notably can be used after hitting an airborne opponent with 5AAA to continue the combo with either 4A or another 5A.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.A</font> ======<br />
{{MoveData<br />
|image=P4Arena_Elizabeth_jB.png |caption=<br />
|image2=P4Arena_Elizabeth_jA.png |caption2=<br />
|name=j.A<br />
|data=<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=j.A}}<br />
{{#lst:BBTag/Elizabeth/Data|j.A}}<br />
{{!}}-<br />
{{AttackVersion|name=j.AA}}<br />
{{#lst:BBTag/Elizabeth/Data|j.AA}}<br />
{{!}}-<br />
{{Description|8|text=<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.B</font> ======<br />
{{MoveData<br />
|image=P4Arena_Elizabeth_jC.png |caption=<br />
|name=j.B<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lst:BBTag/Elizabeth/Data|j.B}}<br />
{{!}}-<br />
{{Description|7|text= Also not a high, usually used in order to pick up with 2A. Not many notable things about it.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.C</font> ======<br />
{{MoveData<br />
|image=P4Arena_Elizabeth_jD.png |caption=If you ever wished for BBTag to have airthrows, I got good news for ya.<br />
|name=j.C<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lst:BBTag/Elizabeth/Data|j.C}}<br />
{{!}}-<br />
{{Description|7|text= Airthrow that allows for extensions using 2A. For use when your opponent is jumping around like a moron. Also usable as a combo tool, most notably from 5B. Can also be special canceled, allowing for a 214A follow-up, or for a Mind Charge extension.<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=P4Arena_Elizabeth_GroundThrow.png |caption=<br />
|name=Ground Throw<br />
|input=5B+C<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lst:BBTag/Elizabeth/Data|BC}}<br />
{{!}}-<br />
{{Description|7|text=<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Debilitate</font> ======<br />
{{MoveData<br />
|image=P4AU_Elizabeth_Debilitate.png |caption=<br />
|name=Debilitate<br />
|input=5A+D (Air OK)<br />
|data=<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground}}<br />
{{#lst:BBTag/Elizabeth/Data|AD}}<br />
{{!}}-<br />
{{AttackVersion|name=Air}}<br />
{{#lst:BBTag/Elizabeth/Data|j.AD}}<br />
{{!}}-<br />
{{Description|8|text= A pretty decent dp! Can be used during 4AAA to cancel and go into 5AAA.<br />
}}<br />
}}<br />
<br />
<br style="clear:both;"/><br />
<br />
==Skills==<br />
====== <font style="visibility:hidden" size="0">Magarudyne</font> ======<br />
{{MoveData<br />
|image=P4Arena_Elizabeth_Magarudyne.png |caption=WOOOSH<br />
|input=236A(Air OK)<br />
|name=Magarudyne<br />
|data=<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground}}<br />
{{#lst:BBTag/Elizabeth/Data|236A}}<br />
{{!}}-<br />
{{AttackVersion|name=Air}}<br />
{{#lst:BBTag/Elizabeth/Data|j.236A}}<br />
{{!}}-<br />
{{Description|8|text= This move is plus in awakening, tracks, and can sideswitch. Have fun. (rather long and obvious startup tho)<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Maziodyne</font> ======<br />
{{MoveData<br />
|image=P4Arena_Elizabeth_Maziodyne.png |caption=<br />
|input=236B(Air OK)<br />
|name=Maziodyne<br />
|data=<br />
<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground}}<br />
{{#lst:BBTag/Elizabeth/Data|236B}}<br />
{{!}}-<br />
{{AttackVersion|name=Air}}<br />
{{#lst:BBTag/Elizabeth/Data|j.236B}}<br />
{{!}}-<br />
{{Description|8|text= Shoots two lasers in awakening, chips a bit. Great as a neutral/active switch tool, as well as tacking on extra damage if you do the full 5B string.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Mabufudyne</font> ======<br />
{{MoveData<br />
|image=P4Arena_Elizabeth_Mabufudyne.png |caption=<br />
|input=214A<br />
|name=Mabufudyne<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lst:BBTag/Elizabeth/Data|214A}}<br />
{{!}}-<br />
{{Description|7|text= I love this move so much. Outside of awakening it works as a servicable anti air, but you are usually better off using 2B. In awakening the fun starts. It moves fullscreen and freezes, letting you combo if you are close, go for a reset, or cancel into Ghastly Wail if the opponent is too far and you are in res. Overall a great special. Thanotos is also invincible to projectiles during awakening.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Maragidyne</font> ======<br />
{{MoveData<br />
|image=P4Arena_Elizabeth_Maragidyne.png |caption=did someone hail a taxi to the corner?<br />
|input=214B<br />
|name=Maragidyne<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lst:BBTag/Elizabeth/Data|214B}}<br />
{{!}}-<br />
{{Description|7|text= This move doesn't see much usage in neutral, outide of assist covered zoning. it is used in some corner carry setups to deliver the opponent to the corner because it is quite easy to pickup.<br />
}}<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Extra Skills==<br />
====== <font style="visibility:hidden" size="0">???</font> ======<br />
{{MoveData<br />
|image=P4Arena_Elizabeth_Mahamaon.png |caption=I'm sorry, everyone... I had to trade in the insta-kill for better start-up<br />
|input=236C<br />
|name=Mahamaon<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lst:BBTag/Elizabeth/Data|236C}}<br />
{{!}}-<br />
{{Description|7|text= Typically used for oki or other setups, but also used for setting up either high damage or healing during combos!<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">???</font> ======<br />
{{MoveData<br />
|image=P4Arena_Elizabeth_Diarahan.png |caption=<br />
|input=214C<br />
|name=Diarahan<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lst:BBTag/Elizabeth/Data|214C}}<br />
{{!}}-<br />
{{Description|7|text=<br />
}}<br />
}}<br />
<br style="clear:both;"/><br />
<br />
<br />
====== <font style="visibility:hidden" size="0">???</font> ======<br />
{{MoveData<br />
|image=P4Arena_Elizabeth_Mamudoon.png |caption=Don't lie, you forgot she had this move too<br />
|input=j.236C<br />
|name=Mamudoon<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lst:BBTag/Elizabeth/Data|j.236C}}<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=P4Arena_Elizabeth_5C.png |caption=<br />
|input=5B<br />
|name=5P<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lst:BBTag/Elizabeth/Data|5P}}<br />
{{!}}-<br />
{{Description|7|text=<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">6P</font> ======<br />
{{MoveData<br />
|image=P4Arena_Elizabeth_Maziodyne.png |caption=<br />
|input=Maziodyne<br />
|name=6P<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lst:BBTag/Elizabeth/Data|6P}}<br />
{{!}}-<br />
{{Description|7|text=<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">4P</font> ======<br />
{{MoveData<br />
|image=P4Arena_Elizabeth_Mabufudyne.png |caption=<br />
|input=Mabufudyne<br />
|name=4P<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lst:BBTag/Elizabeth/Data|4P}}<br />
{{!}}-<br />
{{Description|7|text=<br />
}}<br />
}}<br />
<br />
<br style="clear:both;"/><br />
<br />
==Distortion Skills==<br />
====== <font style="visibility:hidden" size="0">???</font> ======<br />
{{MoveData<br />
|image=P4Arena_Elizabeth_GhastlyWail.png |caption= Yes the tank somehow fits into the coffin<br />
|input=236B+C<br />
|name=Ghastly Wail<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lst:BBTag/Elizabeth/Data|236BC}}<br />
{{!}}-<br />
{{Description|7|text=<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">???</font> ======<br />
{{MoveData<br />
|image=P4Arena_Elizabeth_MindCharge.png |caption= Atarax570 putting fear into his opponents. also the closest to RC we gonna get<br />
|input=214B+C<br />
|name=Mind Charge<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lst:BBTag/Elizabeth/Data|214BC}}<br />
{{!}}-<br />
{{Description|7|text= Drains Elizabeth’s health and converts it to meter. Allows her to enter Awakening if her health is low enough, though it naturally also means that she will have low health when this happens. The health drained is shown as red health, meaning it can be restored if she tags out for long enough, though this means that you have to be really careful when using Partner Skills/Cross Combo or else Elizabeth will be KO’d really easily.<br />
}}<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Distortion Skill Duo==<br />
{{MoveData<br />
|image=P4Arena_Elizabeth_GhastlyWail.png |caption= ''"Memento Mori."''<br />
|input=P during Main Character's Distortion Skill <br />
|name=Ghastly Wail<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lst:BBTag/Elizabeth/Data|Distortion Skill Duo}}<br />
{{!}}-<br />
{{Description|7|text=<br />
}}<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Astral Heat==<br />
{{MoveData<br />
|image=P4Arena_Elizabeth_Megidolaon.png |caption= I now present to you... Megidolaon, MONEY SHOT!!!<br />
|input=222B+C<br />
|name=Megidolaon<br />
|data= <br />
{{AttackDataHeader-BBTag|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Catch}}<br />
{{#lst:BBTag/Elizabeth/Data|222BC}}<br />
{{!}}-<br />
{{AttackVersion|name=Attack}}<br />
{{#lst:BBTag/Elizabeth/Data|222BC Attack}}<br />
{{!}}-<br />
{{Description|8|text=Counter astral, with the added benefit of being able to confirm into it much like Hakumen's. The confirm is stupidly easy, going seemingly fullscreen. If you hit someone while you're in resonance, landing this thing is actually rather simple with Elizabeth's high meter gain.<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 />
{{#lst:BBTag/Elizabeth/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[BBTag/Elizabeth/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:Elizabeth]]</div>73.184.163.146https://www.dustloop.com/wiki/index.php?title=BBTag/Chie_Satonaka&diff=151275BBTag/Chie Satonaka2020-04-20T13:27:29Z<p>73.184.163.146: /* Distortion Skills */</p>
<hr />
<div>{| class="wikitable" style="float:right; margin-left: 10px; width:400px"<br />
|-<br />
!Chie Satonaka<br />
|-<br />
||<br />
[[File:BBTag_Chie_Portrait.png|350x500px|center]]<br />
|-<br />
||<br />
{{#lst:BBTag/Chie Satonaka/Data|SystemData}}<br />
;Movement Options<br />
* Double Jump, 1 Airdash, Dash Type: Run<br />
<br />
;Playstyle<br />
:Aggressive, Mixup, Speedy<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 />
''"Have a taste of our combination attack!"''<br />
<br />
===Backstory===<br />
Chie Satonaka is a member of the Investigation Team solving the series of homicidal cases occurring at Inaba, Japan. She is a second-year student in Yasogami High School who has had a long-lasting and deep friendship with Yukiko Amagi ever since they've been classmates. Chie's energetic and motivated personality only compliment her adoration of martial arts, which she displays in her fighting style.<br />
<br />
===Playstyle===<br />
<br />
Chie is close range, mix-up oriented character that is able to keep her offensive pressure going through a good use of multi-hit normals, jump cancels, and a fast overhead. Chie uses her persona to help fill some of the gaps in her gameplan, giving her longer range attacks.<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 />
*Great damage potential without meter.<br />
*Stupid high damage potential with meter<br />
*Good corner game.<br />
| style="width: 50%;"|<br />
*Getting in range to actually execute on that damage potential can be hard.<br />
*Very reliant on assists and meter to use her full potential.<br />
|-<br />
|}<br />
<br />
====Persona: Tomoe====<br />
{{#lst:BBTag/Chie Satonaka/Data|Links}}<br />
<br style="clear:both;"/><br />
<br />
==Normal Moves==<br />
<br />
====== <font style="visibility:hidden" size="0">4A</font> ======<br />
{{MoveData<br />
|image=BBTag_Chie_4A.png |caption=<br />
|image2=BBTag_Chie_4AA.png |caption2=<br />
|image3=BBTag_Chie_4AAA.png |caption3=<br />
|image4=BBTag_Chie_4AAAA.png |caption4=<br />
|name=4A<br />
|data=<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=4A}}<br />
{{#lst:BBTag/Chie Satonaka/Data|4A}}<br />
{{!}}-<br />
{{Description|8|text=* Jump cancellable <br />
}}<br />
{{!}}-<br />
{{AttackVersion|name=4AA}}<br />
{{#lst:BBTag/Chie Satonaka/Data|4AA}}<br />
{{!}}-<br />
{{Description|8|text=Hits six times and can be canceled at anytime into a jump, Crash overhead, special, or 4AAA. <br />
}}<br />
{{!}}-<br />
{{AttackVersion|name=4AAA}}<br />
{{#lst:BBTag/Chie Satonaka/Data|4AAA}}<br />
{{!}}-<br />
{{Description|8|text=* Jump cancellable on second hit only<br />
}}<br />
{{!}}-<br />
{{AttackVersion|name=4AAAA}}<br />
{{#lst:BBTag/Chie Satonaka/Data|4AAAA}}<br />
{{!}}-<br />
{{Description|8|text=* It's safe on block<br />
<br />
Woops, you must have mashed A too hard and got this move instead of doing literally anything else. Seriously though, this move is just a formality, don't use it on hit or on block, you have much better options<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5A</font> ======<br />
{{MoveData<br />
|image=BBTag_Chie_5A.png |caption=<br />
|image2=BBTag_Chie_5AA.png |caption2=<br />
|image3=BBTag_Chie_5AAA.png |caption3=<br />
|image4=BBTag_Chie_5AAAA.png |caption4=<br />
|name=5A<br />
|data=<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=5A}}<br />
{{#lst:BBTag/Chie Satonaka/Data|5A}}<br />
{{!}}-<br />
{{Description|8|text=* Jump cancellable.<br />
}}<br />
{{!}}-<br />
{{AttackVersion|name=5AA}}<br />
{{#lst:BBTag/Chie Satonaka/Data|5AA}}<br />
{{!}}-<br />
{{Description|8|text=* The Second hit vacuums, pulling the opponent closer<br />
* Either hit can be jump cancelled, allowing for crossups in the corner in addition to other setups. <br />
}}<br />
{{!}}-<br />
{{AttackVersion|name=5AAA}}<br />
{{#lst:BBTag/Chie Satonaka/Data|5AAA}}<br />
{{!}}-<br />
{{Description|8|text=* The move won't true blockstring with 5AA<br />
}}<br />
{{!}}-<br />
{{AttackVersion|name=5AAAA}}<br />
{{#lst:BBTag/Chie Satonaka/Data|5AAAA}}<br />
{{!}}-<br />
{{Description|8|text=Same ender as 4AAAA, though the other hits are different.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5B</font> ======<br />
{{MoveData<br />
|image=BBTag_Chie_5B.png |caption=<br />
|image2=BBTag_Chie_5BB.png |caption2=<br />
|name=5B<br />
|data=<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=5B}}<br />
{{#lst:BBTag/Chie Satonaka/Data|5B}}<br />
{{!}}-<br />
{{Description|8|text=* Go to poke<br />
* Dash Cancelable<br />
<br />
Chie's longest reaching ground poke. Like most ground pokes, it loses to jumping so be careful. Aim to use this when your opponent is playing more grounded or is landing from a jump. Tomoe can be hit out of the startup of the move so try not to use it specifically to outspace another opponent. Aim to stop a poke or an opponent from jumping, retreating or trying to throw something out instead. <br />
}}<br />
{{!}}-<br />
{{AttackVersion|name=5BB}}<br />
{{#lst:BBTag/Chie Satonaka/Data|5BB}}<br />
{{!}}-<br />
{{Description|8|text=* Good for combos<br />
* Isn't a true blockstring<br />
* Total of 2944 Damage.<br />
<br />
5BB is an important combo piece for Chie that can allow her to combo into B Herculean Strike when the conditions are met. For more details on 5BB > 214B/C, you can read more in the Combo Theory section of her Combo page. The second hit of 5BB isn't a true blockstring which means it can be used as a frame trap, it also means everyone can reversal action out of it if timed correctly. However, this move not being a true blockstring allows for mixups during sandwich situations, if you active switch just before the second B lands. <br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5C</font> ======<br />
{{MoveData<br />
|image=BBTag_Chie_5C.png |caption=<br />
|name=5C<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lst:BBTag/Chie Satonaka/Data|5C}}<br />
{{!}}-<br />
{{Description|7|text=Standard overhead. It's fast but punishable on block. <br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2A</font> ======<br />
{{MoveData<br />
|image=BBTag_Chie_2A.png |caption=<br />
|name=2A<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lst:BBTag/Chie Satonaka/Data|2A}}<br />
{{!}}-<br />
{{Description|7|text=* Can low profile some standing pokes<br />
* Can be chained into 4A and 5A up to 2 times<br />
* Can chain into itself <br />
<br />
Probably Chie's best close range normal. It's fast, hits low, has a fair amount of range, it's good for stagger pressure and yes, it's great at low profiling. All this and it's only 1 frame slower than 4A!<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2B</font> ======<br />
{{MoveData<br />
|image=BBTag_Chie_2B.png |caption=<br />
|name=2B<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lst:BBTag/Chie Satonaka/Data|2B}}<br />
{{!}}-<br />
{{Description|7|text=* Good Anti-Air<br />
* Moves Chie forward<br />
* Can be jump canceled, even on block!<br />
<br />
Can be a bit tricky to use initially if you aren't accustomed to Chie moving forward when the move is used, but it has a shockingly large horizontal hitbox, which makes up for the forward movement. It's also very fast especially given how good the horizontal and vertical range is. Make sure you're putting this move to good use and aren't letting people jump in on you for free <br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2C</font> ======<br />
{{MoveData<br />
|image=BBTag_Chie_2C.png |caption=<br />
|name=2C<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lst:BBTag/Chie Satonaka/Data|2C}}<br />
{{!}}-<br />
{{Description|7|text=* Jump cancelable <br />
<br />
That's right boys, we can jump cancel our 2C on hit AND on block! You better cherish this because it's one of the few privileges that Chie gets to enjoy; it's all downhill from here.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.A</font> ======<br />
{{MoveData<br />
|image=BBTag_Chie_jA.png |caption=<br />
|image2=BBTag_Chie_jAA.png |caption2=<br />
|name=j.A<br />
|data=<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=j.A}}<br />
{{#lst:BBTag/Chie Satonaka/Data|j.A}}<br />
{{!}}-<br />
{{Description|8|text=* Good air to air normal<br />
<br />
Chie's j.A has a good horizontal hitbox, making jump up j.A a very nice way to catch air approaches. You'll mostly want to use this in situations where the opponent does not have to commit to pushing a button when they're approaching you from the air. In these situations, jump up j.A is less risky to throw out compared to risking whiffing an Anti-Air due to the opponent using additional air options or other things. <br />
}}<br />
{{!}}-<br />
{{AttackVersion|name=j.AA}}<br />
{{#lst:BBTag/Chie Satonaka/Data|j.AA}}<br />
{{!}}-<br />
{{Description|8|text=Mostly used in combos and pressure to confirm the opponent got hit or is blocking. <br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.B</font> ======<br />
{{MoveData<br />
|image=BBTag_Chie_jB.png |caption=<br />
|name=j.B<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lst:BBTag/Chie Satonaka/Data|j.B}}<br />
{{!}}-<br />
{{Description|7|text=* Good for jump ins and whiff punishing<br />
* Good defensive normal<br />
* On Air Counter Hit, it has a large amount of untech time. <br />
* Reverse beats into j.A <br />
* Can be used as an instant overhead on Tager and Hakumen.<br />
<br />
Tomoe swings downward. You can probably already tell that it has good vertical reach but it actually also has decent reach in front of Chie as well. It's a good normal to use for jump ins because of it's long vertical reach. Because you can reverse beat into j.A, it's usual ideal to do j.B > j.A so that you have enough hitstun or blockstun to land and either continue the combo if the opponent got hit or start a blockstring if they blocked. The long vertical reach also comes in handy for when you whiff punish ground pokes by jumping over them. <br />
<br />
It's also a good normal to use defensively as you're falling to the ground while an opponent is approaching you, especially since on Counter Hit, j.B has a good amount of untech time to pick it up with a combo. Keep in mind that Tomoe has a hurtbox as it's coming out so don't try to use this defensively against normals that outspace it. <br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.C</font> ======<br />
{{MoveData<br />
|image=BBTag_Chie_jC.png |caption=<br />
|name=j.C<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lst:BBTag/Chie Satonaka/Data|j.C}}<br />
{{!}}-<br />
{{Description|7|text=* A good option for ending air combos<br />
* Gives hard knockdown<br />
<br />
Mostly used to end air combos. If you're in the corner, you'll want to neutral jump or jump back a bit before doing the part of the air combo that ends with it to avoid allowing the opponent to forward tech out of the corner. <br />
}}<br />
}}<br />
<br />
<br style="clear:both;"/><br />
<br />
==Universal Mechanics==<br />
====== <font style="visibility:hidden" size="0">Ground Throw</font> ======<br />
{{MoveData<br />
|image=BBTag_Chie_GroundThrow.png |caption= C'mere<br />
|name=Ground Throw<br />
|input=5B+C<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lst:BBTag/Chie Satonaka/Data|BC}}<br />
{{!}}-<br />
{{Description|7|text=* Can convert it into a combo by linking 2A > 5b<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">High Counter</font> ======<br />
{{MoveData<br />
|image=BBTag_Chie_HighCounter.png |caption=<br />
|image2=BBTag_Chie_HighCounter2.png |caption2=<br />
|name=High Counter<br />
|input=5A+D (Air OK)<br />
|data=<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground Catch}}<br />
{{#lst:BBTag/Chie Satonaka/Data|AD}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground Attack}}<br />
{{#lst:BBTag/Chie Satonaka/Data|AD Attack}}<br />
{{!}}-<br />
{{AttackVersion|name=Air}}<br />
{{#lst:BBTag/Chie Satonaka/Data|j.AD}}<br />
{{!}}-<br />
{{Description|8|text=* Air version will always have the followup attack come out<br />
* Not air unblockable.<br />
* 11f total startup with jump included<br />
* Sometimes oppnents will fall out of this DP when it hits and may even be able to punish Chie for it. We live in a cruel and unfair world.<br />
}}<br />
}}<br />
<br />
<br />
<br style="clear:both;"/><br />
<br />
==Skills==<br />
<br />
====== <font style="visibility:hidden" size="0">Rampage</font> ======<br />
{{MoveData<br />
|image=BBTag_Chie_Rampage.png |caption=<br />
|image2=BBTag_Chie_SkullCracker.png |caption2=<br />
|image3=BBTag_Chie_DragonKick.png |caption3=<br />
|input=236A (Air OK)<br />
|name=Rampage<br />
|data=<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground|subtitle=236A}}<br />
{{#lst:BBTag/Chie Satonaka/Data|236A}}<br />
{{!}}-<br />
{{AttackVersion|name=Air|subtitle=j.236A}}<br />
{{#lst:BBTag/Chie Satonaka/Data|j.236A}}<br />
{{!}}-<br />
{{Description|8|text=* Only the first move can be performed in the air.<br />
}}<br />
{{!}}-<br />
{{AttackVersion|name=Skull Cracker |subtitle=236A > A/B/C}}<br />
{{#lst:BBTag/Chie Satonaka/Data|236A X}}<br />
{{!}}-<br />
{{Description|8|text=Overhead, automatic second hit followup<br />
<br />
}}<br />
{{!}}-<br />
{{AttackVersion|name=Dragon Kick |subtitle=236A > A/B/C > A/B/C}}<br />
{{#lst:BBTag/Chie Satonaka/Data|236B}}<br />
{{!}}-<br />
{{Description|8|text=* Not air unblockable anymore<br />
* Total of 4058 Damage.<br />
<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Dragon Kick</font> ======<br />
{{MoveData<br />
|image=BBTag_Chie_DragonKick.png |caption=<br />
|input=236B (Air OK)<br />
|name=Dragon Kick<br />
|data=<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground}}<br />
{{#lst:BBTag/Chie Satonaka/Data|236B}}<br />
{{!}}-<br />
{{AttackVersion|name=Air}}<br />
{{#lst:BBTag/Chie Satonaka/Data|j.236B}}<br />
{{!}}-<br />
{{Description|8|text=* This is the stand alone version of Dragon Kick without having to do Rampage and Skull Cracker.<br />
* Shoots you at a 45 degree angle in the air<br />
* Under certain circumstances Chie can combo off this move without an assist<br />
* Always gives a hard knockdown<br />
* Does a decent amount of damage<br />
<br />
This move can be used in combos and can be a good cross up tool depending on the assist covering it. You can also combo off this move without an assist depending on the angle the kick connects or if it counter hits. Generally, you don't want to risk using this move as an anti-air because you can easily get blocked, hit out of it or just straight up miss completely. But eh, you're a Chie player and this move is the most "Chie" move on God's green earth, so I say let it rip and kick for the stars! (Please note that I will not be held accountable for any lost matches, dropped sets or crushed self-esteems)<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Herculean Strike</font> ======<br />
{{MoveData<br />
|image=BBTag_Chie_HerculeanStrike.png |caption=<br />
|input=214A/B<br />
|name=Herculean Strike<br />
|data=<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=A}}<br />
{{#lst:BBTag/Chie Satonaka/Data|214A}}<br />
{{!}}-<br />
{{Description|8|text=* Good ground combo ender<br />
<br />
}}<br />
{{!}}-<br />
{{AttackVersion|name=B}}<br />
{{#lst:BBTag/Chie Satonaka/Data|214B}}<br />
{{!}}-<br />
{{Description|8|text=* Blows back and gives a small wall bounce, wall splats in the corner<br />
* Can be canceled into Dragon Kick<br />
* The B version travels 90% of the screen and can be used as a long range whiff punish in some situations. <br />
* On neutral hit you can covert into a combo with a Partner attack using the wall bounce or a microdash 5B<br />
}}<br />
}}<br />
<br />
<br style="clear:both;"/><br />
<br />
==Extra Skills==<br />
====== <font style="visibility:hidden" size="0">EX Dragon Kick</font> ======<br />
{{MoveData<br />
|image=BBTag_Chie_DragonKick.png |caption= EX Flying Lesbian<br />
|input=236C (Air OK)<br />
|name=EX Dragon Kick<br />
|data=<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground}}<br />
{{#lst:BBTag/Chie Satonaka/Data|236C}}<br />
{{!}}-<br />
{{AttackVersion|name=Air}}<br />
{{#lst:BBTag/Chie Satonaka/Data|j.236C}}<br />
{{!}}-<br />
{{Description|8|text=* Has potential uses in some combos. <br />
* Chie does a short run during the grounded version of this move, making the startup time longer.<br />
* The air version has less startup than the grounded version<br />
* Goes a further distance than standard Dragon Kick<br />
* Does a lotta of damage<br />
<br />
Pretty much same deal as the standard Dragon Kick but does more damage and travels a further distance. Though the longer startup on the grounded version of the move makes it a bit harder to use in combos reliably. Just to stress the point again that this move does a LOT of damage, but put away the flex tape because it's a rarity that this move will ever land in an actual match.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">EX Herculean Strike</font> ======<br />
{{MoveData<br />
|image=BBTag_Chie_HerculeanStrike.png |caption=<br />
|input=214C<br />
|name=EX Herculean Strike<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lst:BBTag/Chie Satonaka/Data|214C}}<br />
{{!}}-<br />
{{Description|7|text=* Wall bounces midscreen, Wall splats in the corner<br />
* Plus on block<br />
* Can be canceled into Dragon Kick<br />
<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_Chie_HerculeanStrike.png |caption=<br />
|image2=BBTag_Chie_5AAAA.png |caption2=<br />
|name=5P<br />
|input=Herculean Strike<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lst:BBTag/Chie Satonaka/Data|5P}}<br />
{{!}}-<br />
{{Description|7|text=* Followup Black Spot wall bounces<br />
* Followup Black Spot Hit only comes out on hit<br />
<br />
As far as 5p's go, this one is average at best, though the follow up that occurs on hit does make the move slightly easier to combo from. <br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">6P</font> ======<br />
{{MoveData<br />
|image=BBTag_Chie_DragonKick.png |caption=<br />
|name=6P <br />
|input=Dragon Kick<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lst:BBTag/Chie Satonaka/Data|6P }}<br />
{{!}}-<br />
{{Description|7|text=* Wall bounces, allowing you to pick it up with a combo<br />
* Great to use for active switch crossups<br />
<br />
This move is the same as Dragon Kick, so it will more often than not land on the other side of the opponent setting up sandwich situations. Just be cautious that there is a fair bit of startup time to this assist, so she is very susceptible to being hit. <br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">4P</font> ======<br />
{{MoveData<br />
|image=BBTag_Chie_5DD.png |caption=<br />
|name=4P <br />
|input=P4A 2D<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lst:BBTag/Chie Satonaka/Data|4P }}<br />
{{!}}-<br />
{{Description|7|text=* Solid assist for close range pressure resets. <br />
<br />
}}<br />
}}<br />
<br />
<br style="clear:both;"/><br />
<br />
==Distortion Skills==<br />
<br />
====== <font style="visibility:hidden" size="0">God's Hand</font> ======<br />
{{MoveData<br />
|image=BBTag_Chie_GodsHand.png |caption=The original Navy Pressure<br />
|input=236B+C<br />
|name=God's Hand<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lst:BBTag/Chie Satonaka/Data|236BC}}<br />
{{!}}-<br />
{{Description|7|text=* Doing God's Hand in Resonance Blaze or Cross Combo will make the SB version come out<br />
<br />
No longer an overhead.<br />
<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Power Charge</font> ======<br />
{{MoveData<br />
|image=BBTag_Chie_PowerCharge.png |caption= Congratulations, you're dead<br />
|input=214B+C<br />
|name=Power Charge<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lst:BBTag/Chie Satonaka/Data|214BC}}<br />
{{!}}-<br />
{{Description|7|text=* Pressing B+C will result in A Power Charge: one level and short recovery.<br />
* Holding B+C will result in B Power Charge: two levels and long recovery.<br />
* Holding B+C during Resonance Blaze or Cross Combo will result in SB Power Charge: three levels and very long recovery.<br />
<br />
Chie gets crazy damage from power charge level 3 cross combos, be sure to learn them with your team as they are super important! <br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Agneyastra</font> ======<br />
{{MoveData<br />
|image=BBTag_Chie_Agneyastra.png |caption= Hippity hop you'd better block<br />
|input=j.236B+C or j.214B+C<br />
|name=Agneyastra<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lst:BBTag/Chie Satonaka/Data|j.236BC}}<br />
{{!}}-<br />
{{Description|7|text=* j.214B+C results in C Agneyastra: Meteors go half screen<br />
* j.236B+c results in D Agneyastra: Meteors go full screen<br />
* Maximum number of hits is 8.<br />
Nice for corner pressure<br />
<br />
As of 2.0 you cannot punish agneyastra on reaction to super flash so you can just throw it out safely unless they preemptively predict it. <br />
}}<br />
}}<br />
<br />
<br style="clear:both;"/><br />
<br />
==Distortion Skill Duo==<br />
{{MoveData<br />
|image=BBTag_Chie_GodsHand.png |caption=<br />
|input=P during Main Character's Distortion Skill <br />
|name=God's Hand<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lst:BBTag/Chie Satonaka/Data|Distortion Skill Duo}}<br />
{{!}}-<br />
{{Description|7|text=* 2 fists come raining down instead of just one<br />
<br />
Through years of deep meditation and intense training, Chie devised the groundbreaking strategy of hitting the opponent twice with a big fist. That's like double the usual amount of fists! <br />
}}<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Astral Heat==<br />
{{MoveData<br />
|image=BBTag_Chie_GalacticPunt.png |caption=Trial of the Dragon<br />
|image2=BBTag_Chie_GalacticPunt2.png |caption2="Be water, my friend."<br />
|input=222B+C<br />
|name=Galactic Punt<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lst:BBTag/Chie Satonaka/Data|222BC}}<br />
{{!}}-<br />
{{Description|7|text=* Doesn't directly combo from grab.<br />
* Can combo into it after 5bb or Skull Cracker<br />
<br />
This astral is surprisingly limited in terms of what can combo into it. Skull Cracker (236aa) and 5bb are your most consistent options.<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 />
{{#lst:BBTag/Chie Satonaka/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[BBTag/Chie Satonaka/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:Chie Satonaka]]</div>73.184.163.146https://www.dustloop.com/wiki/index.php?title=BBTag/Chie_Satonaka&diff=151274BBTag/Chie Satonaka2020-04-20T13:25:53Z<p>73.184.163.146: /* Agneyastra */</p>
<hr />
<div>{| class="wikitable" style="float:right; margin-left: 10px; width:400px"<br />
|-<br />
!Chie Satonaka<br />
|-<br />
||<br />
[[File:BBTag_Chie_Portrait.png|350x500px|center]]<br />
|-<br />
||<br />
{{#lst:BBTag/Chie Satonaka/Data|SystemData}}<br />
;Movement Options<br />
* Double Jump, 1 Airdash, Dash Type: Run<br />
<br />
;Playstyle<br />
:Aggressive, Mixup, Speedy<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 />
''"Have a taste of our combination attack!"''<br />
<br />
===Backstory===<br />
Chie Satonaka is a member of the Investigation Team solving the series of homicidal cases occurring at Inaba, Japan. She is a second-year student in Yasogami High School who has had a long-lasting and deep friendship with Yukiko Amagi ever since they've been classmates. Chie's energetic and motivated personality only compliment her adoration of martial arts, which she displays in her fighting style.<br />
<br />
===Playstyle===<br />
<br />
Chie is close range, mix-up oriented character that is able to keep her offensive pressure going through a good use of multi-hit normals, jump cancels, and a fast overhead. Chie uses her persona to help fill some of the gaps in her gameplan, giving her longer range attacks.<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 />
*Great damage potential without meter.<br />
*Stupid high damage potential with meter<br />
*Good corner game.<br />
| style="width: 50%;"|<br />
*Getting in range to actually execute on that damage potential can be hard.<br />
*Very reliant on assists and meter to use her full potential.<br />
|-<br />
|}<br />
<br />
====Persona: Tomoe====<br />
{{#lst:BBTag/Chie Satonaka/Data|Links}}<br />
<br style="clear:both;"/><br />
<br />
==Normal Moves==<br />
<br />
====== <font style="visibility:hidden" size="0">4A</font> ======<br />
{{MoveData<br />
|image=BBTag_Chie_4A.png |caption=<br />
|image2=BBTag_Chie_4AA.png |caption2=<br />
|image3=BBTag_Chie_4AAA.png |caption3=<br />
|image4=BBTag_Chie_4AAAA.png |caption4=<br />
|name=4A<br />
|data=<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=4A}}<br />
{{#lst:BBTag/Chie Satonaka/Data|4A}}<br />
{{!}}-<br />
{{Description|8|text=* Jump cancellable <br />
}}<br />
{{!}}-<br />
{{AttackVersion|name=4AA}}<br />
{{#lst:BBTag/Chie Satonaka/Data|4AA}}<br />
{{!}}-<br />
{{Description|8|text=Hits six times and can be canceled at anytime into a jump, Crash overhead, special, or 4AAA. <br />
}}<br />
{{!}}-<br />
{{AttackVersion|name=4AAA}}<br />
{{#lst:BBTag/Chie Satonaka/Data|4AAA}}<br />
{{!}}-<br />
{{Description|8|text=* Jump cancellable on second hit only<br />
}}<br />
{{!}}-<br />
{{AttackVersion|name=4AAAA}}<br />
{{#lst:BBTag/Chie Satonaka/Data|4AAAA}}<br />
{{!}}-<br />
{{Description|8|text=* It's safe on block<br />
<br />
Woops, you must have mashed A too hard and got this move instead of doing literally anything else. Seriously though, this move is just a formality, don't use it on hit or on block, you have much better options<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5A</font> ======<br />
{{MoveData<br />
|image=BBTag_Chie_5A.png |caption=<br />
|image2=BBTag_Chie_5AA.png |caption2=<br />
|image3=BBTag_Chie_5AAA.png |caption3=<br />
|image4=BBTag_Chie_5AAAA.png |caption4=<br />
|name=5A<br />
|data=<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=5A}}<br />
{{#lst:BBTag/Chie Satonaka/Data|5A}}<br />
{{!}}-<br />
{{Description|8|text=* Jump cancellable.<br />
}}<br />
{{!}}-<br />
{{AttackVersion|name=5AA}}<br />
{{#lst:BBTag/Chie Satonaka/Data|5AA}}<br />
{{!}}-<br />
{{Description|8|text=* The Second hit vacuums, pulling the opponent closer<br />
* Either hit can be jump cancelled, allowing for crossups in the corner in addition to other setups. <br />
}}<br />
{{!}}-<br />
{{AttackVersion|name=5AAA}}<br />
{{#lst:BBTag/Chie Satonaka/Data|5AAA}}<br />
{{!}}-<br />
{{Description|8|text=* The move won't true blockstring with 5AA<br />
}}<br />
{{!}}-<br />
{{AttackVersion|name=5AAAA}}<br />
{{#lst:BBTag/Chie Satonaka/Data|5AAAA}}<br />
{{!}}-<br />
{{Description|8|text=Same ender as 4AAAA, though the other hits are different.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5B</font> ======<br />
{{MoveData<br />
|image=BBTag_Chie_5B.png |caption=<br />
|image2=BBTag_Chie_5BB.png |caption2=<br />
|name=5B<br />
|data=<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=5B}}<br />
{{#lst:BBTag/Chie Satonaka/Data|5B}}<br />
{{!}}-<br />
{{Description|8|text=* Go to poke<br />
* Dash Cancelable<br />
<br />
Chie's longest reaching ground poke. Like most ground pokes, it loses to jumping so be careful. Aim to use this when your opponent is playing more grounded or is landing from a jump. Tomoe can be hit out of the startup of the move so try not to use it specifically to outspace another opponent. Aim to stop a poke or an opponent from jumping, retreating or trying to throw something out instead. <br />
}}<br />
{{!}}-<br />
{{AttackVersion|name=5BB}}<br />
{{#lst:BBTag/Chie Satonaka/Data|5BB}}<br />
{{!}}-<br />
{{Description|8|text=* Good for combos<br />
* Isn't a true blockstring<br />
* Total of 2944 Damage.<br />
<br />
5BB is an important combo piece for Chie that can allow her to combo into B Herculean Strike when the conditions are met. For more details on 5BB > 214B/C, you can read more in the Combo Theory section of her Combo page. The second hit of 5BB isn't a true blockstring which means it can be used as a frame trap, it also means everyone can reversal action out of it if timed correctly. However, this move not being a true blockstring allows for mixups during sandwich situations, if you active switch just before the second B lands. <br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5C</font> ======<br />
{{MoveData<br />
|image=BBTag_Chie_5C.png |caption=<br />
|name=5C<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lst:BBTag/Chie Satonaka/Data|5C}}<br />
{{!}}-<br />
{{Description|7|text=Standard overhead. It's fast but punishable on block. <br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2A</font> ======<br />
{{MoveData<br />
|image=BBTag_Chie_2A.png |caption=<br />
|name=2A<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lst:BBTag/Chie Satonaka/Data|2A}}<br />
{{!}}-<br />
{{Description|7|text=* Can low profile some standing pokes<br />
* Can be chained into 4A and 5A up to 2 times<br />
* Can chain into itself <br />
<br />
Probably Chie's best close range normal. It's fast, hits low, has a fair amount of range, it's good for stagger pressure and yes, it's great at low profiling. All this and it's only 1 frame slower than 4A!<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2B</font> ======<br />
{{MoveData<br />
|image=BBTag_Chie_2B.png |caption=<br />
|name=2B<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lst:BBTag/Chie Satonaka/Data|2B}}<br />
{{!}}-<br />
{{Description|7|text=* Good Anti-Air<br />
* Moves Chie forward<br />
* Can be jump canceled, even on block!<br />
<br />
Can be a bit tricky to use initially if you aren't accustomed to Chie moving forward when the move is used, but it has a shockingly large horizontal hitbox, which makes up for the forward movement. It's also very fast especially given how good the horizontal and vertical range is. Make sure you're putting this move to good use and aren't letting people jump in on you for free <br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2C</font> ======<br />
{{MoveData<br />
|image=BBTag_Chie_2C.png |caption=<br />
|name=2C<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lst:BBTag/Chie Satonaka/Data|2C}}<br />
{{!}}-<br />
{{Description|7|text=* Jump cancelable <br />
<br />
That's right boys, we can jump cancel our 2C on hit AND on block! You better cherish this because it's one of the few privileges that Chie gets to enjoy; it's all downhill from here.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.A</font> ======<br />
{{MoveData<br />
|image=BBTag_Chie_jA.png |caption=<br />
|image2=BBTag_Chie_jAA.png |caption2=<br />
|name=j.A<br />
|data=<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=j.A}}<br />
{{#lst:BBTag/Chie Satonaka/Data|j.A}}<br />
{{!}}-<br />
{{Description|8|text=* Good air to air normal<br />
<br />
Chie's j.A has a good horizontal hitbox, making jump up j.A a very nice way to catch air approaches. You'll mostly want to use this in situations where the opponent does not have to commit to pushing a button when they're approaching you from the air. In these situations, jump up j.A is less risky to throw out compared to risking whiffing an Anti-Air due to the opponent using additional air options or other things. <br />
}}<br />
{{!}}-<br />
{{AttackVersion|name=j.AA}}<br />
{{#lst:BBTag/Chie Satonaka/Data|j.AA}}<br />
{{!}}-<br />
{{Description|8|text=Mostly used in combos and pressure to confirm the opponent got hit or is blocking. <br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.B</font> ======<br />
{{MoveData<br />
|image=BBTag_Chie_jB.png |caption=<br />
|name=j.B<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lst:BBTag/Chie Satonaka/Data|j.B}}<br />
{{!}}-<br />
{{Description|7|text=* Good for jump ins and whiff punishing<br />
* Good defensive normal<br />
* On Air Counter Hit, it has a large amount of untech time. <br />
* Reverse beats into j.A <br />
* Can be used as an instant overhead on Tager and Hakumen.<br />
<br />
Tomoe swings downward. You can probably already tell that it has good vertical reach but it actually also has decent reach in front of Chie as well. It's a good normal to use for jump ins because of it's long vertical reach. Because you can reverse beat into j.A, it's usual ideal to do j.B > j.A so that you have enough hitstun or blockstun to land and either continue the combo if the opponent got hit or start a blockstring if they blocked. The long vertical reach also comes in handy for when you whiff punish ground pokes by jumping over them. <br />
<br />
It's also a good normal to use defensively as you're falling to the ground while an opponent is approaching you, especially since on Counter Hit, j.B has a good amount of untech time to pick it up with a combo. Keep in mind that Tomoe has a hurtbox as it's coming out so don't try to use this defensively against normals that outspace it. <br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.C</font> ======<br />
{{MoveData<br />
|image=BBTag_Chie_jC.png |caption=<br />
|name=j.C<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lst:BBTag/Chie Satonaka/Data|j.C}}<br />
{{!}}-<br />
{{Description|7|text=* A good option for ending air combos<br />
* Gives hard knockdown<br />
<br />
Mostly used to end air combos. If you're in the corner, you'll want to neutral jump or jump back a bit before doing the part of the air combo that ends with it to avoid allowing the opponent to forward tech out of the corner. <br />
}}<br />
}}<br />
<br />
<br style="clear:both;"/><br />
<br />
==Universal Mechanics==<br />
====== <font style="visibility:hidden" size="0">Ground Throw</font> ======<br />
{{MoveData<br />
|image=BBTag_Chie_GroundThrow.png |caption= C'mere<br />
|name=Ground Throw<br />
|input=5B+C<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lst:BBTag/Chie Satonaka/Data|BC}}<br />
{{!}}-<br />
{{Description|7|text=* Can convert it into a combo by linking 2A > 5b<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">High Counter</font> ======<br />
{{MoveData<br />
|image=BBTag_Chie_HighCounter.png |caption=<br />
|image2=BBTag_Chie_HighCounter2.png |caption2=<br />
|name=High Counter<br />
|input=5A+D (Air OK)<br />
|data=<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground Catch}}<br />
{{#lst:BBTag/Chie Satonaka/Data|AD}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground Attack}}<br />
{{#lst:BBTag/Chie Satonaka/Data|AD Attack}}<br />
{{!}}-<br />
{{AttackVersion|name=Air}}<br />
{{#lst:BBTag/Chie Satonaka/Data|j.AD}}<br />
{{!}}-<br />
{{Description|8|text=* Air version will always have the followup attack come out<br />
* Not air unblockable.<br />
* 11f total startup with jump included<br />
* Sometimes oppnents will fall out of this DP when it hits and may even be able to punish Chie for it. We live in a cruel and unfair world.<br />
}}<br />
}}<br />
<br />
<br />
<br style="clear:both;"/><br />
<br />
==Skills==<br />
<br />
====== <font style="visibility:hidden" size="0">Rampage</font> ======<br />
{{MoveData<br />
|image=BBTag_Chie_Rampage.png |caption=<br />
|image2=BBTag_Chie_SkullCracker.png |caption2=<br />
|image3=BBTag_Chie_DragonKick.png |caption3=<br />
|input=236A (Air OK)<br />
|name=Rampage<br />
|data=<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground|subtitle=236A}}<br />
{{#lst:BBTag/Chie Satonaka/Data|236A}}<br />
{{!}}-<br />
{{AttackVersion|name=Air|subtitle=j.236A}}<br />
{{#lst:BBTag/Chie Satonaka/Data|j.236A}}<br />
{{!}}-<br />
{{Description|8|text=* Only the first move can be performed in the air.<br />
}}<br />
{{!}}-<br />
{{AttackVersion|name=Skull Cracker |subtitle=236A > A/B/C}}<br />
{{#lst:BBTag/Chie Satonaka/Data|236A X}}<br />
{{!}}-<br />
{{Description|8|text=Overhead, automatic second hit followup<br />
<br />
}}<br />
{{!}}-<br />
{{AttackVersion|name=Dragon Kick |subtitle=236A > A/B/C > A/B/C}}<br />
{{#lst:BBTag/Chie Satonaka/Data|236B}}<br />
{{!}}-<br />
{{Description|8|text=* Not air unblockable anymore<br />
* Total of 4058 Damage.<br />
<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Dragon Kick</font> ======<br />
{{MoveData<br />
|image=BBTag_Chie_DragonKick.png |caption=<br />
|input=236B (Air OK)<br />
|name=Dragon Kick<br />
|data=<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground}}<br />
{{#lst:BBTag/Chie Satonaka/Data|236B}}<br />
{{!}}-<br />
{{AttackVersion|name=Air}}<br />
{{#lst:BBTag/Chie Satonaka/Data|j.236B}}<br />
{{!}}-<br />
{{Description|8|text=* This is the stand alone version of Dragon Kick without having to do Rampage and Skull Cracker.<br />
* Shoots you at a 45 degree angle in the air<br />
* Under certain circumstances Chie can combo off this move without an assist<br />
* Always gives a hard knockdown<br />
* Does a decent amount of damage<br />
<br />
This move can be used in combos and can be a good cross up tool depending on the assist covering it. You can also combo off this move without an assist depending on the angle the kick connects or if it counter hits. Generally, you don't want to risk using this move as an anti-air because you can easily get blocked, hit out of it or just straight up miss completely. But eh, you're a Chie player and this move is the most "Chie" move on God's green earth, so I say let it rip and kick for the stars! (Please note that I will not be held accountable for any lost matches, dropped sets or crushed self-esteems)<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Herculean Strike</font> ======<br />
{{MoveData<br />
|image=BBTag_Chie_HerculeanStrike.png |caption=<br />
|input=214A/B<br />
|name=Herculean Strike<br />
|data=<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=A}}<br />
{{#lst:BBTag/Chie Satonaka/Data|214A}}<br />
{{!}}-<br />
{{Description|8|text=* Good ground combo ender<br />
<br />
}}<br />
{{!}}-<br />
{{AttackVersion|name=B}}<br />
{{#lst:BBTag/Chie Satonaka/Data|214B}}<br />
{{!}}-<br />
{{Description|8|text=* Blows back and gives a small wall bounce, wall splats in the corner<br />
* Can be canceled into Dragon Kick<br />
* The B version travels 90% of the screen and can be used as a long range whiff punish in some situations. <br />
* On neutral hit you can covert into a combo with a Partner attack using the wall bounce or a microdash 5B<br />
}}<br />
}}<br />
<br />
<br style="clear:both;"/><br />
<br />
==Extra Skills==<br />
====== <font style="visibility:hidden" size="0">EX Dragon Kick</font> ======<br />
{{MoveData<br />
|image=BBTag_Chie_DragonKick.png |caption= EX Flying Lesbian<br />
|input=236C (Air OK)<br />
|name=EX Dragon Kick<br />
|data=<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground}}<br />
{{#lst:BBTag/Chie Satonaka/Data|236C}}<br />
{{!}}-<br />
{{AttackVersion|name=Air}}<br />
{{#lst:BBTag/Chie Satonaka/Data|j.236C}}<br />
{{!}}-<br />
{{Description|8|text=* Has potential uses in some combos. <br />
* Chie does a short run during the grounded version of this move, making the startup time longer.<br />
* The air version has less startup than the grounded version<br />
* Goes a further distance than standard Dragon Kick<br />
* Does a lotta of damage<br />
<br />
Pretty much same deal as the standard Dragon Kick but does more damage and travels a further distance. Though the longer startup on the grounded version of the move makes it a bit harder to use in combos reliably. Just to stress the point again that this move does a LOT of damage, but put away the flex tape because it's a rarity that this move will ever land in an actual match.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">EX Herculean Strike</font> ======<br />
{{MoveData<br />
|image=BBTag_Chie_HerculeanStrike.png |caption=<br />
|input=214C<br />
|name=EX Herculean Strike<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lst:BBTag/Chie Satonaka/Data|214C}}<br />
{{!}}-<br />
{{Description|7|text=* Wall bounces midscreen, Wall splats in the corner<br />
* Plus on block<br />
* Can be canceled into Dragon Kick<br />
<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_Chie_HerculeanStrike.png |caption=<br />
|image2=BBTag_Chie_5AAAA.png |caption2=<br />
|name=5P<br />
|input=Herculean Strike<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lst:BBTag/Chie Satonaka/Data|5P}}<br />
{{!}}-<br />
{{Description|7|text=* Followup Black Spot wall bounces<br />
* Followup Black Spot Hit only comes out on hit<br />
<br />
As far as 5p's go, this one is average at best, though the follow up that occurs on hit does make the move slightly easier to combo from. <br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">6P</font> ======<br />
{{MoveData<br />
|image=BBTag_Chie_DragonKick.png |caption=<br />
|name=6P <br />
|input=Dragon Kick<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lst:BBTag/Chie Satonaka/Data|6P }}<br />
{{!}}-<br />
{{Description|7|text=* Wall bounces, allowing you to pick it up with a combo<br />
* Great to use for active switch crossups<br />
<br />
This move is the same as Dragon Kick, so it will more often than not land on the other side of the opponent setting up sandwich situations. Just be cautious that there is a fair bit of startup time to this assist, so she is very susceptible to being hit. <br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">4P</font> ======<br />
{{MoveData<br />
|image=BBTag_Chie_5DD.png |caption=<br />
|name=4P <br />
|input=P4A 2D<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lst:BBTag/Chie Satonaka/Data|4P }}<br />
{{!}}-<br />
{{Description|7|text=* Solid assist for close range pressure resets. <br />
<br />
}}<br />
}}<br />
<br />
<br style="clear:both;"/><br />
<br />
==Distortion Skills==<br />
<br />
====== <font style="visibility:hidden" size="0">God's Hand</font> ======<br />
{{MoveData<br />
|image=BBTag_Chie_GodsHand.png |caption=The original Navy Pressure<br />
|input=236B+C<br />
|name=God's Hand<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lst:BBTag/Chie Satonaka/Data|236BC}}<br />
{{!}}-<br />
{{Description|7|text=* Doing God's Hand in Resonance Blaze or Cross Combo will make the SB version come out<br />
<br />
No longer an overhead.<br />
<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Power Charge</font> ======<br />
{{MoveData<br />
|image=BBTag_Chie_PowerCharge.png |caption= Congratulations, you're dead<br />
|input=214B+C<br />
|name=Power Charge<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lst:BBTag/Chie Satonaka/Data|214BC}}<br />
{{!}}-<br />
{{Description|7|text=* Pressing B+C will result in A Power Charge: one level and short recovery.<br />
* Holding B+C will result in B Power Charge: two levels and long recovery.<br />
* Holding B+C during Resonance Blaze or Cross Combo will result in SB Power Charge: three levels and very long recovery.<br />
<br />
Chie gets crazy damage from power charge level 3 cross combos, be sure to learn them with your team as they are super important! <br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Agneyastra</font> ======<br />
{{MoveData<br />
|image=BBTag_Chie_Agneyastra.png |caption=<br />
|input=j.236B+C or j.214B+C<br />
|name=Agneyastra<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lst:BBTag/Chie Satonaka/Data|j.236BC}}<br />
{{!}}-<br />
{{Description|7|text=* j.214B+C results in C Agneyastra: Meteors go half screen<br />
* j.236B+c results in D Agneyastra: Meteors go full screen<br />
* Maximum number of hits is 8.<br />
Nice for corner pressure<br />
<br />
As of 2.0 you cannot punish agneyastra on reaction to super flash so you can just throw it out safely unless they preemptively predict it. <br />
}}<br />
}}<br />
<br />
<br style="clear:both;"/><br />
<br />
==Distortion Skill Duo==<br />
{{MoveData<br />
|image=BBTag_Chie_GodsHand.png |caption=<br />
|input=P during Main Character's Distortion Skill <br />
|name=God's Hand<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lst:BBTag/Chie Satonaka/Data|Distortion Skill Duo}}<br />
{{!}}-<br />
{{Description|7|text=* 2 fists come raining down instead of just one<br />
<br />
Through years of deep meditation and intense training, Chie devised the groundbreaking strategy of hitting the opponent twice with a big fist. That's like double the usual amount of fists! <br />
}}<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Astral Heat==<br />
{{MoveData<br />
|image=BBTag_Chie_GalacticPunt.png |caption=Trial of the Dragon<br />
|image2=BBTag_Chie_GalacticPunt2.png |caption2="Be water, my friend."<br />
|input=222B+C<br />
|name=Galactic Punt<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lst:BBTag/Chie Satonaka/Data|222BC}}<br />
{{!}}-<br />
{{Description|7|text=* Doesn't directly combo from grab.<br />
* Can combo into it after 5bb or Skull Cracker<br />
<br />
This astral is surprisingly limited in terms of what can combo into it. Skull Cracker (236aa) and 5bb are your most consistent options.<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 />
{{#lst:BBTag/Chie Satonaka/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[BBTag/Chie Satonaka/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:Chie Satonaka]]</div>73.184.163.146https://www.dustloop.com/wiki/index.php?title=BBTag/Chie_Satonaka&diff=151273BBTag/Chie Satonaka2020-04-20T13:23:19Z<p>73.184.163.146: /* 2B */</p>
<hr />
<div>{| class="wikitable" style="float:right; margin-left: 10px; width:400px"<br />
|-<br />
!Chie Satonaka<br />
|-<br />
||<br />
[[File:BBTag_Chie_Portrait.png|350x500px|center]]<br />
|-<br />
||<br />
{{#lst:BBTag/Chie Satonaka/Data|SystemData}}<br />
;Movement Options<br />
* Double Jump, 1 Airdash, Dash Type: Run<br />
<br />
;Playstyle<br />
:Aggressive, Mixup, Speedy<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 />
''"Have a taste of our combination attack!"''<br />
<br />
===Backstory===<br />
Chie Satonaka is a member of the Investigation Team solving the series of homicidal cases occurring at Inaba, Japan. She is a second-year student in Yasogami High School who has had a long-lasting and deep friendship with Yukiko Amagi ever since they've been classmates. Chie's energetic and motivated personality only compliment her adoration of martial arts, which she displays in her fighting style.<br />
<br />
===Playstyle===<br />
<br />
Chie is close range, mix-up oriented character that is able to keep her offensive pressure going through a good use of multi-hit normals, jump cancels, and a fast overhead. Chie uses her persona to help fill some of the gaps in her gameplan, giving her longer range attacks.<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 />
*Great damage potential without meter.<br />
*Stupid high damage potential with meter<br />
*Good corner game.<br />
| style="width: 50%;"|<br />
*Getting in range to actually execute on that damage potential can be hard.<br />
*Very reliant on assists and meter to use her full potential.<br />
|-<br />
|}<br />
<br />
====Persona: Tomoe====<br />
{{#lst:BBTag/Chie Satonaka/Data|Links}}<br />
<br style="clear:both;"/><br />
<br />
==Normal Moves==<br />
<br />
====== <font style="visibility:hidden" size="0">4A</font> ======<br />
{{MoveData<br />
|image=BBTag_Chie_4A.png |caption=<br />
|image2=BBTag_Chie_4AA.png |caption2=<br />
|image3=BBTag_Chie_4AAA.png |caption3=<br />
|image4=BBTag_Chie_4AAAA.png |caption4=<br />
|name=4A<br />
|data=<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=4A}}<br />
{{#lst:BBTag/Chie Satonaka/Data|4A}}<br />
{{!}}-<br />
{{Description|8|text=* Jump cancellable <br />
}}<br />
{{!}}-<br />
{{AttackVersion|name=4AA}}<br />
{{#lst:BBTag/Chie Satonaka/Data|4AA}}<br />
{{!}}-<br />
{{Description|8|text=Hits six times and can be canceled at anytime into a jump, Crash overhead, special, or 4AAA. <br />
}}<br />
{{!}}-<br />
{{AttackVersion|name=4AAA}}<br />
{{#lst:BBTag/Chie Satonaka/Data|4AAA}}<br />
{{!}}-<br />
{{Description|8|text=* Jump cancellable on second hit only<br />
}}<br />
{{!}}-<br />
{{AttackVersion|name=4AAAA}}<br />
{{#lst:BBTag/Chie Satonaka/Data|4AAAA}}<br />
{{!}}-<br />
{{Description|8|text=* It's safe on block<br />
<br />
Woops, you must have mashed A too hard and got this move instead of doing literally anything else. Seriously though, this move is just a formality, don't use it on hit or on block, you have much better options<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5A</font> ======<br />
{{MoveData<br />
|image=BBTag_Chie_5A.png |caption=<br />
|image2=BBTag_Chie_5AA.png |caption2=<br />
|image3=BBTag_Chie_5AAA.png |caption3=<br />
|image4=BBTag_Chie_5AAAA.png |caption4=<br />
|name=5A<br />
|data=<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=5A}}<br />
{{#lst:BBTag/Chie Satonaka/Data|5A}}<br />
{{!}}-<br />
{{Description|8|text=* Jump cancellable.<br />
}}<br />
{{!}}-<br />
{{AttackVersion|name=5AA}}<br />
{{#lst:BBTag/Chie Satonaka/Data|5AA}}<br />
{{!}}-<br />
{{Description|8|text=* The Second hit vacuums, pulling the opponent closer<br />
* Either hit can be jump cancelled, allowing for crossups in the corner in addition to other setups. <br />
}}<br />
{{!}}-<br />
{{AttackVersion|name=5AAA}}<br />
{{#lst:BBTag/Chie Satonaka/Data|5AAA}}<br />
{{!}}-<br />
{{Description|8|text=* The move won't true blockstring with 5AA<br />
}}<br />
{{!}}-<br />
{{AttackVersion|name=5AAAA}}<br />
{{#lst:BBTag/Chie Satonaka/Data|5AAAA}}<br />
{{!}}-<br />
{{Description|8|text=Same ender as 4AAAA, though the other hits are different.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5B</font> ======<br />
{{MoveData<br />
|image=BBTag_Chie_5B.png |caption=<br />
|image2=BBTag_Chie_5BB.png |caption2=<br />
|name=5B<br />
|data=<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=5B}}<br />
{{#lst:BBTag/Chie Satonaka/Data|5B}}<br />
{{!}}-<br />
{{Description|8|text=* Go to poke<br />
* Dash Cancelable<br />
<br />
Chie's longest reaching ground poke. Like most ground pokes, it loses to jumping so be careful. Aim to use this when your opponent is playing more grounded or is landing from a jump. Tomoe can be hit out of the startup of the move so try not to use it specifically to outspace another opponent. Aim to stop a poke or an opponent from jumping, retreating or trying to throw something out instead. <br />
}}<br />
{{!}}-<br />
{{AttackVersion|name=5BB}}<br />
{{#lst:BBTag/Chie Satonaka/Data|5BB}}<br />
{{!}}-<br />
{{Description|8|text=* Good for combos<br />
* Isn't a true blockstring<br />
* Total of 2944 Damage.<br />
<br />
5BB is an important combo piece for Chie that can allow her to combo into B Herculean Strike when the conditions are met. For more details on 5BB > 214B/C, you can read more in the Combo Theory section of her Combo page. The second hit of 5BB isn't a true blockstring which means it can be used as a frame trap, it also means everyone can reversal action out of it if timed correctly. However, this move not being a true blockstring allows for mixups during sandwich situations, if you active switch just before the second B lands. <br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5C</font> ======<br />
{{MoveData<br />
|image=BBTag_Chie_5C.png |caption=<br />
|name=5C<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lst:BBTag/Chie Satonaka/Data|5C}}<br />
{{!}}-<br />
{{Description|7|text=Standard overhead. It's fast but punishable on block. <br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2A</font> ======<br />
{{MoveData<br />
|image=BBTag_Chie_2A.png |caption=<br />
|name=2A<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lst:BBTag/Chie Satonaka/Data|2A}}<br />
{{!}}-<br />
{{Description|7|text=* Can low profile some standing pokes<br />
* Can be chained into 4A and 5A up to 2 times<br />
* Can chain into itself <br />
<br />
Probably Chie's best close range normal. It's fast, hits low, has a fair amount of range, it's good for stagger pressure and yes, it's great at low profiling. All this and it's only 1 frame slower than 4A!<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2B</font> ======<br />
{{MoveData<br />
|image=BBTag_Chie_2B.png |caption=<br />
|name=2B<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lst:BBTag/Chie Satonaka/Data|2B}}<br />
{{!}}-<br />
{{Description|7|text=* Good Anti-Air<br />
* Moves Chie forward<br />
* Can be jump canceled, even on block!<br />
<br />
Can be a bit tricky to use initially if you aren't accustomed to Chie moving forward when the move is used, but it has a shockingly large horizontal hitbox, which makes up for the forward movement. It's also very fast especially given how good the horizontal and vertical range is. Make sure you're putting this move to good use and aren't letting people jump in on you for free <br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2C</font> ======<br />
{{MoveData<br />
|image=BBTag_Chie_2C.png |caption=<br />
|name=2C<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lst:BBTag/Chie Satonaka/Data|2C}}<br />
{{!}}-<br />
{{Description|7|text=* Jump cancelable <br />
<br />
That's right boys, we can jump cancel our 2C on hit AND on block! You better cherish this because it's one of the few privileges that Chie gets to enjoy; it's all downhill from here.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.A</font> ======<br />
{{MoveData<br />
|image=BBTag_Chie_jA.png |caption=<br />
|image2=BBTag_Chie_jAA.png |caption2=<br />
|name=j.A<br />
|data=<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=j.A}}<br />
{{#lst:BBTag/Chie Satonaka/Data|j.A}}<br />
{{!}}-<br />
{{Description|8|text=* Good air to air normal<br />
<br />
Chie's j.A has a good horizontal hitbox, making jump up j.A a very nice way to catch air approaches. You'll mostly want to use this in situations where the opponent does not have to commit to pushing a button when they're approaching you from the air. In these situations, jump up j.A is less risky to throw out compared to risking whiffing an Anti-Air due to the opponent using additional air options or other things. <br />
}}<br />
{{!}}-<br />
{{AttackVersion|name=j.AA}}<br />
{{#lst:BBTag/Chie Satonaka/Data|j.AA}}<br />
{{!}}-<br />
{{Description|8|text=Mostly used in combos and pressure to confirm the opponent got hit or is blocking. <br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.B</font> ======<br />
{{MoveData<br />
|image=BBTag_Chie_jB.png |caption=<br />
|name=j.B<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lst:BBTag/Chie Satonaka/Data|j.B}}<br />
{{!}}-<br />
{{Description|7|text=* Good for jump ins and whiff punishing<br />
* Good defensive normal<br />
* On Air Counter Hit, it has a large amount of untech time. <br />
* Reverse beats into j.A <br />
* Can be used as an instant overhead on Tager and Hakumen.<br />
<br />
Tomoe swings downward. You can probably already tell that it has good vertical reach but it actually also has decent reach in front of Chie as well. It's a good normal to use for jump ins because of it's long vertical reach. Because you can reverse beat into j.A, it's usual ideal to do j.B > j.A so that you have enough hitstun or blockstun to land and either continue the combo if the opponent got hit or start a blockstring if they blocked. The long vertical reach also comes in handy for when you whiff punish ground pokes by jumping over them. <br />
<br />
It's also a good normal to use defensively as you're falling to the ground while an opponent is approaching you, especially since on Counter Hit, j.B has a good amount of untech time to pick it up with a combo. Keep in mind that Tomoe has a hurtbox as it's coming out so don't try to use this defensively against normals that outspace it. <br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.C</font> ======<br />
{{MoveData<br />
|image=BBTag_Chie_jC.png |caption=<br />
|name=j.C<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lst:BBTag/Chie Satonaka/Data|j.C}}<br />
{{!}}-<br />
{{Description|7|text=* A good option for ending air combos<br />
* Gives hard knockdown<br />
<br />
Mostly used to end air combos. If you're in the corner, you'll want to neutral jump or jump back a bit before doing the part of the air combo that ends with it to avoid allowing the opponent to forward tech out of the corner. <br />
}}<br />
}}<br />
<br />
<br style="clear:both;"/><br />
<br />
==Universal Mechanics==<br />
====== <font style="visibility:hidden" size="0">Ground Throw</font> ======<br />
{{MoveData<br />
|image=BBTag_Chie_GroundThrow.png |caption= C'mere<br />
|name=Ground Throw<br />
|input=5B+C<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lst:BBTag/Chie Satonaka/Data|BC}}<br />
{{!}}-<br />
{{Description|7|text=* Can convert it into a combo by linking 2A > 5b<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">High Counter</font> ======<br />
{{MoveData<br />
|image=BBTag_Chie_HighCounter.png |caption=<br />
|image2=BBTag_Chie_HighCounter2.png |caption2=<br />
|name=High Counter<br />
|input=5A+D (Air OK)<br />
|data=<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground Catch}}<br />
{{#lst:BBTag/Chie Satonaka/Data|AD}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground Attack}}<br />
{{#lst:BBTag/Chie Satonaka/Data|AD Attack}}<br />
{{!}}-<br />
{{AttackVersion|name=Air}}<br />
{{#lst:BBTag/Chie Satonaka/Data|j.AD}}<br />
{{!}}-<br />
{{Description|8|text=* Air version will always have the followup attack come out<br />
* Not air unblockable.<br />
* 11f total startup with jump included<br />
* Sometimes oppnents will fall out of this DP when it hits and may even be able to punish Chie for it. We live in a cruel and unfair world.<br />
}}<br />
}}<br />
<br />
<br />
<br style="clear:both;"/><br />
<br />
==Skills==<br />
<br />
====== <font style="visibility:hidden" size="0">Rampage</font> ======<br />
{{MoveData<br />
|image=BBTag_Chie_Rampage.png |caption=<br />
|image2=BBTag_Chie_SkullCracker.png |caption2=<br />
|image3=BBTag_Chie_DragonKick.png |caption3=<br />
|input=236A (Air OK)<br />
|name=Rampage<br />
|data=<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground|subtitle=236A}}<br />
{{#lst:BBTag/Chie Satonaka/Data|236A}}<br />
{{!}}-<br />
{{AttackVersion|name=Air|subtitle=j.236A}}<br />
{{#lst:BBTag/Chie Satonaka/Data|j.236A}}<br />
{{!}}-<br />
{{Description|8|text=* Only the first move can be performed in the air.<br />
}}<br />
{{!}}-<br />
{{AttackVersion|name=Skull Cracker |subtitle=236A > A/B/C}}<br />
{{#lst:BBTag/Chie Satonaka/Data|236A X}}<br />
{{!}}-<br />
{{Description|8|text=Overhead, automatic second hit followup<br />
<br />
}}<br />
{{!}}-<br />
{{AttackVersion|name=Dragon Kick |subtitle=236A > A/B/C > A/B/C}}<br />
{{#lst:BBTag/Chie Satonaka/Data|236B}}<br />
{{!}}-<br />
{{Description|8|text=* Not air unblockable anymore<br />
* Total of 4058 Damage.<br />
<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Dragon Kick</font> ======<br />
{{MoveData<br />
|image=BBTag_Chie_DragonKick.png |caption=<br />
|input=236B (Air OK)<br />
|name=Dragon Kick<br />
|data=<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground}}<br />
{{#lst:BBTag/Chie Satonaka/Data|236B}}<br />
{{!}}-<br />
{{AttackVersion|name=Air}}<br />
{{#lst:BBTag/Chie Satonaka/Data|j.236B}}<br />
{{!}}-<br />
{{Description|8|text=* This is the stand alone version of Dragon Kick without having to do Rampage and Skull Cracker.<br />
* Shoots you at a 45 degree angle in the air<br />
* Under certain circumstances Chie can combo off this move without an assist<br />
* Always gives a hard knockdown<br />
* Does a decent amount of damage<br />
<br />
This move can be used in combos and can be a good cross up tool depending on the assist covering it. You can also combo off this move without an assist depending on the angle the kick connects or if it counter hits. Generally, you don't want to risk using this move as an anti-air because you can easily get blocked, hit out of it or just straight up miss completely. But eh, you're a Chie player and this move is the most "Chie" move on God's green earth, so I say let it rip and kick for the stars! (Please note that I will not be held accountable for any lost matches, dropped sets or crushed self-esteems)<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Herculean Strike</font> ======<br />
{{MoveData<br />
|image=BBTag_Chie_HerculeanStrike.png |caption=<br />
|input=214A/B<br />
|name=Herculean Strike<br />
|data=<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=A}}<br />
{{#lst:BBTag/Chie Satonaka/Data|214A}}<br />
{{!}}-<br />
{{Description|8|text=* Good ground combo ender<br />
<br />
}}<br />
{{!}}-<br />
{{AttackVersion|name=B}}<br />
{{#lst:BBTag/Chie Satonaka/Data|214B}}<br />
{{!}}-<br />
{{Description|8|text=* Blows back and gives a small wall bounce, wall splats in the corner<br />
* Can be canceled into Dragon Kick<br />
* The B version travels 90% of the screen and can be used as a long range whiff punish in some situations. <br />
* On neutral hit you can covert into a combo with a Partner attack using the wall bounce or a microdash 5B<br />
}}<br />
}}<br />
<br />
<br style="clear:both;"/><br />
<br />
==Extra Skills==<br />
====== <font style="visibility:hidden" size="0">EX Dragon Kick</font> ======<br />
{{MoveData<br />
|image=BBTag_Chie_DragonKick.png |caption= EX Flying Lesbian<br />
|input=236C (Air OK)<br />
|name=EX Dragon Kick<br />
|data=<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground}}<br />
{{#lst:BBTag/Chie Satonaka/Data|236C}}<br />
{{!}}-<br />
{{AttackVersion|name=Air}}<br />
{{#lst:BBTag/Chie Satonaka/Data|j.236C}}<br />
{{!}}-<br />
{{Description|8|text=* Has potential uses in some combos. <br />
* Chie does a short run during the grounded version of this move, making the startup time longer.<br />
* The air version has less startup than the grounded version<br />
* Goes a further distance than standard Dragon Kick<br />
* Does a lotta of damage<br />
<br />
Pretty much same deal as the standard Dragon Kick but does more damage and travels a further distance. Though the longer startup on the grounded version of the move makes it a bit harder to use in combos reliably. Just to stress the point again that this move does a LOT of damage, but put away the flex tape because it's a rarity that this move will ever land in an actual match.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">EX Herculean Strike</font> ======<br />
{{MoveData<br />
|image=BBTag_Chie_HerculeanStrike.png |caption=<br />
|input=214C<br />
|name=EX Herculean Strike<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lst:BBTag/Chie Satonaka/Data|214C}}<br />
{{!}}-<br />
{{Description|7|text=* Wall bounces midscreen, Wall splats in the corner<br />
* Plus on block<br />
* Can be canceled into Dragon Kick<br />
<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_Chie_HerculeanStrike.png |caption=<br />
|image2=BBTag_Chie_5AAAA.png |caption2=<br />
|name=5P<br />
|input=Herculean Strike<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lst:BBTag/Chie Satonaka/Data|5P}}<br />
{{!}}-<br />
{{Description|7|text=* Followup Black Spot wall bounces<br />
* Followup Black Spot Hit only comes out on hit<br />
<br />
As far as 5p's go, this one is average at best, though the follow up that occurs on hit does make the move slightly easier to combo from. <br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">6P</font> ======<br />
{{MoveData<br />
|image=BBTag_Chie_DragonKick.png |caption=<br />
|name=6P <br />
|input=Dragon Kick<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lst:BBTag/Chie Satonaka/Data|6P }}<br />
{{!}}-<br />
{{Description|7|text=* Wall bounces, allowing you to pick it up with a combo<br />
* Great to use for active switch crossups<br />
<br />
This move is the same as Dragon Kick, so it will more often than not land on the other side of the opponent setting up sandwich situations. Just be cautious that there is a fair bit of startup time to this assist, so she is very susceptible to being hit. <br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">4P</font> ======<br />
{{MoveData<br />
|image=BBTag_Chie_5DD.png |caption=<br />
|name=4P <br />
|input=P4A 2D<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lst:BBTag/Chie Satonaka/Data|4P }}<br />
{{!}}-<br />
{{Description|7|text=* Solid assist for close range pressure resets. <br />
<br />
}}<br />
}}<br />
<br />
<br style="clear:both;"/><br />
<br />
==Distortion Skills==<br />
<br />
====== <font style="visibility:hidden" size="0">God's Hand</font> ======<br />
{{MoveData<br />
|image=BBTag_Chie_GodsHand.png |caption=The original Navy Pressure<br />
|input=236B+C<br />
|name=God's Hand<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lst:BBTag/Chie Satonaka/Data|236BC}}<br />
{{!}}-<br />
{{Description|7|text=* Doing God's Hand in Resonance Blaze or Cross Combo will make the SB version come out<br />
<br />
No longer an overhead.<br />
<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Power Charge</font> ======<br />
{{MoveData<br />
|image=BBTag_Chie_PowerCharge.png |caption= Congratulations, you're dead<br />
|input=214B+C<br />
|name=Power Charge<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lst:BBTag/Chie Satonaka/Data|214BC}}<br />
{{!}}-<br />
{{Description|7|text=* Pressing B+C will result in A Power Charge: one level and short recovery.<br />
* Holding B+C will result in B Power Charge: two levels and long recovery.<br />
* Holding B+C during Resonance Blaze or Cross Combo will result in SB Power Charge: three levels and very long recovery.<br />
<br />
Chie gets crazy damage from power charge level 3 cross combos, be sure to learn them with your team as they are super important! <br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Agneyastra</font> ======<br />
{{MoveData<br />
|image=BBTag_Chie_Agneyastra.png |caption=<br />
|input=j.236B+C or j.214B+C<br />
|name=Agneyastra<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lst:BBTag/Chie Satonaka/Data|j.236BC}}<br />
{{!}}-<br />
{{Description|7|text=* j.214B+C results in C Agneyastra: Meteors go half screen<br />
* j.236B+c results in D Agneyastra: Meteors go full screen<br />
* Maximum number of hits is 8.<br />
<br />
As of 2.0 you cannot punish agneyastra on reaction to super flash so you can just throw it out safely unless they preemptively predict it. <br />
}}<br />
}}<br />
<br />
<br style="clear:both;"/><br />
<br />
==Distortion Skill Duo==<br />
{{MoveData<br />
|image=BBTag_Chie_GodsHand.png |caption=<br />
|input=P during Main Character's Distortion Skill <br />
|name=God's Hand<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lst:BBTag/Chie Satonaka/Data|Distortion Skill Duo}}<br />
{{!}}-<br />
{{Description|7|text=* 2 fists come raining down instead of just one<br />
<br />
Through years of deep meditation and intense training, Chie devised the groundbreaking strategy of hitting the opponent twice with a big fist. That's like double the usual amount of fists! <br />
}}<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Astral Heat==<br />
{{MoveData<br />
|image=BBTag_Chie_GalacticPunt.png |caption=Trial of the Dragon<br />
|image2=BBTag_Chie_GalacticPunt2.png |caption2="Be water, my friend."<br />
|input=222B+C<br />
|name=Galactic Punt<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lst:BBTag/Chie Satonaka/Data|222BC}}<br />
{{!}}-<br />
{{Description|7|text=* Doesn't directly combo from grab.<br />
* Can combo into it after 5bb or Skull Cracker<br />
<br />
This astral is surprisingly limited in terms of what can combo into it. Skull Cracker (236aa) and 5bb are your most consistent options.<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 />
{{#lst:BBTag/Chie Satonaka/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[BBTag/Chie Satonaka/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:Chie Satonaka]]</div>73.184.163.146https://www.dustloop.com/wiki/index.php?title=GGST/Ky_Kiske&diff=150977GGST/Ky Kiske2020-04-16T13:28:06Z<p>73.184.163.146: /* Stun Edge */</p>
<hr />
<div>{| class="wikitable" style="float:right; margin-left: 10px; width:400px"<br />
|-<br />
!Ky Kiske<br />
|-<br />
||<br />
[[File:GGST_Ky_Kiske_Portrait.png|350x500px|center]]<br />
|-<br />
|-<br />
||{{#lst:{{PAGENAME}}/Data|System Data}}<br />
|}<br />
<div style="float:left; margin-right:25px;"><br />
{{TOC limit|2}}<br />
</div><br />
==Overview==<br />
King or something, basically ryu<br />
<br />
==Backstory==<br />
<br />
{{StrengthsAndWeaknesses|strengths=<br />
* strength<br />
|weaknesses=<br />
* weakness<br />
}}<br />
<br />
{{#lst:{{PAGENAME}}/Data|Links}}<br />
<br />
==Normal Moves==<br />
======<font style="visibility:hidden" size="0">5P</font>======<br />
{{MoveData<br />
|name=5P<br />
|input=<br />
|image=GGST_Ky_Kiske_5P.png |caption=<br />
|data=<br />
{{AttackDataHeader-GGST}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|5P}}<br />
{{!}}-<br />
{{Description|7|text=<br />
*<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">5S</font>======<br />
{{MoveData<br />
|name=5K<br />
|input=<br />
|image=GGST_Ky_Kiske_5K.png |caption=<br />
|data=<br />
{{AttackDataHeader-GGST}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|5K}}<br />
{{!}}-<br />
{{Description|7|text=<br />
*<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">c.S</font>======<br />
{{MoveData<br />
|name=c.S<br />
|input=<br />
|image=GGST_Ky_Kiske_c.S.png |caption=<br />
|data=<br />
{{AttackDataHeader-GGST}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|c.S}}<br />
{{!}}-<br />
{{Description|7|text=<br />
*<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">f.S</font>======<br />
{{MoveData<br />
|name=f.S<br />
|input=<br />
|image=GGST_Ky_Kiske_f.S.png |caption=<br />
|data=<br />
{{AttackDataHeader-GGST}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|f.S}}<br />
{{!}}-<br />
{{Description|7|text=<br />
*<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">5H</font>======<br />
{{MoveData<br />
|name=5H<br />
|input=<br />
|image=GGST_Ky_Kiske_5H.png |caption=<br />
|data=<br />
{{AttackDataHeader-GGST}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|5H}}<br />
{{!}}-<br />
{{Description|7|text=<br />
*<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">5D</font>======<br />
{{MoveData<br />
|name=5D<br />
|input=<br />
|image=GGST_Ky_Kiske_5D.png |caption=<br />
|data=<br />
{{AttackDataHeader-GGST}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|5D}}<br />
{{!}}-<br />
{{Description|7|text=<br />
*<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">6P</font>======<br />
{{MoveData<br />
|name=6P<br />
|input=<br />
|image=GGST_Ky_Kiske_6P.png |caption=<br />
|data=<br />
{{AttackDataHeader-GGST}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|6P}}<br />
{{!}}-<br />
{{Description|7|text=<br />
*<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">6K</font>======<br />
{{MoveData<br />
|name=6K<br />
|input=<br />
|image=GGST_Ky_Kiske_6K.png |caption=<br />
|data=<br />
{{AttackDataHeader-GGST}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|6K}}<br />
{{!}}-<br />
{{Description|7|text=<br />
*<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">6H</font>======<br />
{{MoveData<br />
|name=6H<br />
|input=<br />
|image=GGST_Ky_Kiske_6H.png |caption=<br />
|data=<br />
{{AttackDataHeader-GGST}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|6H}}<br />
{{!}}-<br />
{{Description|7|text=<br />
*<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">2P</font>======<br />
{{MoveData<br />
|name=2P<br />
|input=<br />
|image=GGST_Ky_Kiske_2P.png |caption=<br />
|data=<br />
{{AttackDataHeader-GGST}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|2P}}<br />
{{!}}-<br />
{{Description|7|text=<br />
*<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">2K</font>======<br />
{{MoveData<br />
|name=2K<br />
|input=<br />
|image=GGST_Ky_Kiske_2K.png |caption=<br />
|data=<br />
{{AttackDataHeader-GGST}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|2K}}<br />
{{!}}-<br />
{{Description|7|text=<br />
*<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">2S</font>======<br />
{{MoveData<br />
|name=2S<br />
|input=<br />
|image=GGST_Ky_Kiske_2S.png |caption=<br />
|data=<br />
{{AttackDataHeader-GGST}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|2S}}<br />
{{!}}-<br />
{{Description|7|text=<br />
*<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">2H</font>======<br />
{{MoveData<br />
|name=2H<br />
|input=<br />
|image=GGST_Ky_Kiske_2H.png |caption=<br />
|data=<br />
{{AttackDataHeader-GGST}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|2H}}<br />
{{!}}-<br />
{{Description|7|text=<br />
*<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">2D</font>======<br />
{{MoveData<br />
|name=2D<br />
|input=<br />
|image=GGST_Ky_Kiske_2D.png |caption=<br />
|data=<br />
{{AttackDataHeader-GGST}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|2D}}<br />
{{!}}-<br />
{{Description|7|text=<br />
*<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">j.P</font>======<br />
{{MoveData<br />
|name=j.P<br />
|input=<br />
|image=GGST_Ky_Kiske_j.P.png |caption=<br />
|data=<br />
{{AttackDataHeader-GGST}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|j.P}}<br />
{{!}}-<br />
{{Description|7|text=<br />
*<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">j.K</font>======<br />
{{MoveData<br />
|name=j.K<br />
|input=<br />
|image=GGST_Ky_Kiske_j.K.png |caption=<br />
|data=<br />
{{AttackDataHeader-GGST}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|j.K}}<br />
{{!}}-<br />
{{Description|7|text=<br />
*<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">j.S</font>======<br />
{{MoveData<br />
|name=j.S<br />
|input=<br />
|image=GGST_Ky_Kiske_j.S.png |caption=<br />
|data=<br />
{{AttackDataHeader-GGST}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|j.S}}<br />
{{!}}-<br />
{{Description|7|text=<br />
*<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">j.H</font>======<br />
{{MoveData<br />
|name=j.H<br />
|input=<br />
|image=GGST_Ky_Kiske_j.H.png |caption=<br />
|data=<br />
{{AttackDataHeader-GGST}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|j.H}}<br />
{{!}}-<br />
{{Description|7|text=<br />
*<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">j.D</font>======<br />
{{MoveData<br />
|name=j.D<br />
|input=<br />
|image=GGST_Ky_Kiske_j.D.png |caption=<br />
|data=<br />
{{AttackDataHeader-GGST}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|j.D}}<br />
{{!}}-<br />
{{Description|7|text=<br />
*<br />
}}<br />
}}<br />
<br />
==Universal Mechanics==<br />
======<font style="visibility:hidden" size="0">Ground Throw</font>======<br />
{{MoveData<br />
|name=Ground Throw<br />
|input=<br />
|image=GGST_Ky_Kiske_Ground Throw.png |caption=<br />
|data=<br />
{{AttackDataHeader-GGST}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|Ground Throw}}<br />
{{!}}-<br />
{{Description|7|text=<br />
*<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">Air Throw</font>======<br />
{{MoveData<br />
|name=Air Throw<br />
|input=<br />
|image=GGST_Ky_Kiske_Air Throw.png |caption=<br />
|data=<br />
{{AttackDataHeader-GGST}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|Air Throw}}<br />
{{!}}-<br />
{{Description|7|text=<br />
*<br />
}}<br />
}}<br />
<br />
==Special Moves==<br />
======<font style="visibility:hidden" size="0">Stun Edge</font>======<br />
{{MoveData<br />
|name=Stun Edge<br />
|input=236S<br />
|image=GGST_Ky_Kiske_Stun_Edge.png<br />
|caption=S H O C K S T A T E<br />
|data=<br />
{{AttackDataHeader-GGST}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|236S}}<br />
{{!}}-<br />
{{Description|7|text=<br />
*Leave a Shock State to the opponent on contact.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">Stun Edge Charge Attack</font>======<br />
{{MoveData<br />
|name=Stun Edge Charge Attack<br />
|input=236H<br />
|image=GGST_Ky_Kiske_Stun_Edge_Charge_Attack.png<br />
|caption=<br />
|data=<br />
{{AttackDataHeader-GGST}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|236H}}<br />
{{!}}-<br />
{{Description|7|text=<br />
*Leave a Shock State to the opponent on contact.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">Aerial Stun Edge</font>======<br />
{{MoveData<br />
|name=Aerial Stun Edge<br />
|input=j.236S/H<br />
|image=GGST_Ky_Kiske_Aerial_Stun Edge.png<br />
|caption=Shin Akuma returns<br />
|data=<br />
{{AttackDataHeader-GGST|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=S}}<br />
{{#lst:{{PAGENAME}}/Data|j.236S}}<br />
{{!}}-<br />
{{AttackVersion|name=H}}<br />
{{#lst:{{PAGENAME}}/Data|j.236H}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Leave a Shock State to the opponent on contact.<br />
* Can airdash after.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">Stun Dipper</font>======<br />
{{MoveData<br />
|name=Stun Dipper<br />
|input=236K<br />
|image=GGST_Ky_Kiske_Stun_Dipper.png<br />
|caption=<br />
|data=<br />
{{AttackDataHeader-GGST}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|236K}}<br />
{{!}}-<br />
{{Description|7|text=<br />
If the opponent gets hit when they are in Shock State, you can throw a Stun Edge Charge Attack saftely without RCing.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">Foudre Arc</font>======<br />
{{MoveData<br />
|name=Foudre Arc<br />
|input=214K<br />
|image=GGST_Ky_Kiske_Foudre_Arc.png<br />
|caption=<br />
|data=<br />
{{AttackDataHeader-GGST}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|214K}}<br />
{{!}}-<br />
{{Description|7|text=<br />
Foudre Arc replaces Greed Sever as a low crush. It no longer hits overhead and no longer has a disjoint hitbox, limiting its usage as punishing opponents mashing lows or trying to backdash during pressure. You won't get anything off this normally, but if you connect the move when the opponent is in Shock State, they will be in a much longer hitstun that you will be able to link a move with 2S's startup or less. Will always combo after 2H's second hit on a standing opponent.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">Vapor Thrust</font>======<br />
{{MoveData<br />
|name=Vapor Thrust<br />
|input=623S/H (Air OK)<br />
|image=GGST_Ky_Kiske_Vapor_Thrust.png<br />
|caption=<br />
|data=<br />
{{AttackDataHeader-GGST|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground S}}<br />
{{#lst:{{PAGENAME}}/Data|623S}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground H}}<br />
{{#lst:{{PAGENAME}}/Data|623H}}<br />
{{!}}-<br />
{{AttackVersion|name=Air S}}<br />
{{#lst:{{PAGENAME}}/Data|j.623S}}<br />
{{!}}-<br />
{{AttackVersion|name=Air H}}<br />
{{#lst:{{PAGENAME}}/Data|j.623H}}<br />
{{!}}-<br />
{{Description|8|text=<br />
*<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">Dire Eclat</font>======<br />
{{MoveData<br />
|name=Dire Eclat<br />
|input=214S<br />
|image=GGST_Ky_Kiske_Dire_Eclat.png<br />
|caption=<br />
|data=<br />
{{AttackDataHeader-GGST}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|214S}}<br />
{{!}}-<br />
{{Description|7|text=<br />
*Leave a Shock State to the opponent on contact.<br />
}}<br />
}}<br />
<br />
==Overdrives==<br />
======<font style="visibility:hidden" size="0">Ride The Lighting</font>======<br />
{{MoveData<br />
|name=Ride The Lighting<br />
|input=632146H (Air OK)<br />
|image=GGST_Ky_Kiske_Ride_The_Lighting.png<br />
|caption=<br />
|data=<br />
{{AttackDataHeader-GGST|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground}}<br />
{{#lst:{{PAGENAME}}/Data|632146H}}<br />
{{!}}-<br />
{{AttackVersion|name=Air}}<br />
{{#lst:{{PAGENAME}}/Data|j.632146H}}<br />
{{!}}-<br />
{{Description|8|text=<br />
*<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">Sacred Edge</font>======<br />
{{MoveData<br />
|name=Sacred Edge<br />
|input=236236P<br />
|image=GGST_Ky_Kiske_Sacred_Edge.png |caption=<br />
|data=<br />
{{AttackDataHeader-GGST}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|236236P}}<br />
{{!}}-<br />
{{Description|7|text=<br />
*Leave a Shock State to the opponent on contact.<br />
}}<br />
}}<br />
<br />
==Instant Kill==<br />
{{MoveData<br />
|name=???<br />
|input=<br />
|image=GGST_Ky_Kiske_???.png |caption=<br />
|data=<br />
{{AttackDataHeader-GGST}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|IK}}<br />
{{!}}-<br />
{{Description|7|text=<br />
*<br />
}}<br />
}}<br />
<br />
==[[Dustloop_Wiki:Roadmap/GGST/#Ky Kiske|Roadmap]]==<br />
{{#lst:Dustloop_Wiki:Roadmap/GGST|Ky Kiske}}<br />
<br />
==Navigation==<br />
{{#lst:{{PAGENAME}}/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/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-GGST}}<br />
<br />
[[Category: Guilty Gear -STRIVE-]]<br />
[[Category:Ky Kiske]]</div>73.184.163.146https://www.dustloop.com/wiki/index.php?title=GGST/Sol_Badguy&diff=150744GGST/Sol Badguy2020-04-15T15:16:16Z<p>73.184.163.146: /* Wild Throw */</p>
<hr />
<div>{| class="wikitable" style="float:right; margin-left: 10px; width:400px"<br />
|-<br />
!Sol Badguy<br />
|-<br />
||<br />
[[File:GGST_Sol_Badguy_Portrait.png|350x500px|center]]<br />
|-<br />
|-<br />
||{{#lst:{{PAGENAME}}/Data|System Data}}<br />
|}<br />
<div style="float:left; margin-right:25px;"><br />
{{TOC limit|2}}<br />
</div><br />
==Overview==<br />
Sol Badguy is the main protagonist of the Guilty Gear series and Ky Kiske's eternal rival. He is an aloof and brash bounty hunter, whose apparent laziness and gruffness belies a terrifying fighting ability, intelligence, and emotional depths beneath. From- https://guilty-gear.fandom.com/wiki/Sol_Badguy<br />
{{StrengthsAndWeaknesses|strengths=<br />
* strength<br />
|weaknesses=<br />
* weakness<br />
}}<br />
{{#lst:{{PAGENAME}}/Data|Links}}<br />
<br />
==Normal Moves==<br />
======<font style="visibility:hidden" size="0">5P</font>======<br />
{{MoveData<br />
|name=5P<br />
|input=<br />
|image=GGST_Sol_5P.png |caption=<br />
|data=<br />
{{AttackDataHeader-GGST}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|5P}}<br />
{{!}}-<br />
{{Description|6|text=<br />
Sol does a standard jab. Despite the animation, it still hits crouchers. Because of that, however, its use as an ground-to-air move is enhanced, although you would usually use 5K or 2H instead. What 5P can do while 5K and 2H cannot is that the move is recovers so fast that you can link a move of 2H's startup or less when hitting the opponent in the air and it still combos.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">5K</font>======<br />
{{MoveData<br />
|name=5K<br />
|input=<br />
|image=GGST_Sol_5K.png |caption=<br />
|data=<br />
{{AttackDataHeader-GGST}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|5K}}<br />
{{!}}-<br />
{{Description|6|text=<br />
5K was nerfed in Rev 2 to 5 frames, now in Strive it's back to 3 frames. It extending its hitbox high up in just 5 frames makes it a pretty good anti-air. Although it doesn't recover as fast as 5P for a link, it is jump cancellable, allowing for a short air combo afterwards.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">5S</font>======<br />
{{MoveData<br />
|name=c.S<br />
|input=<br />
|image=GGST_Sol_cS.png |caption=<br />
|data=<br />
{{AttackDataHeader-GGST}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|c.S}}<br />
{{!}}-<br />
{{Description|6|text=<br />
Sol does an uppercut with his fist. This move, in general, is better than it is in previous games. When you hit the opponent when they are on the ground, they will be launched in the air for a brief moment before they are back on the ground, which means more hitstun overall. The hitboxes also extend upward compared to previous versions, which means hitting the opponent in the air is easier. You can also cancel the move into another move at anytime in its recovery, so you can adjust your combos and create frametraps. Moreover, although it's not official, but you seem to also be able to get the move out at any distances to the opponent if you hold back when you hit the button. An overall excellent move.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">f.S</font>======<br />
{{MoveData<br />
|name=f.S<br />
|input=<br />
|image=GGST_Sol_f.S.png |caption=<br />
|data=<br />
{{AttackDataHeader-GGST}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|f.S}}<br />
{{!}}-<br />
{{Description|6|text=<br />
A punch to the gut, although weaker than 6P. Since he doesn't use his sword, the range of this move is considerably poorer, so it is no longer ideal at roundstart. Other than that, it has more or less the same uses as his old f.S.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">5H</font>======<br />
{{MoveData<br />
|name=5H<br />
|input=<br />
|image=GGST_Sol_5H.png |caption=<br />
|data=<br />
{{AttackDataHeader-GGST}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|5H}}<br />
{{!}}-<br />
{{Description|6|text=<br />
Sol swings a left hook with his sword. Like his new f.S, this new 5H has less range than the older one. It does, however, hit the opponent more easily if they are in the air and close to you. And it looks seemingly more powerful, too. Unfortunately, it is no longer jump cancellable, but you won't really need that anyway due to it causing ground tumble (and a low ground bounce if they get to the corner) on air hit.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">5D</font>======<br />
{{MoveData<br />
|name=5D<br />
|input=<br />
|image=GGST_Sol_5D.png |caption=<br />
|data=<br />
{{AttackDataHeader-GGST}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|5D}}<br />
{{!}}-<br />
{{Description|6|text=<br />
Your universal overhead. Standing Dusts in Strive are in general faster than it is in previous versions, and Sol's is no exception (its not as fast as his DI Standing Dust in AC though). The usual Dust effect in previous versions doesn't entirely convert in Strive (it only occurs on CH, but also on air CH), you can still convert into a short combo in the corner on regular hit should the opponent be grounded or airborne, although it is screen-position specific and is not as easy as Ky's.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">6P</font>======<br />
{{MoveData<br />
|name=6P<br />
|input=<br />
|image=GGST_Sol_6P.png |caption=<br />
|data=<br />
{{AttackDataHeader-GGST}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|6P}}<br />
{{!}}-<br />
{{Description|6|text=<br />
The more powerful version of f.S, with the cost of gatling opportunities. Aside from that, it is generally the same as its old self.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">6S</font>======<br />
{{MoveData<br />
|name=6S<br />
|input=<br />
|image=GGST_Sol_6S.png |caption=<br />
|data=<br />
{{AttackDataHeader-GGST}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|6S}}<br />
{{!}}-<br />
{{Description|6|text=<br />
To compensate for the lack of range f.S and 5H has now, 6S is born. Incredible range, albeit a little slow for a roundstart. It blows the opponent away on hit, and their velocity is about enough for you to cancel into Grand Viper Night Raid Vortex afterwards.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">6H</font>======<br />
{{MoveData<br />
|name=6H<br />
|input=<br />
|image=GGST_Sol_6H.png |caption=<br />
|data=<br />
{{AttackDataHeader-GGST}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|6H}}<br />
{{!}}-<br />
{{Description|6|text=<br />
The startup is halved, but the move somehow isn't special cancellable. As its startup is fast, it is a good attendant at roundstart, but requires some reads.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">2P</font>======<br />
{{MoveData<br />
|name=2P<br />
|input=<br />
|image=GGST_Sol_2P.png |caption=<br />
|data=<br />
{{AttackDataHeader-GGST}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|2P}}<br />
{{!}}-<br />
{{Description|6|text=<br />
5P but done crouching. This actually has more range than his older one, but is still inferior to 5P which hits faster and also hits crouchers with an anti-air hitbox. Can also link into other moves like 5P.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">2K</font>======<br />
{{MoveData<br />
|name=2K<br />
|input=<br />
|image=GGST_Sol_2K.png |caption=<br />
|data=<br />
{{AttackDataHeader-GGST}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|2K}}<br />
{{!}}-<br />
{{Description|6|text=<br />
Your fastest low. Cancel into 2D for knockdown, 6P in the corner for comboing and 6S for a frametrap.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">2S</font>======<br />
{{MoveData<br />
|name=2S<br />
|input=<br />
|image=GGST_Sol_2S.png |caption=<br />
|data=<br />
{{AttackDataHeader-GGST}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|2S}}<br />
{{!}}-<br />
{{Description|6|text=<br />
Due to the range nerf of f.S, the slow startup of 6S and how unstable 6H is, Sol's 2S has now become an ideal choice for a poking battle at roundstart. The hitbox is greatly disjointed for the range it has, it recovers quickly and it IS special cancellable. Has a gatling into 6H, but 6H is so unorthodox that you won't consider it.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">2H</font>======<br />
{{MoveData<br />
|name=2H<br />
|input=<br />
|image=GGST_Sol_2H.png |caption=<br />
|data=<br />
{{AttackDataHeader-GGST}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|2H}}<br />
{{!}}-<br />
{{Description|6|text=<br />
Sol does an uppercut, but with his sword's hilt. A bit slow as an anti-air, but reaches very high (about 5K's reach). Despite not being jump cancellable like 5K, 2H creates stronger and better combos, like into Bandit Bringer.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">2D</font>======<br />
{{MoveData<br />
|name=2D<br />
|input=<br />
|image=GGST_Sol_2D.png |caption=<br />
|data=<br />
{{AttackDataHeader-GGST}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|2D}}<br />
{{!}}-<br />
{{Description|6|text=<br />
The legendary low-profile sweep. Nothing more to say about it.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">j.P</font>======<br />
{{MoveData<br />
|name=j.P<br />
|input=<br />
|image=GGST_Sol_jP.png |caption=<br />
|data=<br />
{{AttackDataHeader-GGST}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|j.P}}<br />
{{!}}-<br />
{{Description|6|text=<br />
<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">j.K</font>======<br />
{{MoveData<br />
|name=j.K<br />
|input=<br />
|image=GGST_Sol_jK.png |caption=<br />
|data=<br />
{{AttackDataHeader-GGST}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|j.K}}<br />
{{!}}-<br />
{{Description|6|text=<br />
*<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">j.S</font>======<br />
{{MoveData<br />
|name=j.S<br />
|input=<br />
|image=GGST_Sol_jS.png |caption=<br />
|data=<br />
{{AttackDataHeader-GGST}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|j.S}}<br />
{{!}}-<br />
{{Description|6|text=<br />
*<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">j.H</font>======<br />
{{MoveData<br />
|name=j.H<br />
|input=<br />
|image=GGST_Sol_jH.png |caption=<br />
|data=<br />
{{AttackDataHeader-GGST}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|j.H}}<br />
{{!}}-<br />
{{Description|6|text=<br />
*<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">j.D</font>======<br />
{{MoveData<br />
|name=j.D<br />
|input=<br />
|image=GGST_Sol_jD.png |caption=<br />
|data=<br />
{{AttackDataHeader-GGST}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|j.D}}<br />
{{!}}-<br />
{{Description|6|text=<br />
*<br />
}}<br />
}}<br />
<br />
==Universal Mechanics==<br />
======<font style="visibility:hidden" size="0">Ground Throw</font>======<br />
{{MoveData<br />
|name=Ground Throw<br />
|input=<br />
|image=GGST_Sol_Ground Throw.png |caption=<br />
|data=<br />
{{AttackDataHeader-GGST}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|Ground Throw}}<br />
{{!}}-<br />
{{Description|6|text=<br />
*<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">Air Throw</font>======<br />
{{MoveData<br />
|name=Air Throw<br />
|input=<br />
|image=GGST_Sol_Air Throw.png |caption=<br />
|data=<br />
{{AttackDataHeader-GGST}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|Air Throw}}<br />
{{!}}-<br />
{{Description|6|text=<br />
*<br />
}}<br />
}}<br />
<br />
==Special Moves==<br />
======<font style="visibility:hidden" size="0">Gun Flame</font>======<br />
{{MoveData<br />
|name=Gun Flame<br />
|input=236P<br />
|image=GGST_Sol_Gun_Flame.png<br />
|caption=<br />
|data=<br />
{{AttackDataHeader-GGST}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|236P}}<br />
{{!}}-<br />
{{Description|6|text=<br />
*<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">Gun Flame (Feint)</font>======<br />
{{MoveData<br />
|name=Gun Flame (Feint)<br />
|input=214P<br />
|image=GGST_Sol_Gun_FlameFeint.png<br />
|caption=<br />
|data=<br />
{{AttackDataHeader-GGST}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|214P}}<br />
{{!}}-<br />
{{Description|6|text=<br />
*<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">Volcanic Viper</font>======<br />
{{MoveData<br />
|name=Volcanic Viper<br />
|input=623S/H (Air OK)<br />
|image=GGST_Sol_Volcanic_Viper.png<br />
|caption=<br />
|data=<br />
{{AttackDataHeader-GGST|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground S}}<br />
{{#lst:{{PAGENAME}}/Data|623S}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground H}}<br />
{{#lst:{{PAGENAME}}/Data|623H}}<br />
{{!}}-<br />
{{AttackVersion|name=Air S}}<br />
{{#lst:{{PAGENAME}}/Data|j.623S}}<br />
{{!}}-<br />
{{AttackVersion|name=Air H}}<br />
{{#lst:{{PAGENAME}}/Data|j.623H}}<br />
{{!}}-<br />
{{Description|6|text=<br />
*<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">Bandit Revolver</font>======<br />
{{MoveData<br />
|name=Bandit Revolver<br />
|input=236K (Air OK)<br />
|image=GGST_Sol_BanditRevolver.png<br />
|caption=<br />
|data=<br />
{{AttackDataHeader-GGST|version = yes}}<br />
{{!}}-<br />
{{AttackVersion|name = Ground}}<br />
{{#lst:{{PAGENAME}}/Data|236K}}<br />
{{!}}-<br />
{{AttackVersion|name = Air}}<br />
{{#lst:{{PAGENAME}}/Data|j.236K}}<br />
{{!}}-<br />
{{Description|6|text=<br />
*<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">Bandit Bringer</font>======<br />
{{MoveData<br />
|name=Bandit Bringer<br />
|input=214K (Air OK)<br />
|image=GGST_Sol_BanditBringer.png<br />
|caption=<br />
|data=<br />
{{AttackDataHeader-GGST|version = yes}}<br />
{{!}}-<br />
{{AttackVersion|name = Ground}}<br />
{{#lst:{{PAGENAME}}/Data|214K}}<br />
{{!}}-<br />
{{AttackVersion|name = Air}}<br />
{{#lst:{{PAGENAME}}/Data|j.214K}}<br />
{{!}}-<br />
{{Description|7|text=<br />
You can hold the button when using the air version to delay the attack and halt Sol's momentum in the air to beat the opponent's anit-air attempt, athough you should position yourself higher to beat higher-reaching anti-air like Potemkin's Heat Knuckle or Faust's 6P.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">Wild Throw</font>======<br />
{{MoveData<br />
|name=Wild Throw<br />
|input=623K<br />
|image=GGST_Sol_WildThrow.png<br />
|caption= To prove the power of Flex Sol, I sawed this healthbar in half!<br />
|data=<br />
{{AttackDataHeader-GGST}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|623K}}<br />
{{!}}-<br />
{{Description|6|text=<br />
Wild Throw used to take barely 12% of the opponent's health bar and an opportunity for conversion anywhere of the screen, making the damage 25-55% in total. Now, it takes 50% instantly without any conversion at all, even if you RC. At least, though, it still gives you oki.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">Ground Viper Night Raid Vortex</font>======<br />
{{MoveData<br />
|name=Night Raid Vortex<br />
|input=214S (Hold OK)<br />
|image=GGST_Sol_GroundViperNightRaidVortex.png<br />
|caption=<br />
|data=<br />
{{AttackDataHeader-GGST}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|214S}}<br />
{{!}}-<br />
{{Description|6|text=<br />
Night Raid Vortex replaces Grand Viper/Ground Viper as a low-profile sliding single strike. It no longer contains any low hit in it, but the initial startup is a little faster than GV. The startup listed is the fastest Night Raid Vortex possible when you just press the button, travelling Sol about one third of the screen, but you can hold the button to extend the startup and the length Sol travels. After the move, you recover in time to link into a fast move. c.S is possible, but for consistency, use 5P or 5K. You cannot cancel the move from normals, but you can link into it from Farnir.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">Fafnir</font>======<br />
{{MoveData<br />
|name=Fafnir<br />
|input=41236H<br />
|image=GGST_Sol_Fafnir.png<br />
|caption=Because every rushdown characters have to have a guard breaker.<br />
|data=<br />
{{AttackDataHeader-GGST}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|41236H}}<br />
{{!}}-<br />
{{Description|6|text=<br />
Still Fafnir, but it took steroids before getting in the game. Instead of hitting Mid like before, it causes Guard Break on block for a long enough duration for Sol to link into a fast normal if he is close enough. On hit, it causes a bizarre-looking ground bounce, allowing you to a Night Raid Vortex afterwards anywhere on the screen if you land it close or the opponent is in the corner.<br />
}}<br />
}}<br />
<br />
==Overdrives==<br />
======<font style="visibility:hidden" size="0">Tyrant Rave</font>======<br />
{{MoveData<br />
|name=Tyrant Rave<br />
|input=632146H<br />
|image=GGST_Sol_Tyrant_Rave.png |caption=<br />
|data=<br />
{{AttackDataHeader-GGST}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|632146H}}<br />
{{!}}-<br />
{{Description|6|text=<br />
*<br />
}}<br />
}}<br />
<br />
==Instant Kill==<br />
{{MoveData<br />
|name=???<br />
|input=<br />
|image=GGST_Sol_???.png |caption=<br />
|data=<br />
{{AttackDataHeader-GGST}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|IK}}<br />
{{!}}-<br />
{{Description|6|text=<br />
*<br />
}}<br />
}}<br />
<br />
==[[Dustloop_Wiki:Roadmap/GGST/#Sol Badguy|Roadmap]]==<br />
{{#lst:Dustloop_Wiki:Roadmap/GGST|Sol Badguy}}<br />
<br />
==Navigation==<br />
{{#lst:{{PAGENAME}}/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/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-GGST}}<br />
<br />
[[Category: Guilty Gear -STRIVE-]]<br />
[[Category:Sol Badguy]]</div>73.184.163.146https://www.dustloop.com/wiki/index.php?title=GGST/Sol_Badguy&diff=150743GGST/Sol Badguy2020-04-15T15:15:38Z<p>73.184.163.146: /* Wild Throw */</p>
<hr />
<div>{| class="wikitable" style="float:right; margin-left: 10px; width:400px"<br />
|-<br />
!Sol Badguy<br />
|-<br />
||<br />
[[File:GGST_Sol_Badguy_Portrait.png|350x500px|center]]<br />
|-<br />
|-<br />
||{{#lst:{{PAGENAME}}/Data|System Data}}<br />
|}<br />
<div style="float:left; margin-right:25px;"><br />
{{TOC limit|2}}<br />
</div><br />
==Overview==<br />
Sol Badguy is the main protagonist of the Guilty Gear series and Ky Kiske's eternal rival. He is an aloof and brash bounty hunter, whose apparent laziness and gruffness belies a terrifying fighting ability, intelligence, and emotional depths beneath. From- https://guilty-gear.fandom.com/wiki/Sol_Badguy<br />
{{StrengthsAndWeaknesses|strengths=<br />
* strength<br />
|weaknesses=<br />
* weakness<br />
}}<br />
{{#lst:{{PAGENAME}}/Data|Links}}<br />
<br />
==Normal Moves==<br />
======<font style="visibility:hidden" size="0">5P</font>======<br />
{{MoveData<br />
|name=5P<br />
|input=<br />
|image=GGST_Sol_5P.png |caption=<br />
|data=<br />
{{AttackDataHeader-GGST}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|5P}}<br />
{{!}}-<br />
{{Description|6|text=<br />
Sol does a standard jab. Despite the animation, it still hits crouchers. Because of that, however, its use as an ground-to-air move is enhanced, although you would usually use 5K or 2H instead. What 5P can do while 5K and 2H cannot is that the move is recovers so fast that you can link a move of 2H's startup or less when hitting the opponent in the air and it still combos.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">5K</font>======<br />
{{MoveData<br />
|name=5K<br />
|input=<br />
|image=GGST_Sol_5K.png |caption=<br />
|data=<br />
{{AttackDataHeader-GGST}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|5K}}<br />
{{!}}-<br />
{{Description|6|text=<br />
5K was nerfed in Rev 2 to 5 frames, now in Strive it's back to 3 frames. It extending its hitbox high up in just 5 frames makes it a pretty good anti-air. Although it doesn't recover as fast as 5P for a link, it is jump cancellable, allowing for a short air combo afterwards.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">5S</font>======<br />
{{MoveData<br />
|name=c.S<br />
|input=<br />
|image=GGST_Sol_cS.png |caption=<br />
|data=<br />
{{AttackDataHeader-GGST}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|c.S}}<br />
{{!}}-<br />
{{Description|6|text=<br />
Sol does an uppercut with his fist. This move, in general, is better than it is in previous games. When you hit the opponent when they are on the ground, they will be launched in the air for a brief moment before they are back on the ground, which means more hitstun overall. The hitboxes also extend upward compared to previous versions, which means hitting the opponent in the air is easier. You can also cancel the move into another move at anytime in its recovery, so you can adjust your combos and create frametraps. Moreover, although it's not official, but you seem to also be able to get the move out at any distances to the opponent if you hold back when you hit the button. An overall excellent move.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">f.S</font>======<br />
{{MoveData<br />
|name=f.S<br />
|input=<br />
|image=GGST_Sol_f.S.png |caption=<br />
|data=<br />
{{AttackDataHeader-GGST}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|f.S}}<br />
{{!}}-<br />
{{Description|6|text=<br />
A punch to the gut, although weaker than 6P. Since he doesn't use his sword, the range of this move is considerably poorer, so it is no longer ideal at roundstart. Other than that, it has more or less the same uses as his old f.S.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">5H</font>======<br />
{{MoveData<br />
|name=5H<br />
|input=<br />
|image=GGST_Sol_5H.png |caption=<br />
|data=<br />
{{AttackDataHeader-GGST}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|5H}}<br />
{{!}}-<br />
{{Description|6|text=<br />
Sol swings a left hook with his sword. Like his new f.S, this new 5H has less range than the older one. It does, however, hit the opponent more easily if they are in the air and close to you. And it looks seemingly more powerful, too. Unfortunately, it is no longer jump cancellable, but you won't really need that anyway due to it causing ground tumble (and a low ground bounce if they get to the corner) on air hit.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">5D</font>======<br />
{{MoveData<br />
|name=5D<br />
|input=<br />
|image=GGST_Sol_5D.png |caption=<br />
|data=<br />
{{AttackDataHeader-GGST}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|5D}}<br />
{{!}}-<br />
{{Description|6|text=<br />
Your universal overhead. Standing Dusts in Strive are in general faster than it is in previous versions, and Sol's is no exception (its not as fast as his DI Standing Dust in AC though). The usual Dust effect in previous versions doesn't entirely convert in Strive (it only occurs on CH, but also on air CH), you can still convert into a short combo in the corner on regular hit should the opponent be grounded or airborne, although it is screen-position specific and is not as easy as Ky's.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">6P</font>======<br />
{{MoveData<br />
|name=6P<br />
|input=<br />
|image=GGST_Sol_6P.png |caption=<br />
|data=<br />
{{AttackDataHeader-GGST}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|6P}}<br />
{{!}}-<br />
{{Description|6|text=<br />
The more powerful version of f.S, with the cost of gatling opportunities. Aside from that, it is generally the same as its old self.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">6S</font>======<br />
{{MoveData<br />
|name=6S<br />
|input=<br />
|image=GGST_Sol_6S.png |caption=<br />
|data=<br />
{{AttackDataHeader-GGST}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|6S}}<br />
{{!}}-<br />
{{Description|6|text=<br />
To compensate for the lack of range f.S and 5H has now, 6S is born. Incredible range, albeit a little slow for a roundstart. It blows the opponent away on hit, and their velocity is about enough for you to cancel into Grand Viper Night Raid Vortex afterwards.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">6H</font>======<br />
{{MoveData<br />
|name=6H<br />
|input=<br />
|image=GGST_Sol_6H.png |caption=<br />
|data=<br />
{{AttackDataHeader-GGST}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|6H}}<br />
{{!}}-<br />
{{Description|6|text=<br />
The startup is halved, but the move somehow isn't special cancellable. As its startup is fast, it is a good attendant at roundstart, but requires some reads.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">2P</font>======<br />
{{MoveData<br />
|name=2P<br />
|input=<br />
|image=GGST_Sol_2P.png |caption=<br />
|data=<br />
{{AttackDataHeader-GGST}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|2P}}<br />
{{!}}-<br />
{{Description|6|text=<br />
5P but done crouching. This actually has more range than his older one, but is still inferior to 5P which hits faster and also hits crouchers with an anti-air hitbox. Can also link into other moves like 5P.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">2K</font>======<br />
{{MoveData<br />
|name=2K<br />
|input=<br />
|image=GGST_Sol_2K.png |caption=<br />
|data=<br />
{{AttackDataHeader-GGST}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|2K}}<br />
{{!}}-<br />
{{Description|6|text=<br />
Your fastest low. Cancel into 2D for knockdown, 6P in the corner for comboing and 6S for a frametrap.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">2S</font>======<br />
{{MoveData<br />
|name=2S<br />
|input=<br />
|image=GGST_Sol_2S.png |caption=<br />
|data=<br />
{{AttackDataHeader-GGST}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|2S}}<br />
{{!}}-<br />
{{Description|6|text=<br />
Due to the range nerf of f.S, the slow startup of 6S and how unstable 6H is, Sol's 2S has now become an ideal choice for a poking battle at roundstart. The hitbox is greatly disjointed for the range it has, it recovers quickly and it IS special cancellable. Has a gatling into 6H, but 6H is so unorthodox that you won't consider it.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">2H</font>======<br />
{{MoveData<br />
|name=2H<br />
|input=<br />
|image=GGST_Sol_2H.png |caption=<br />
|data=<br />
{{AttackDataHeader-GGST}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|2H}}<br />
{{!}}-<br />
{{Description|6|text=<br />
Sol does an uppercut, but with his sword's hilt. A bit slow as an anti-air, but reaches very high (about 5K's reach). Despite not being jump cancellable like 5K, 2H creates stronger and better combos, like into Bandit Bringer.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">2D</font>======<br />
{{MoveData<br />
|name=2D<br />
|input=<br />
|image=GGST_Sol_2D.png |caption=<br />
|data=<br />
{{AttackDataHeader-GGST}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|2D}}<br />
{{!}}-<br />
{{Description|6|text=<br />
The legendary low-profile sweep. Nothing more to say about it.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">j.P</font>======<br />
{{MoveData<br />
|name=j.P<br />
|input=<br />
|image=GGST_Sol_jP.png |caption=<br />
|data=<br />
{{AttackDataHeader-GGST}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|j.P}}<br />
{{!}}-<br />
{{Description|6|text=<br />
<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">j.K</font>======<br />
{{MoveData<br />
|name=j.K<br />
|input=<br />
|image=GGST_Sol_jK.png |caption=<br />
|data=<br />
{{AttackDataHeader-GGST}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|j.K}}<br />
{{!}}-<br />
{{Description|6|text=<br />
*<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">j.S</font>======<br />
{{MoveData<br />
|name=j.S<br />
|input=<br />
|image=GGST_Sol_jS.png |caption=<br />
|data=<br />
{{AttackDataHeader-GGST}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|j.S}}<br />
{{!}}-<br />
{{Description|6|text=<br />
*<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">j.H</font>======<br />
{{MoveData<br />
|name=j.H<br />
|input=<br />
|image=GGST_Sol_jH.png |caption=<br />
|data=<br />
{{AttackDataHeader-GGST}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|j.H}}<br />
{{!}}-<br />
{{Description|6|text=<br />
*<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">j.D</font>======<br />
{{MoveData<br />
|name=j.D<br />
|input=<br />
|image=GGST_Sol_jD.png |caption=<br />
|data=<br />
{{AttackDataHeader-GGST}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|j.D}}<br />
{{!}}-<br />
{{Description|6|text=<br />
*<br />
}}<br />
}}<br />
<br />
==Universal Mechanics==<br />
======<font style="visibility:hidden" size="0">Ground Throw</font>======<br />
{{MoveData<br />
|name=Ground Throw<br />
|input=<br />
|image=GGST_Sol_Ground Throw.png |caption=<br />
|data=<br />
{{AttackDataHeader-GGST}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|Ground Throw}}<br />
{{!}}-<br />
{{Description|6|text=<br />
*<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">Air Throw</font>======<br />
{{MoveData<br />
|name=Air Throw<br />
|input=<br />
|image=GGST_Sol_Air Throw.png |caption=<br />
|data=<br />
{{AttackDataHeader-GGST}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|Air Throw}}<br />
{{!}}-<br />
{{Description|6|text=<br />
*<br />
}}<br />
}}<br />
<br />
==Special Moves==<br />
======<font style="visibility:hidden" size="0">Gun Flame</font>======<br />
{{MoveData<br />
|name=Gun Flame<br />
|input=236P<br />
|image=GGST_Sol_Gun_Flame.png<br />
|caption=<br />
|data=<br />
{{AttackDataHeader-GGST}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|236P}}<br />
{{!}}-<br />
{{Description|6|text=<br />
*<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">Gun Flame (Feint)</font>======<br />
{{MoveData<br />
|name=Gun Flame (Feint)<br />
|input=214P<br />
|image=GGST_Sol_Gun_FlameFeint.png<br />
|caption=<br />
|data=<br />
{{AttackDataHeader-GGST}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|214P}}<br />
{{!}}-<br />
{{Description|6|text=<br />
*<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">Volcanic Viper</font>======<br />
{{MoveData<br />
|name=Volcanic Viper<br />
|input=623S/H (Air OK)<br />
|image=GGST_Sol_Volcanic_Viper.png<br />
|caption=<br />
|data=<br />
{{AttackDataHeader-GGST|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground S}}<br />
{{#lst:{{PAGENAME}}/Data|623S}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground H}}<br />
{{#lst:{{PAGENAME}}/Data|623H}}<br />
{{!}}-<br />
{{AttackVersion|name=Air S}}<br />
{{#lst:{{PAGENAME}}/Data|j.623S}}<br />
{{!}}-<br />
{{AttackVersion|name=Air H}}<br />
{{#lst:{{PAGENAME}}/Data|j.623H}}<br />
{{!}}-<br />
{{Description|6|text=<br />
*<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">Bandit Revolver</font>======<br />
{{MoveData<br />
|name=Bandit Revolver<br />
|input=236K (Air OK)<br />
|image=GGST_Sol_BanditRevolver.png<br />
|caption=<br />
|data=<br />
{{AttackDataHeader-GGST|version = yes}}<br />
{{!}}-<br />
{{AttackVersion|name = Ground}}<br />
{{#lst:{{PAGENAME}}/Data|236K}}<br />
{{!}}-<br />
{{AttackVersion|name = Air}}<br />
{{#lst:{{PAGENAME}}/Data|j.236K}}<br />
{{!}}-<br />
{{Description|6|text=<br />
*<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">Bandit Bringer</font>======<br />
{{MoveData<br />
|name=Bandit Bringer<br />
|input=214K (Air OK)<br />
|image=GGST_Sol_BanditBringer.png<br />
|caption=<br />
|data=<br />
{{AttackDataHeader-GGST|version = yes}}<br />
{{!}}-<br />
{{AttackVersion|name = Ground}}<br />
{{#lst:{{PAGENAME}}/Data|214K}}<br />
{{!}}-<br />
{{AttackVersion|name = Air}}<br />
{{#lst:{{PAGENAME}}/Data|j.214K}}<br />
{{!}}-<br />
{{Description|7|text=<br />
You can hold the button when using the air version to delay the attack and halt Sol's momentum in the air to beat the opponent's anit-air attempt, athough you should position yourself higher to beat higher-reaching anti-air like Potemkin's Heat Knuckle or Faust's 6P.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">Wild Throw</font>======<br />
{{MoveData<br />
|name=Wild Throw<br />
|input=623K<br />
|image=GGST_Sol_WildThrow.png<br />
|caption= To prove the power of Flex Sol, I cut this healthbar in half!<br />
|data=<br />
{{AttackDataHeader-GGST}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|623K}}<br />
{{!}}-<br />
{{Description|6|text=<br />
Wild Throw used to take barely 12% of the opponent's health bar and an opportunity for conversion anywhere of the screen, making the damage 25-55% in total. Now, it takes 50% instantly without any conversion at all, even if you RC. At least, though, it still gives you oki.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">Ground Viper Night Raid Vortex</font>======<br />
{{MoveData<br />
|name=Night Raid Vortex<br />
|input=214S (Hold OK)<br />
|image=GGST_Sol_GroundViperNightRaidVortex.png<br />
|caption=<br />
|data=<br />
{{AttackDataHeader-GGST}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|214S}}<br />
{{!}}-<br />
{{Description|6|text=<br />
Night Raid Vortex replaces Grand Viper/Ground Viper as a low-profile sliding single strike. It no longer contains any low hit in it, but the initial startup is a little faster than GV. The startup listed is the fastest Night Raid Vortex possible when you just press the button, travelling Sol about one third of the screen, but you can hold the button to extend the startup and the length Sol travels. After the move, you recover in time to link into a fast move. c.S is possible, but for consistency, use 5P or 5K. You cannot cancel the move from normals, but you can link into it from Farnir.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">Fafnir</font>======<br />
{{MoveData<br />
|name=Fafnir<br />
|input=41236H<br />
|image=GGST_Sol_Fafnir.png<br />
|caption=Because every rushdown characters have to have a guard breaker.<br />
|data=<br />
{{AttackDataHeader-GGST}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|41236H}}<br />
{{!}}-<br />
{{Description|6|text=<br />
Still Fafnir, but it took steroids before getting in the game. Instead of hitting Mid like before, it causes Guard Break on block for a long enough duration for Sol to link into a fast normal if he is close enough. On hit, it causes a bizarre-looking ground bounce, allowing you to a Night Raid Vortex afterwards anywhere on the screen if you land it close or the opponent is in the corner.<br />
}}<br />
}}<br />
<br />
==Overdrives==<br />
======<font style="visibility:hidden" size="0">Tyrant Rave</font>======<br />
{{MoveData<br />
|name=Tyrant Rave<br />
|input=632146H<br />
|image=GGST_Sol_Tyrant_Rave.png |caption=<br />
|data=<br />
{{AttackDataHeader-GGST}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|632146H}}<br />
{{!}}-<br />
{{Description|6|text=<br />
*<br />
}}<br />
}}<br />
<br />
==Instant Kill==<br />
{{MoveData<br />
|name=???<br />
|input=<br />
|image=GGST_Sol_???.png |caption=<br />
|data=<br />
{{AttackDataHeader-GGST}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|IK}}<br />
{{!}}-<br />
{{Description|6|text=<br />
*<br />
}}<br />
}}<br />
<br />
==[[Dustloop_Wiki:Roadmap/GGST/#Sol Badguy|Roadmap]]==<br />
{{#lst:Dustloop_Wiki:Roadmap/GGST|Sol Badguy}}<br />
<br />
==Navigation==<br />
{{#lst:{{PAGENAME}}/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/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-GGST}}<br />
<br />
[[Category: Guilty Gear -STRIVE-]]<br />
[[Category:Sol Badguy]]</div>73.184.163.146https://www.dustloop.com/wiki/index.php?title=BBTag/Rachel_Alucard&diff=150483BBTag/Rachel Alucard2020-04-13T14:32:51Z<p>73.184.163.146: /* 5P */ fixed typo</p>
<hr />
<div>{| class="wikitable" style="float:right; margin-left: 10px; width:400px"<br />
|-<br />
!Rachel Alucard<br />
|-<br />
||<br />
[[File:BBTag_Rachel_Portrait.png|350x500px|center]]<br />
|-<br />
||<br />
{{#lst:BBTag/Rachel Alucard/Data|SystemData}}<br />
;Movement Options<br />
* Double Jump, 1 Airdash, Dash Type: Run<br />
<br />
;Playstyle<br />
:Zoner<br />
<br />
;Team role<br />
:Point, Support<br />
|}<br />
<div style="float:left; margin-right:25px;"><br />
{{TOC limit|2}}<br />
</div><br />
==Overview==<br />
''"Devote all your best effort, or prepare to be disciplined"'' <br><br />
<br />
===Backstory===<br />
<br />
Head of the infamous Alucard vampire family, Rachel is an extremely powerful individual, controlling wind and lightning. She primarily acts as an observer during the events of Blazblue, and she will rarely directly interfere with the world-altering phenomena that surround the Hierarchical City of Kagutsuchi. However, Rachel may occasionally gently nudge pieces into their places when she views it necessary for the benefit of the world, such as when she saved Ragna by giving him the Azure Grimoire, or when she saves a time-displaced Jin by granting him the Susano'o Unit. Rachel main goal in doing this, however, is to one day break the century-long time loop that has affected the BlazBlue universe since time immemorial. She has several servants under her command; Nago, a cat familiar, and Gii, a bat familiar, which serve as her weapons, furniture, and anger relief. Her butler, Valkenhayn R. Hellsing, is also notable for being a powerful werewolf and one of the Six Heroes, a legendary group of warriors that defeated the Black Beast.<br />
<br />
===Playstyle===<br />
<br />
Rachel is traditionally a setplay/pressure/mixup character and has certainly maintained those properties, but her zoning has been buffed significantly from the core Blazblue titles, allowing her to fill a more "true" zoner role like Nu-13 or Yukiko. However, this does not mean her mixup or setplay have been taken down a notch at all, as Rachel remains one of the deadliest characters up close should she be leading during the dance. Spacing, using the appropriate specials at the appropriate time, and knowing when to switch from a defensive style to an offensive style are all key in playing Rachel. Rachel's a complicated and extremely rewarding character, but she's also punished heavily for anything less than perfection.<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 />
<br />
* Very good range and space control<br />
* Utilizes Resonance Blaze very well<br />
* Extremely deadly solo mixup<br />
* Has unblockable setups using her DP<br />
* Assists provide ranged options for characters that may have difficulty at range<br />
* Excellent solo pressure that's only made better with assists<br />
* Assists allow her to set up even if she's not on point<br />
* 4P is one of the best disruption assists in the game<br />
<br />
| style="width: 50%;"|<br />
<br />
* Below average damage<br />
* Situational assists (depending on her partner)<br />
* Relies on system mechanics for reversal tools; struggles in pressure to an extent<br />
* Complex neutral game / win condition that takes time to learn and even longer to master<br />
* Very volatile and unstable matchup spread and gameplan<br />
<br />
|-<br />
|}<br />
<br style="clear:both;"/><br />
<br />
===Drive: Sylpheed===<br />
<br />
Rachel brings her ability to control the wind into her gameplay, allowing her to manipulate herself and the objects she throws out with wind. This feature was a very core part of her gameplay in the Blazblue series and makes it's return in Blazblue Cross Tag Battle. However, her wind mechanic works differently in Blazblue Cross Tag Battle. Instead of having 4 stocks of wind that regenerate over time, Rachel's wind functions on a cooldown system. After using her wind, there will be a short period of time where you won't be able to use wind again. You can tell whether or not Rachel's wind is on cooldown by looking at the rose symbol in the bottom corner of your HUD next to your meter<br />
<br><br />
<br><br />
Additionally, the usage of wind is restricted to specific moves. Inputting a directional input during these moves will use a wind in the inputted direction. The moves that Rachel can use wind during are as follows:<br />
* Auto Combo 1 - 3rd Move (5AAA)<br />
* Auto Combo 2 - 3rd Move (5BBB)<br />
* 2C<br />
* All jump normals<br />
* Tiny Lobelia<br />
* George the 13th<br />
<br />
Additionally keep in mind that Rachel's Sylpheed drive will not regenerate during the following:<br />
* Hitstop<br />
* While Rachel is airborne<br />
<br style="clear:both;"/><br />
{{#lst:BBTag/Rachel Alucard/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_Rachel_4A.png |caption=<br />
|image2=BBTag_Rachel_4AA.png |caption2=<br />
|name=4A<br />
|data=<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=4A}}<br />
{{#lst:BBTag/Rachel Alucard/Data|4A}}<br />
{{!}}-<br />
{{AttackVersion|name=4AA}}<br />
{{#lst:BBTag/Rachel Alucard/Data|4AA}}<br />
{{!}}-<br />
{{Description|7|text=* Only 4A is jump cancelable<br />
<br />
Her anti-air, one of the better anti-airs in the game. Guard point comes out frame 5, and on counter hit the hitstun lasts until ground tech. Hits crossup and is jump cancellable on block. 4AA is a mid and isn't a true blockstring so it can be mashed out of with a reversal. <br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5A</font> ======<br />
{{MoveData<br />
|image=BBTag_Rachel_5A.png |caption=<br />
|image2=BBTag_Rachel_5AA.png |caption2=<br />
|image3=BBTag_Rachel_5AAA.png |caption3=<br />
|image4=BBTag_Rachel_5AAAA.png |caption4=<br />
|name=5A<br />
|data=<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=5A}}<br />
{{#lst:BBTag/Rachel Alucard/Data|5A}}<br />
{{!}}-<br />
{{Description|7|text=* Good counter poke<br />
* Jump Cancelable<br />
<br />
Because it can be jump canceled, this normal is another good opportunity to go for an instant overhead j.A in your pressure. <br />
<br />
In neutral, the wind portion of this normal has no hurtbox while having decent range of its own. This allows Rachel to use it as a counter poke to pokes with hurtboxes that extend forward a good amount. <br />
}}<br />
{{!}}-<br />
{{AttackVersion|name=5AA}}<br />
{{#lst:BBTag/Rachel Alucard/Data|5AA}}<br />
{{!}}-<br />
{{Description|7|text=* Jump Cancelable<br />
<br />
Similar to 5A, 5AA is jump cancelable and is another good opportunity to go for an instant overhead j.A mixup. <br />
<br />
Outside of this, 5AA is mostly used in combos. However, it should be noted that at 5A's maximum spacing, 5AA will whiff. In these cases, you should cancel into 5B instead to avoid dropping the combo.<br />
<br />
5AA also vacuums the opponent towards you, allowing you to pull them out of the corner to cross up.<br />
}}<br />
{{!}}-<br />
{{AttackVersion|name=5AAA}}<br />
{{#lst:BBTag/Rachel Alucard/Data|5AAA}}<br />
{{!}}-<br />
{{Description|7|text=* Great for corner carry<br />
* Can use wind by inputting a direction as the move is coming out<br />
<br />
Currently, the unwinded version of this normal doesn't see too much use outside of doing the A smart combo. If you apply a 6 wind to it, it can be great for corner, especially if you extend the combo with an assist afterwards. It's important to note this attack lasts as long as Rachel is in the air or A is hit again, meaning if you wind her in an upward direction, the hitbox will remain active until she touches the ground.<br />
}}<br />
{{!}}-<br />
{{AttackVersion|name=5AAAA}}<br />
{{#lst:BBTag/Rachel Alucard/Data|5AAAA}}<br />
{{!}}-<br />
{{Description|7|text=* Knocks down<br />
<br />
Rachel's old air throw now an attack. Mostly only used in the A smart combo. Requires assist to combo after, even at greater heights.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5B</font> ======<br />
{{MoveData<br />
|image=BBTag_Rachel_5B.png |caption=<br />
|image2=BBTag_Rachel_5BB.png |caption2=<br />
|image3=BBTag_Rachel_5BBB.png |caption3=<br />
|name=5B<br />
|data=<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=5B}}<br />
{{#lst:BBTag/Rachel Alucard/Data|5B}}<br />
{{!}}-<br />
{{Description|7|text=* Great poke for intercepting ground approaches<br />
* Jump Cancelable<br />
* On air hit, blows back<br />
<br />
Rachel's longest reaching ground poke. This button is best used to catch people off guard when they're chasing after you from the ground. <br />
}}<br />
{{!}}-<br />
{{AttackVersion|name=5BB}}<br />
{{#lst:BBTag/Rachel Alucard/Data|5BB}}<br />
{{!}}-<br />
{{Description|7|text=* Moves Rachel forward a good distance, allowing it to connect even from 5B's max range<br />
<br />
Mostly just used for combos. <br />
}}<br />
{{!}}-<br />
{{AttackVersion|name=5BBB}}<br />
{{#lst:BBTag/Rachel Alucard/Data|5BBB}}<br />
{{!}}-<br />
{{Description|7|text=* Crumples on hit, allowing combo extensions by doing microdash 5A<br />
* Can use wind by inputting a direction as the move is coming out<br />
<br />
Mostly used in combos. It has an effect similar to a crumple on hit that allows you to extend your combos by doing microdash 5A on some characters. <br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5C</font> ======<br />
{{MoveData<br />
|image=BBTag_Rachel_5C.png |caption= SWOLE NAGO<br />
|name=5C<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lst:BBTag/Rachel Alucard/Data|5C}}<br />
{{!}}-<br />
{{Description|6|text=* Universal overhead<br />
<br />
Not much to say about this one, your standard 5C. Comes out relatively quickly, but is extremely easy to see coming thanks to Nago's dramatic transformation.<br />
<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2A</font> ======<br />
{{MoveData<br />
|image=BBTag_Rachel_2A.png |caption=<br />
|name=2A<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lst:BBTag/Rachel Alucard/Data|2A}}<br />
{{!}}-<br />
{{Description|6|text=* Main low mixup<br />
<br />
Rachel's main low mixup and the second half of her 50/50 mixup game. At most points where you can go for an instant overhead j.A mixup, you can go for a 2A low mixup. Can be used twice in a blockstring as opposed to before where it could be only used once. This coupled with her previously mentioned instant overhead gives Rachel incredibly deadly mixup game in close quarters.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2B</font> ======<br />
{{MoveData<br />
|image=BBTag_Rachel_2B.png |caption=The Nago zap<br />
|name=2B<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lst:BBTag/Rachel Alucard/Data|2B}}<br />
{{!}}-<br />
{{Description|6|text=* Has full body guardpoint (5-23f)<br />
* Launches on hit<br />
* Can be comboed into from 5BB<br />
<br />
Rachel's infamous cat chair, despite it being a poor reversal tool both in previous titles and in this game. Guardpoint is active on frame five, meaning that if meated properly, mashing 2B will just get Rachel counterhit. Intended as an anti-air, this attack starts up fairly quickly, has good vertical reach, and has decent untech time, meaning that on counterhit combos are possible without an assist. However, converting off of a counterhit 2B on airborne foes is more difficult than on grounded foes.<br />
<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2C</font> ======<br />
{{MoveData<br />
|image=BBTag_Rachel_2C.png |caption=<br />
|name=2C<br />
|data=<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=2C}}<br />
{{#lst:BBTag/Rachel Alucard/Data|2C}}<br />
{{!}}-<br />
{{AttackVersion|name=Charged}}<br />
{{#lst:BBTag/Rachel Alucard/Data|2[C]}}<br />
{{!}}-<br />
{{Description|7|text=* Good combo ender on the ground<br />
* Can use wind by inputting a direction as the move is coming out<br />
* Hold C to do more hits but lose the ability to special cancel<br />
<br />
Rachel's sweep. It's good for knocking an opponent off their feet so you can start air juggling an opponent in a combo by following it up with 236A/B~8. It's also good for ending your combos when you're on the ground since it'll knockdown and you can special cancel it into Lotus or George for oki if you have a nearby lobelia pole or Skill Gauge to spend.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.A</font> ======<br />
{{MoveData<br />
|image=BBTag_Rachel_jA.png |caption=<br />
|image2=BBTag_Rachel_jAA.png |caption2=<br />
|name=j.A<br />
|data=<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=j.A}}<br />
{{#lst:BBTag/Rachel Alucard/Data|j.A}}<br />
{{!}}-<br />
{{Description|7|text=* Great for overhead mixups<br />
<br />
A very strong mixup tool. When combined with a 2 input to use wind, it allows for a very fast overhead option that leads to a full combo. <br />
<br />
It can also be used as a jump in normal when combined with a 3 wind input. However, j.A doesn't have a lot of reach and can be beaten by most of anti-airs. When you use it as a jump in, it should mostly be used to catch an opponent by surprise as they're chasing after you by doing stuff like jump back > air dash j.3A. <br />
}}<br />
{{!}}-<br />
{{AttackVersion|name=j.AA}}<br />
{{#lst:BBTag/Rachel Alucard/Data|j.AA}}<br />
{{!}}-<br />
{{Description|7|text=Mostly just used in combos. <br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.B</font> ======<br />
{{MoveData<br />
|image=BBTag_Rachel_jB.png |caption=Something quite atrocious<br />
|name=j.B<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lst:BBTag/Rachel Alucard/Data|j.B}}<br />
{{!}}-<br />
{{Description|6|text=* Good for dealing with opponents directly above Rachel<br />
<br />
Because this move hits directly above Rachel, this move can be very good at dealing with opponents in the air that are directly above you or higher up in the air than you are. <br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.C</font> ======<br />
{{MoveData<br />
|image=BBTag_Rachel_jC.png |caption=<br />
|name=j.C<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lst:BBTag/Rachel Alucard/Data|j.C}}<br />
{{!}}-<br />
{{Description|6|text=* Ground bounces<br />
<br />
Mostly used at the end of air combos. j.C will bring an opponent all the way back down to the ground and the ground bounce is big enough that you can do 2C afterwards to end your combo in a knockdown. <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_Rachel_GroundThrow.png |caption=<br />
|name=Ground Throw<br />
|input=5B+C<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lst:BBTag/Rachel Alucard/Data|BC}}<br />
{{!}}-<br />
{{Description|6|text=* Can combo by linking a 5A or 5B juggle. <br />
<br />
Pretty standard throw. Launches the opponent fairly high up vertically but not very far horizontally.<br />
<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Gerbera Lute</font> ======<br />
{{MoveData<br />
|image=BBTag_Rachel_GerberaLute.png |caption=<br />
|name=Gerbera Lute<br />
|input=5A+D<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lst:BBTag/Rachel Alucard/Data|AD}}<br />
{{!}}-<br />
{{Description|6|text=* EXTREMELY large hitbox<br />
* Air unblockable without meter<br />
<br />
Rachel's DP. Looks as if it has infinite vertical reach, when in reality it only reaches just above the top of the screen, meaning it can theoretically be jumped over, though it's unlikely this will occur. Main component in her corner unblockable resets using lotus and a delayed assist.<br />
}}<br />
}}<br />
<br />
<br />
<br style="clear:both;"/><br />
<br />
==Skills==<br />
<br />
====== <font style="visibility:hidden" size="0">Tiny Lobelia</font> ======<br />
{{MoveData<br />
|image=BBTag_Rachel_TinyLobelia.png |caption=<br />
|image2=BBTag_Rachel_TinyLobeliaAir.png |caption2=<br />
|input=236A/B (Air OK)<br />
|name=Tiny Lobelia<br />
|data=<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=A}}<br />
{{#lst:BBTag/Rachel Alucard/Data|236A}}<br />
{{!}}-<br />
{{Description|7|text=* Can use wind to manipulate the direction of the projectiles<br />
* Active until it touches the ground<br />
<br />
Rachel's lobelias are a key part in her neutral game. They remain active until they turn into poles, at which point they can be detonated or converted into Lotus bats. Wind manipulation can be used to either deter enemies from running directly at Rachel (236A~6 and 236A~9) or to prevent them approaching from the air (236A~8). Learning to manipulate Lobelias is extremely important to playing Rachel.<br />
<br />
}}<br />
{{!}}-<br />
{{AttackVersion|name=B}}<br />
{{#lst:BBTag/Rachel Alucard/Data|236B}}<br />
{{!}}-<br />
{{Description|7|text=* Can use wind to manipulate the direction of the projectiles<br />
* Active until it touches the ground<br />
<br />
Same notes as above, learning to use lobelias is important. B Lobelia has slightly more startup and recovery than A Lobelia, but throws the Lobelia higher and further without wind. 236B~8 is a key component in Rachel's midscreen BnBs and 236B~9 is key in her corner combos. 236B~2 can be used in reaction to run ins.<br />
<br />
}}<br />
{{!}}-<br />
{{AttackVersion|name=Air A}}<br />
{{#lst:BBTag/Rachel Alucard/Data|j.236A}}<br />
{{!}}-<br />
{{Description|7|text=* Can use wind to manipulate the direction of the projectiles<br />
* Active until it touches the ground<br />
* Travels the furthest of the meterless Lobelias<br />
<br />
Same notes as above, learning to use lobelias is important. A air Lobelia is mainly used at long distances to prevent opponents from approaching Rachel. It can be used to end an air string in a pinch, but you're better off trying to end with j.C.<br />
<br />
}}<br />
{{!}}-<br />
{{AttackVersion|name=Air B}}<br />
{{#lst:BBTag/Rachel Alucard/Data|j.236B}}<br />
{{!}}-<br />
{{Description|7|text=* Can use wind to manipulate the direction of the projectiles<br />
* Active until it touches the ground<br />
<br />
Same notes as above, learning to use lobelias is important. Air B Lobelia is arguably the least useful of the Lobelias. It throws a Lobelia almost straight down from Rachel's hand, hitting opponents almost directly below Rachel. As of right now, it has no use in combos and sees little use in neutral.<br />
<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Barrel Lotus</font> ======<br />
{{MoveData<br />
|image=BBTag_Rachel_BarrelLotus.png |caption=<br />
|input=214A (Air OK)<br />
|name=Barrel Lotus<br />
|data=<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground}}<br />
{{#lst:BBTag/Rachel Alucard/Data|214A}}<br />
{{!}}-<br />
{{AttackVersion|name=Air}}<br />
{{#lst:BBTag/Rachel Alucard/Data|j.214A}}<br />
{{!}}-<br />
{{Description|7|text=* Great for space control<br />
* On hit, lotus will automatically explode into Sword Iris<br />
* Travels very quickly and lasts a very long time<br />
* Disappears if Rachel gets hit or blocks an attack<br />
<br />
Lotus lasts for a RIDICULOUS amount of time and travels significantly faster than in previous titles, but does not stick on block nor on hit. Instead, Lotus will automatically detonate on hit, allowing for a followup if you're swift since lightning no longer stuns the opponent. Lotus remains on swap, so throwing out Lotus to force your opponent to block while Rachel swaps out isn't a bad idea. This also allows Rachel ample time to approach, set up, drop George, etc. If the opponent blocks these in the air, Rachel can call an assist and throw out her DP for an easy unblockable.<br />
<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Sword Iris</font> ======<br />
{{MoveData<br />
|image=BBTag_Rachel_SwordIris.png |caption=<br />
|input=214B (Air OK)<br />
|name=Sword Iris<br />
|data=<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground}}<br />
{{#lst:BBTag/Rachel Alucard/Data|214B}}<br />
{{!}}-<br />
{{AttackVersion|name=Air}}<br />
{{#lst:BBTag/Rachel Alucard/Data|j.214B}}<br />
{{!}}-<br />
{{Description|7|text=* TK Sword Iris allows Rachel recover very fast and is very plus on block<br />
* Good for pressure resets<br />
<br />
Sword Iris starts up significantly faster than in prior titles, allowing Rachel to punish random acts in her forest of rods significantly easier than before. However, since there's no stun from electric attacks in this game, converting off of rods is significantly more difficult than before, making Sword Iris much more of a zoning tool than anything else.<br />
<br />
}}<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Extra Skills==<br />
<br />
====== <font style="visibility:hidden" size="0">EX Tiny Lobelia</font> ======<br />
{{MoveData<br />
|image=BBTag_Rachel_TinyLobeliaEX.png |caption=<br />
|input=236C (Air OK)<br />
|name=EX Tiny Lobelia<br />
|data=<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground}}<br />
{{#lst:BBTag/Rachel Alucard/Data|236C}}<br />
{{!}}-<br />
{{AttackVersion|name=Air}}<br />
{{#lst:BBTag/Rachel Alucard/Data|j.236C}}<br />
{{!}}-<br />
{{Description|7|text=* Can use wind to manipulate the direction of the projectiles<br />
* Active until they touch the ground<br />
<br />
EX Lobelias acts exactly like Unlimited B Lobelia from CPEX. Rachel throws three lobelias at A, B, and C ranges from prior games. This is mainly used for instant setup and can coat the opponent in bats if Lotus is used immediately afterwards. Otherwise it makes the opponent second guess their approach, as Rachel can detonate or convert the rods at any time.<br />
<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">George the 13th</font> ======<br />
{{MoveData<br />
|image=BBTag_Rachel_GeorgeThe13th.png |caption=Everyone's favorite living landmine!<br />
|input=214C (Air OK)<br />
|name=George the 13th<br />
|data=<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground}}<br />
{{#lst:BBTag/Rachel Alucard/Data|214C}}<br />
{{!}}-<br />
{{AttackVersion|name=Air}}<br />
{{#lst:BBTag/Rachel Alucard/Data|j.214C}}<br />
{{!}}-<br />
{{Description|7|text=* Disappears if Rachel is hit<br />
* Can be destroyed by taking a certain amount of damage from strike attacks<br />
* Immune to projectiles<br />
* Will trigger only in proximity to the opponent and not partners<br />
* Does NOT disappear if Rachel swaps out and partner is hit<br />
* Lasts for 600 frames and has 2000 health<br />
<br />
George is more powerful than he ever has been. Since he's immune to projectiles, he can act as a shield against characters with projectiles that travel along the ground, such as Es's waves. This does include supers, however, Jin's Touga still goes through George, but does not destroy him. George is useful if set as oki, but is easily pushblocked. However, two pushblocks are required to keep Rachel out in the corner and can be avoided entirely with an active swap, though swapping can be risky and gives Rachel's partner less time to mix up the opponent.<br />
George will always do a total 12 hits.<br />
}}<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_Rachel_5AAA.png |caption=<br />
|input=Enhanced 5AAA<br />
|name=5P <br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lst:BBTag/Rachel Alucard/Data|5P}}<br />
{{!}}-<br />
{{Description|6|text=* Rachel's primary combo assist<br />
* Good to extend pressure and force the opponent into the corner<br />
<br />
5P sends Rachel flying forward, similar to 5AAA~6. Does a surprising amount of damage and pushes airborne opponents slightly upwards. Hits quite a few times, making it easy to pushblock the point character out.<br />
<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">6P</font> ======<br />
{{MoveData<br />
|image=BBTag_Rachel_TinyLobeliaAssist.png |caption=<br />
|input=Tiny Lobelia<br />
|name=6P<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lst:BBTag/Rachel Alucard/Data|6P}}<br />
{{!}}-<br />
{{Description|6|text=* Good for controlling air space and covering an approach on opponents hanging back<br />
<br />
Rachel throws out the equivalent of her B and C lobelias from Blazblue at the same time. On their way up, they control a lot of air space and make it hard for the opponent to approach by air. If the opponent is in the area that the lobelias come down in, the lobelias will limit their options and allow Rachel to approach.<br />
<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">4P</font> ======<br />
{{MoveData<br />
|image=BBTag_Rachel_SwordIris.png |caption=<br />
|input=Sword Iris<br />
|name=4P <br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lst:BBTag/Rachel Alucard/Data|4P}}<br />
{{!}}-<br />
{{Description|6|text=* Will ignite any Tiny Lobelia poles on the screen if there are any, in addition to the poleless one it usually does<br />
* Has some tracking when done as an active partner call<br />
* Infinite vertical range<br />
<br />
The fact this detonates rods is amazing, allowing fullscreen punishes from point characters that don't normally have ranged options, such as Kanji or Waldstein. Mostly used to control space, though it can be used in combos where 5P would push the opponent too far away or would whiff.<br />
<br />
}}<br />
}}<br />
<br />
<br style="clear:both;"/><br />
<br />
==Distortion Skills==<br />
<br />
====== <font style="visibility:hidden" size="0">Tempest Dahlia</font> ======<br />
{{MoveData<br />
|image=BBTag_Rachel_TempestDahlia.png |caption=<br />
|input=236B+C (Air OK)<br />
|name=Tempest Dahlia<br />
|data=<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground}}<br />
{{#lst:BBTag/Rachel Alucard/Data|236BC}}<br />
{{!}}-<br />
{{AttackVersion|name=Air}}<br />
{{#lst:BBTag/Rachel Alucard/Data|j.236BC}}<br />
{{!}}-<br />
{{Description|7|text=* Deals a good amount of chip damage<br />
* Very plus on block, allowing Rachel to approach<br />
<br />
Unlike prior titles, Tempest is not affected by Rachel's wind levels, nor does it replenish her wind. However, it remains extremely plus, making it a difficult-to-avoid super that locks down the opponent wherever they may be, unless they are directly below and behind an airborne Rachel. Most useful in the air since supers like Black Hawk Stinger, Yang's Black Hawk Stinger, and Carnage Scissosr exist.<br />
Different animals do different damage.<br />
<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Baden Baden Lily</font> ======<br />
{{MoveData<br />
|image=BBTag_Rachel_BadenBadenLily.png |caption=This was plus in Blazblue?<br />
|input=214B+C (Air OK)<br />
|name=Baden Baden Lily<br />
|data=<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground}}<br />
{{#lst:BBTag/Rachel Alucard/Data|214BC}}<br />
{{!}}-<br />
{{AttackVersion|name=Air}}<br />
{{#lst:BBTag/Rachel Alucard/Data|j.214BC}}<br />
{{!}}-<br />
{{Description|7|text=* Creates a large pillar of lighting around Rachel<br />
* Detonates all lighting rods on the stage<br />
* The lighting pillar will remain even if Rachel is hit during the super<br />
* NOT plus on block<br />
* Has invuln on startup<br />
* Can combo after it<br />
* If used in air, the pillar extends all the way down to the ground<br />
<br />
Rachel's primary combo super. Detonates poles as well, allowing for increased damage with proper setplay. The vertical distance covered can make it an interesting Distortion Skill Duo followup to some Distortions that knock opponents into the air.<br />
On whiff lighting can only hit once.<br />
<br />
}}<br />
}}<br />
<br />
==Distortion Skill Duo==<br />
{{MoveData<br />
|image=BBTag_Rachel_BadenBadenLily.png |caption=<br />
|input=P during partner's distortion drive<br />
|name=Baden Baden Lily<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lst:BBTag/Rachel Alucard/Data|Distortion Skill Duo}}<br />
{{!}}-<br />
{{Description|6|text=* Important points go here<br />
<br />
Detailed description of the usefulness of the move go here<br />
<br />
}}<br />
}}<br />
<br />
<br style="clear:both;"/><br />
<br />
==Astral Heat==<br />
{{MoveData<br />
|image=BBTag_Rachel_ClownishCalendula.png |caption=<br />
|input=222B+C<br />
|name=Clownish Calendula<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lst:BBTag/Rachel Alucard/Data|222BC}}<br />
{{!}}-<br />
{{Description|6|text=* Infinite vertical reach<br />
* STILL doesn't vaporize<br />
* Combos off throw<br />
<br />
Rachel's Astral. Has guardpoint through most of the duration and infinite vertical reach, making it both an excellent reversal tool as well as being easy to combo into.<br />
<br />
}}<br />
}}<br />
<br style="clear:both;"/><br />
==Roadmap==<br />
<!--To update this section, go to this character's subheader in Dustloop Wiki:Roadmap/BBTag--><br />
{{Roadmap}}<br />
==Navigation==<br />
{{#lst:BBTag/Rachel Alucard/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[BBTag/Rachel Alucard/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:Rachel Alucard]]<br />
[[Category:BlazBlue Cross Tag Battle]]</div>73.184.163.146https://www.dustloop.com/wiki/index.php?title=BBTag/Blitztank&diff=134646BBTag/Blitztank2019-11-25T14:05:55Z<p>73.184.163.146: </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<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 cancellable)<br />
*Large corner carry by ending combos with dash<br />
*Large damage from supers <br />
*Loops in corner<br />
*Its a tank<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<br />
*although corner combos do huge damage, midscreen combos are weak in comparison<br />
|-<br />
|}<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 only move forward<br />
|image2=BBTag_Blitztank_5AAAA.png |caption2=<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=<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=<br />
|name=5B<br />
|data=<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=5B}}<br />
{{#lsth:BBTag/Blitztank/Data|5B}}<br />
{{!}}-<br />
{{AttackVersion|name=5BB}}<br />
{{#lsth:BBTag/Blitztank/Data|5BB}}<br />
{{!}}-<br />
{{Description|7|text=<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5C</font> ======<br />
{{MoveData<br />
|image=BBTag_Blitztank_5C.png |caption=<br />
|name=5C<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Blitztank/Data|5C}}<br />
{{!}}-<br />
{{Description|6|text=<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2A</font> ======<br />
{{MoveData<br />
|image=BBTag_Blitztank_2A.png |caption=<br />
|name=2A<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Blitztank/Data|2A}}<br />
{{!}}-<br />
{{Description|6|text=<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2B</font> ======<br />
{{MoveData<br />
|image=BBTag_Blitztank_2B.png |caption=<br />
|name=2B<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Blitztank/Data|2B}}<br />
{{!}}-<br />
{{Description|6|text=<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2C</font> ======<br />
{{MoveData<br />
|image=BBTag_Blitztank_2C.png |caption=<br />
|name=2C<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Blitztank/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_Blitztank_jA.png |caption=<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=<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.B</font> ======<br />
{{MoveData<br />
|image=BBTag_Blitztank_jB.png |caption=<br />
|name=j.B<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Blitztank/Data|j.B}}<br />
{{!}}-<br />
{{Description|6|text=<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.C</font> ======<br />
{{MoveData<br />
|image=BBTag_Blitztank_jC.png |caption= Yes, this is an unblockable. Yes, this does cause stupid blockstrings.<br />
|name=j.C<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Blitztank/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_Blitztank_GroundThrow.png |caption=<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=<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Reflector</font> ======<br />
{{MoveData<br />
|image=BBTag_Blitztank_Reflector.png |caption=<br />
|image2=BBTag_Blitztank_Entladung.png |caption2=<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=<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_ElektroAuge.png |caption=<br />
|image2=BBTag_Blitztank_AirElektroAuge.png |caption2=<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 />
{{AttackVersion|name=236B}}<br />
{{#lsth:BBTag/Blitztank/Data|236B}}<br />
{{!}}-<br />
{{AttackVersion|name=236C}}<br />
{{#lsth:BBTag/Blitztank/Data|236C}}<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=<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Blitz Mine</font> ======<br />
{{MoveData<br />
|image=BBTag_Blitztank_BlitzMine.png |caption=<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=<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Ansturm</font> ======<br />
{{MoveData<br />
|image=BBTag_Blitztank_Ansturm.png |caption= Our boy is running over thots with this. I'm so proud of it! <3<br />
|name=Ansturm<br />
|input=66<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Blitztank/Data|66}}<br />
{{!}}-<br />
{{Description|6|text=<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_BlitzMineEX.png |caption=<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=<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_???.png |caption=<br />
|input=Elektro Auge<br />
|name=5P<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Blitztank/Data|5P}}<br />
{{!}}-<br />
{{Description|6|text=<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">6P</font> ======<br />
{{MoveData<br />
|image=BBTag_Blitztank_Ansturm.png |caption=<br />
|input=Ansturm<br />
|name=6P<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Blitztank/Data|6P}}<br />
{{!}}-<br />
{{Description|6|text=<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">4P</font> ======<br />
{{MoveData<br />
|image=BBTag_Blitztank_???.png |caption=<br />
|input=Entladung<br />
|name=4P<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Blitztank/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">Gjallarhorn</font> ======<br />
{{MoveData<br />
|image=BBTag_Blitztank_Gjallarhorn.png |caption=<br />
|input=236B+C<br />
|name=Gjallarhorn<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Blitztank/Data|236BC}}<br />
{{!}}-<br />
{{Description|6|text=<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Blitzlauf</font> ======<br />
{{MoveData<br />
|image=BBTag_Blitztank_Blitzlauf.png |caption= Real soviet damage<br />
|input=214B+C<br />
|name=Blitzlauf<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Blitztank/Data|214BC}}<br />
{{!}}-<br />
{{Description|6|text=<br />
}}<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Distortion Skill Duo==<br />
{{MoveData<br />
|image=BBTag_Blitztank_Gjallarhorn.png |caption=<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=<br />
}}<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Astral Heat==<br />
{{MoveData<br />
|image=BBTag_Blitztank_Ragnarok.png |caption= Déjà vu<br />
|image2=BBTag_Blitztank_Ragnarok2.png |caption2=<br />
|input=222B+C<br />
|name=Ragnarok<br />
|data= <br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Blitztank/Data|222BC}}<br />
{{!}}-<br />
{{Description|6|text=<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>73.184.163.146https://www.dustloop.com/wiki/index.php?title=BBTag/Blitztank&diff=134645BBTag/Blitztank2019-11-25T14:05:29Z<p>73.184.163.146: </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<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 cancellable)<br />
*Large corner carry by ending combos with dash<br />
*Large damage from supers <br />
*Loops in corner<br />
*Its a tank<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<br />
*although corner combos do huge damage, midscreen combos are weak in comparison<br />
|-<br />
|}<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 only move forward<br />
|image2=BBTag_Blitztank_5AAAA.png |caption2=<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=<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=<br />
|name=5B<br />
|data=<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=5B}}<br />
{{#lsth:BBTag/Blitztank/Data|5B}}<br />
{{!}}-<br />
{{AttackVersion|name=5BB}}<br />
{{#lsth:BBTag/Blitztank/Data|5BB}}<br />
{{!}}-<br />
{{Description|7|text=<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5C</font> ======<br />
{{MoveData<br />
|image=BBTag_Blitztank_5C.png |caption=<br />
|name=5C<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Blitztank/Data|5C}}<br />
{{!}}-<br />
{{Description|6|text=<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2A</font> ======<br />
{{MoveData<br />
|image=BBTag_Blitztank_2A.png |caption=<br />
|name=2A<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Blitztank/Data|2A}}<br />
{{!}}-<br />
{{Description|6|text=<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2B</font> ======<br />
{{MoveData<br />
|image=BBTag_Blitztank_2B.png |caption=<br />
|name=2B<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Blitztank/Data|2B}}<br />
{{!}}-<br />
{{Description|6|text=<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2C</font> ======<br />
{{MoveData<br />
|image=BBTag_Blitztank_2C.png |caption=<br />
|name=2C<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Blitztank/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_Blitztank_jA.png |caption=<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=<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.B</font> ======<br />
{{MoveData<br />
|image=BBTag_Blitztank_jB.png |caption=<br />
|name=j.B<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Blitztank/Data|j.B}}<br />
{{!}}-<br />
{{Description|6|text=<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.C</font> ======<br />
{{MoveData<br />
|image=BBTag_Blitztank_jC.png |caption= Yes, this is an unblockable. Yes, this does cause stupid blockstrings.<br />
|name=j.C<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Blitztank/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_Blitztank_GroundThrow.png |caption=<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=<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Reflector</font> ======<br />
{{MoveData<br />
|image=BBTag_Blitztank_Reflector.png |caption=<br />
|image2=BBTag_Blitztank_Entladung.png |caption2=<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=<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_ElektroAuge.png |caption=<br />
|image2=BBTag_Blitztank_AirElektroAuge.png |caption2=<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 />
{{AttackVersion|name=236B}}<br />
{{#lsth:BBTag/Blitztank/Data|236B}}<br />
{{!}}-<br />
{{AttackVersion|name=236C}}<br />
{{#lsth:BBTag/Blitztank/Data|236C}}<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=<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Blitz Mine</font> ======<br />
{{MoveData<br />
|image=BBTag_Blitztank_BlitzMine.png |caption=<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=<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Ansturm</font> ======<br />
{{MoveData<br />
|image=BBTag_Blitztank_Ansturm.png |caption= Our boy is running over thots with this. I'm so proud of it! <3<br />
|name=Ansturm<br />
|input=66<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Blitztank/Data|66}}<br />
{{!}}-<br />
{{Description|6|text=<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_BlitzMineEX.png |caption=<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=<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_???.png |caption=<br />
|input=Elektro Auge<br />
|name=5P<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Blitztank/Data|5P}}<br />
{{!}}-<br />
{{Description|6|text=<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">6P</font> ======<br />
{{MoveData<br />
|image=BBTag_Blitztank_Ansturm.png |caption=<br />
|input=Ansturm<br />
|name=6P<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Blitztank/Data|6P}}<br />
{{!}}-<br />
{{Description|6|text=<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">4P</font> ======<br />
{{MoveData<br />
|image=BBTag_Blitztank_???.png |caption=<br />
|input=Entladung<br />
|name=4P<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Blitztank/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">Gjallarhorn</font> ======<br />
{{MoveData<br />
|image=BBTag_Blitztank_Gjallarhorn.png |caption=<br />
|input=236B+C<br />
|name=Gjallarhorn<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Blitztank/Data|236BC}}<br />
{{!}}-<br />
{{Description|6|text=<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Blitzlauf</font> ======<br />
{{MoveData<br />
|image=BBTag_Blitztank_Blitzlauf.png |caption= Real soviet damage<br />
|input=214B+C<br />
|name=Blitzlauf<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Blitztank/Data|214BC}}<br />
{{!}}-<br />
{{Description|6|text=<br />
}}<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Distortion Skill Duo==<br />
{{MoveData<br />
|image=BBTag_Blitztank_Gjallarhorn.png |caption=<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=<br />
}}<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Astral Heat==<br />
{{MoveData<br />
|image=BBTag_Blitztank_Ragnarok.png |caption= Déjà vu<br />
|image2=BBTag_Blitztank_Ragnarok2.png |caption2=<br />
|input=222B+C<br />
|name=Ragnarok<br />
|data= <br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Blitztank/Data|222BC}}<br />
{{!}}-<br />
{{Description|6|text=<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>73.184.163.146https://www.dustloop.com/wiki/index.php?title=BBTag/Blitztank&diff=134475BBTag/Blitztank2019-11-24T14:19:46Z<p>73.184.163.146: /* Strengths/Weaknesses */</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<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 />
===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 />
* Some moves 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 cancellable)<br />
*Large corner carry by ending combos with dash<br />
*Large damage overall<br />
*Loops in corner<br />
*Its a tank<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<br />
*although corner combos do huge damage, midscreen combos are weak in comparison<br />
*its a tank<br />
|-<br />
|}<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 only move forward<br />
|image2=BBTag_Blitztank_5AAAA.png |caption2=<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=<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5B</font> ======<br />
{{MoveData<br />
|image=BBTag_Blitztank_5B.png |caption=<br />
|image2=BBTag_Blitztank_5BB.png |caption2=<br />
|name=5B<br />
|data=<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=5B}}<br />
{{#lsth:BBTag/Blitztank/Data|5B}}<br />
{{!}}-<br />
{{AttackVersion|name=5BB}}<br />
{{#lsth:BBTag/Blitztank/Data|5BB}}<br />
{{!}}-<br />
{{Description|7|text=<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5C</font> ======<br />
{{MoveData<br />
|image=BBTag_Blitztank_5C.png |caption=<br />
|name=5C<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Blitztank/Data|5C}}<br />
{{!}}-<br />
{{Description|6|text=<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2A</font> ======<br />
{{MoveData<br />
|image=BBTag_Blitztank_2A.png |caption=<br />
|name=2A<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Blitztank/Data|2A}}<br />
{{!}}-<br />
{{Description|6|text=<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2B</font> ======<br />
{{MoveData<br />
|image=BBTag_Blitztank_2B.png |caption=<br />
|name=2B<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Blitztank/Data|2B}}<br />
{{!}}-<br />
{{Description|6|text=<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2C</font> ======<br />
{{MoveData<br />
|image=BBTag_Blitztank_2C.png |caption=<br />
|name=2C<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Blitztank/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_Blitztank_jA.png |caption=<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=<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.B</font> ======<br />
{{MoveData<br />
|image=BBTag_Blitztank_jB.png |caption=<br />
|name=j.B<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Blitztank/Data|j.B}}<br />
{{!}}-<br />
{{Description|6|text=<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.C</font> ======<br />
{{MoveData<br />
|image=BBTag_Blitztank_jC.png |caption= Yes, this is an unblockable. Yes, this will probably cause stupid blockstrings.<br />
|name=j.C<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Blitztank/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_Blitztank_GroundThrow.png |caption=<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=<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Reflector</font> ======<br />
{{MoveData<br />
|image=BBTag_Blitztank_Reflector.png |caption=<br />
|image2=BBTag_Blitztank_Entladung.png |caption2=<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=<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_ElektroAuge.png |caption=<br />
|image2=BBTag_Blitztank_AirElektroAuge.png |caption2=<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 />
{{AttackVersion|name=236B}}<br />
{{#lsth:BBTag/Blitztank/Data|236B}}<br />
{{!}}-<br />
{{AttackVersion|name=236C}}<br />
{{#lsth:BBTag/Blitztank/Data|236C}}<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=<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Blitz Mine</font> ======<br />
{{MoveData<br />
|image=BBTag_Blitztank_BlitzMine.png |caption=<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=<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Ansturm</font> ======<br />
{{MoveData<br />
|image=BBTag_Blitztank_Ansturm.png |caption= Our boy is running over thots with this. I'm so proud of it! <3<br />
|name=Ansturm<br />
|input=66<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Blitztank/Data|66}}<br />
{{!}}-<br />
{{Description|6|text=<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_BlitzMineEX.png |caption=<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=<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_???.png |caption=<br />
|input=Elektro Auge<br />
|name=5P<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Blitztank/Data|5P}}<br />
{{!}}-<br />
{{Description|6|text=<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">6P</font> ======<br />
{{MoveData<br />
|image=BBTag_Blitztank_Ansturm.png |caption=<br />
|input=Ansturm<br />
|name=6P<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Blitztank/Data|6P}}<br />
{{!}}-<br />
{{Description|6|text=<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">4P</font> ======<br />
{{MoveData<br />
|image=BBTag_Blitztank_???.png |caption=<br />
|input=Entladung<br />
|name=4P<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Blitztank/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">Gjallarhorn</font> ======<br />
{{MoveData<br />
|image=BBTag_Blitztank_Gjallarhorn.png |caption=<br />
|input=236B+C<br />
|name=Gjallarhorn<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Blitztank/Data|236BC}}<br />
{{!}}-<br />
{{Description|6|text=<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Blitzlauf</font> ======<br />
{{MoveData<br />
|image=BBTag_Blitztank_Blitzlauf.png |caption=<br />
|input=214B+C<br />
|name=Blitzlauf<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Blitztank/Data|214BC}}<br />
{{!}}-<br />
{{Description|6|text=<br />
}}<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Distortion Skill Duo==<br />
{{MoveData<br />
|image=BBTag_Blitztank_Gjallarhorn.png |caption=<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=<br />
}}<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Astral Heat==<br />
{{MoveData<br />
|image=BBTag_Blitztank_Ragnarok.png |caption= Déjà vu<br />
|image2=BBTag_Blitztank_Ragnarok2.png |caption2=<br />
|input=222B+C<br />
|name=Ragnarok<br />
|data= <br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Blitztank/Data|222BC}}<br />
{{!}}-<br />
{{Description|6|text=<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>73.184.163.146https://www.dustloop.com/wiki/index.php?title=BBTag/Elizabeth&diff=134410BBTag/Elizabeth2019-11-23T15:43:56Z<p>73.184.163.146: /* Strengths/Weaknesses */</p>
<hr />
<div>{| class="wikitable" style="float:right; margin-left: 10px; width:400px"<br />
|-<br />
!Elizabeth<br />
|-<br />
||<br />
[[File:BBTag_Elizabeth_Portrait.png|350x500px|center]]<br />
|-<br />
||<br />
{{#lsth:BBTag/Elizabeth/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 />
:<br />
|}<br />
<div style="float:left; margin-right:25px;"><br />
{{TOC limit|2}}<br />
</div><br />
==Overview==<br />
"I, Elizabeth, humbly accept your challenge."<br />
<br />
===Backstory===<br />
Known as "One Who Governs Power", Elizabeth is a resident of the Velvet Room who assists Igor in his endeavors to assist Velvet Room guests.<br />
<br />
===Playstyle===<br />
Elizabeth is mostly a mid spacing character with a high risk high reward factor. With powerful zoning tools with an alright kit that shines when she reaches awakening but, will not survive a hit afterwords without alot of resources spent into healing. Speculation: She has a powerful oki game with spending a meter for Hama or in the corner with Agi but, lacking a overhead will be a big issue for her. Her pressure game is mostly about stagger pressure just like her base game but, her improvements on her command grab make it so the opponent doesn't just low blow everything.<br />
<br />
<br />
===Awakening===<br />
When Elizabeth is at low health (around 30%), a cut-in of her will appear on the screen that looks similar to the ones that appear when one of the Persona characters use their Astral Heat, and an icon of Elizabeth will appear above the Cross Gauge. This signifies that she has entered Awakening, a mechanic lifted from Persona 4 Arena/Ultimax. Elizabeth's moves gain several upgrades during this state. Once Awakening is achieved, it will last for the remainder of the match.<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 that can drag the opponent to you.<br />
* High meter gain with Mind Charge. <br />
* Semi fast projectiles <br />
* One of the highest damaging solo zoners as of yet<br />
*Asnine combo damage, can freze or drop the opponent in front of her using all of her specials allowing extensions.<br />
*can issue commands to her persona to have it do the command where it is, allowing her to use specials and even command grabs anywhere on the screen.<br />
| style="width: 50%;"|<br />
*She has '''NO OVERHEADS''' besides Clash, so you really need to use her projectile normals to get your hits in.<br />
*Moves slow on the ground<br />
*Low hp. can die easily.<br />
*bad disadvantage<br />
|}<br />
<br />
{{#lst:BBTag/Elizabeth/Data|Links}}<br />
<br style="clear:both;"/><br />
<br />
==Normal Moves==<br />
<br />
====== <font style="visibility:hidden" size="0">4A</font> ======<br />
{{MoveData<br />
|image=P4Arena_Elizabeth_5A.png |caption=<br />
|image2=P4AU_Elizabeth_5AA.png |caption2=<br />
|image3=BBTag_Elizabeth_4AAA.png |caption3=<br />
|image4=BBTag_Elizabeth_4AAAA.png |caption4=<br />
|name=4A<br />
|data=<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=4A}}<br />
{{#lsth:BBTag/Elizabeth/Data|4A}}<br />
{{!}}-<br />
{{AttackVersion|name=4AA}}<br />
{{#lsth:BBTag/Elizabeth/Data|4AA}}<br />
{{!}}-<br />
{{AttackVersion|name=4AAA}}<br />
{{#lsth:BBTag/Elizabeth/Data|4AAA}}<br />
{{!}}-<br />
{{AttackVersion|name=4AAAA}}<br />
{{#lsth:BBTag/Elizabeth/Data|4AAAA}}<br />
{{!}}-<br />
{{Description|7|text=<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5A</font> ======<br />
{{MoveData<br />
|image=P4Arena_Elizabeth_5B.png |caption=<br />
|image2=P4AU_Elizabeth_5BB.png |caption2=<br />
|image3=P4AU_Elizabeth_5BBB.png |caption3=<br />
|image4=P4Arena_Elizabeth_Magarudyne.png |caption4=<br />
|name=5A<br />
|data=<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=5A}}<br />
{{#lsth:BBTag/Elizabeth/Data|5A}}<br />
{{!}}-<br />
{{AttackVersion|name=5AA}}<br />
{{#lsth:BBTag/Elizabeth/Data|5AA}}<br />
{{!}}-<br />
{{AttackVersion|name=5AAA}}<br />
{{#lsth:BBTag/Elizabeth/Data|5AAA}}<br />
{{!}}-<br />
{{AttackVersion|name=5AAAA}}<br />
{{#lsth:BBTag/Elizabeth/Data|5AAAA}}<br />
{{!}}-<br />
{{Description|7|text=<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5B</font> ======<br />
{{MoveData<br />
|image=P4Arena_Elizabeth_5C.png |caption=<br />
|image2=P4Arena_Elizabeth_2C.png |caption2=<br />
|image3=P4Arena_Elizabeth_Maziodyne.png |caption3=<br />
|name=5B <br />
|data=<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=5B}}<br />
{{#lsth:BBTag/Elizabeth/Data|5B}}<br />
{{!}}-<br />
{{AttackVersion|name=5BB}}<br />
{{#lsth:BBTag/Elizabeth/Data|5BB}}<br />
{{!}}-<br />
{{AttackVersion|name=5BBB}}<br />
{{#lsth:BBTag/Elizabeth/Data|5BBB}}<br />
{{!}}-<br />
{{Description|7|text=<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5B>5C</font> ======<br />
{{MoveData<br />
|image=P4Arena_Elizabeth_5D.png |caption=<br />
|name=5B>5C<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Elizabeth/Data|5B>5C}}<br />
{{!}}-<br />
{{Description|6|text=<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5B>2C</font> ======<br />
{{MoveData<br />
|image=P4Arena_Elizabeth_2D.png |caption=<br />
|name=5B>2C<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Elizabeth/Data|5B>2C}}<br />
{{!}}-<br />
{{Description|6|text=<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5C</font> ======<br />
{{MoveData<br />
|image=P4Arena_Elizabeth_AOA.png |caption=<br />
|name=5C<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Elizabeth/Data|5C}}<br />
{{!}}-<br />
{{Description|6|text=<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2A</font> ======<br />
{{MoveData<br />
|image=P4Arena_Elizabeth_2A.png |caption=<br />
|name=2A<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Elizabeth/Data|2A}}<br />
{{!}}-<br />
{{Description|6|text=<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2B</font> ======<br />
{{MoveData<br />
|image=P4Arena_Elizabeth_2B.png |caption=<br />
|name=2B<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Elizabeth/Data|2B}}<br />
{{!}}-<br />
{{Description|6|text=<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2C</font> ======<br />
{{MoveData<br />
|image=P4Arena_Elizabeth_Sweep.png |caption=<br />
|name=2C<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Elizabeth/Data|2C}}<br />
{{!}}-<br />
{{Description|6|text=<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.A</font> ======<br />
{{MoveData<br />
|image=P4Arena_Elizabeth_jB.png |caption=<br />
|image2=P4Arena_Elizabeth_jA.png |caption2=<br />
|name=j.A<br />
|data=<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=j.A}}<br />
{{#lsth:BBTag/Elizabeth/Data|j.A}}<br />
{{!}}-<br />
{{AttackVersion|name=j.AA}}<br />
{{#lsth:BBTag/Elizabeth/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=P4Arena_Elizabeth_jC.png |caption=<br />
|name=j.B<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Elizabeth/Data|j.B}}<br />
{{!}}-<br />
{{Description|6|text=<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.C</font> ======<br />
{{MoveData<br />
|image=P4Arena_Elizabeth_jD.png |caption=<br />
|name=j.C<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Elizabeth/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=P4Arena_Elizabeth_GroundThrow.png |caption=<br />
|name=Ground Throw<br />
|input=5B+C<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Elizabeth/Data|BC}}<br />
{{!}}-<br />
{{Description|6|text=<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Debilitate</font> ======<br />
{{MoveData<br />
|image=P4AU_Elizabeth_Debilitate.png |caption=<br />
|name=Debilitate<br />
|input=5A+D (Air OK)<br />
|data=<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground}}<br />
{{#lsth:BBTag/Elizabeth/Data|AD}}<br />
{{!}}-<br />
{{AttackVersion|name=Air}}<br />
{{#lsth:BBTag/Elizabeth/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">Magarudyne</font> ======<br />
{{MoveData<br />
|image=P4Arena_Elizabeth_Magarudyne.png |caption=WOOOSH<br />
|input=236A(Air OK)<br />
|name=Magarudyne<br />
|data=<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground}}<br />
{{#lsth:BBTag/Elizabeth/Data|236A}}<br />
{{!}}-<br />
{{AttackVersion|name=Air}}<br />
{{#lsth:BBTag/Elizabeth/Data|j.236A}}<br />
{{!}}-<br />
{{Description|7|text=<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Maziodyne</font> ======<br />
{{MoveData<br />
|image=P4Arena_Elizabeth_Maziodyne.png |caption=<br />
|input=236B(Air OK)<br />
|name=Maziodyne<br />
|data=<br />
<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground}}<br />
{{#lsth:BBTag/Elizabeth/Data|236B}}<br />
{{!}}-<br />
{{AttackVersion|name=Air}}<br />
{{#lsth:BBTag/Elizabeth/Data|j.236B}}<br />
{{!}}-<br />
{{Description|7|text=<br />
}}<br />
}}<br />
====== <font style="visibility:hidden" size="0">Mabufudyne</font> ======<br />
{{MoveData<br />
|image=P4Arena_Elizabeth_Mabufudyne.png |caption=<br />
|input=214A<br />
|name=Mabufudyne<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Elizabeth/Data|214A}}<br />
{{!}}-<br />
{{Description|6|text=<br />
}}<br />
}}<br />
====== <font style="visibility:hidden" size="0">Maragidyne</font> ======<br />
{{MoveData<br />
|image=P4Arena_Elizabeth_Maragidyne.png |caption=<br />
|input=214B<br />
|name=Maragidyne<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Elizabeth/Data|214B}}<br />
{{!}}-<br />
{{Description|6|text=<br />
}}<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Extra Skills==<br />
====== <font style="visibility:hidden" size="0">???</font> ======<br />
{{MoveData<br />
|image=P4Arena_Elizabeth_Mahamaon.png |caption=I'm sorry, everyone... I had to trade in the insta-kill for better start-up<br />
|input=236C<br />
|name=Mahamaon<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Elizabeth/Data|236C}}<br />
{{!}}-<br />
{{Description|6|text=<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">???</font> ======<br />
{{MoveData<br />
|image=P4Arena_Elizabeth_Diarahan.png |caption=<br />
|input=214C<br />
|name=Diarahan<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Elizabeth/Data|214C}}<br />
{{!}}-<br />
{{Description|6|text=<br />
}}<br />
}}<br />
<br style="clear:both;"/><br />
<br />
<br />
====== <font style="visibility:hidden" size="0">???</font> ======<br />
{{MoveData<br />
|image=P4Arena_Elizabeth_Mamudoon.png |caption=Don't lie, you forgot she had this move too<br />
|input=J.236C<br />
|name=Mamudoon<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Elizabeth/Data|J.236C}}<br />
{{!}}-<br />
{{Description|6|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=P4Arena_Elizabeth_5C.png |caption=<br />
|input=5B<br />
|name=5P<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Elizabeth/Data|5P}}<br />
{{!}}-<br />
{{Description|6|text=<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">6P</font> ======<br />
{{MoveData<br />
|image=P4Arena_Elizabeth_Maziodyne.png |caption=<br />
|input=Maziodyne<br />
|name=6P<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Elizabeth/Data|6P}}<br />
{{!}}-<br />
{{Description|6|text=<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">4P</font> ======<br />
{{MoveData<br />
|image=P4Arena_Elizabeth_Mabufudyne.png |caption=<br />
|input=Mabufudyne<br />
|name=4P<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Elizabeth/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">???</font> ======<br />
{{MoveData<br />
|image=P4Arena_Elizabeth_GhastlyWail.png |caption=<br />
|input=236B+C<br />
|name=Ghastly Wail<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Elizabeth/Data|236BC}}<br />
{{!}}-<br />
{{Description|6|text=<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">???</font> ======<br />
{{MoveData<br />
|image=P4Arena_Elizabeth_MindCharge.png |caption= Atarax570 putting fear into his opponents.<br />
|input=214B+C<br />
|name=Mind Charge<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Elizabeth/Data|214BC}}<br />
{{!}}-<br />
{{Description|6|text= Drains Elizabeth’s health and converts it to meter. Allows her to enter Awakening if her health is low enough, though it naturally also means that she will have low health when this happens. The health drained is shown as red health, meaning it can be restored if she tags out for long enough, though this means that you have to be really careful when using Partner Skills/Cross Combo or else Elizabeth will be KO’d really easily.<br />
}}<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Distortion Skill Duo==<br />
{{MoveData<br />
|image=P4Arena_Elizabeth_GhastlyWail.png |caption=<br />
|input=P during Main Character's Distortion Skill <br />
|name=Ghastly Wail<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Elizabeth/Data|Distortion Skill Duo}}<br />
{{!}}-<br />
{{Description|6|text=<br />
}}<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Astral Heat==<br />
{{MoveData<br />
|image=P4Arena_Elizabeth_Megidolaon.png |caption=<br />
|input=222B+C<br />
|name=Megidolaon<br />
|data= <br />
{{AttackDataHeader-BBTag|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Catch}}<br />
{{#lsth:BBTag/Elizabeth/Data|222BC}}<br />
{{!}}-<br />
{{AttackVersion|name=Attack}}<br />
{{#lsth:BBTag/Elizabeth/Data|222BC Attack}}<br />
{{!}}-<br />
{{Description|7|text=<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/Elizabeth/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[BBTag/Elizabeth/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:Elizabeth]]</div>73.184.163.146https://www.dustloop.com/wiki/index.php?title=BBTag/Elizabeth&diff=134402BBTag/Elizabeth2019-11-23T15:32:08Z<p>73.184.163.146: /* Strengths/Weaknesses */</p>
<hr />
<div>{| class="wikitable" style="float:right; margin-left: 10px; width:400px"<br />
|-<br />
!Elizabeth<br />
|-<br />
||<br />
[[File:BBTag_Elizabeth_Portrait.png|350x500px|center]]<br />
|-<br />
||<br />
{{#lsth:BBTag/Elizabeth/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 />
:<br />
|}<br />
<div style="float:left; margin-right:25px;"><br />
{{TOC limit|2}}<br />
</div><br />
==Overview==<br />
"I, Elizabeth, humbly accept your challenge."<br />
<br />
===Backstory===<br />
Known as "One Who Governs Power", Elizabeth is a resident of the Velvet Room who assists Igor in his endeavors to assist Velvet Room guests.<br />
<br />
===Playstyle===<br />
Elizabeth is mostly a mid spacing character with a high risk high reward factor. With powerful zoning tools with an alright kit that shines when she reaches awakening but, will not survive a hit afterwords without alot of resources spent into healing. Speculation: She has a powerful oki game with spending a meter for Hama or in the corner with Agi but, lacking a overhead will be a big issue for her. Her pressure game is mostly about stagger pressure just like her base game but, her improvements on her command grab make it so the opponent doesn't just low blow everything.<br />
<br />
<br />
===Awakening===<br />
When Elizabeth is at low health (around 30%), a cut-in of her will appear on the screen that looks similar to the ones that appear when one of the Persona characters use their Astral Heat, and an icon of Elizabeth will appear above the Cross Gauge. This signifies that she has entered Awakening, a mechanic lifted from Persona 4 Arena/Ultimax. Elizabeth's moves gain several upgrades during this state. Once Awakening is achieved, it will last for the remainder of the match.<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 that can drag the opponent to you.<br />
* High meter gain with Mind Charge. <br />
* Semi fast projectiles <br />
* One of the highest damaging solo zoners as of yet<br />
*Asnine combo damage, can freze or drop the opponent in front of her using all of her specials allowing extensions.<br />
| style="width: 50%;"|<br />
*She has '''NO OVERHEADS''' besides Clash, so you really need to use her projectile normals to get your hits in.<br />
*Moves slow on the ground<br />
*Low hp. can die easily.<br />
*bad disadvantage<br />
|}<br />
<br />
{{#lst:BBTag/Elizabeth/Data|Links}}<br />
<br style="clear:both;"/><br />
<br />
==Normal Moves==<br />
<br />
====== <font style="visibility:hidden" size="0">4A</font> ======<br />
{{MoveData<br />
|image=P4Arena_Elizabeth_5A.png |caption=<br />
|image2=P4AU_Elizabeth_5AA.png |caption2=<br />
|image3=BBTag_Elizabeth_4AAA.png |caption3=<br />
|image4=BBTag_Elizabeth_4AAAA.png |caption4=<br />
|name=4A<br />
|data=<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=4A}}<br />
{{#lsth:BBTag/Elizabeth/Data|4A}}<br />
{{!}}-<br />
{{AttackVersion|name=4AA}}<br />
{{#lsth:BBTag/Elizabeth/Data|4AA}}<br />
{{!}}-<br />
{{AttackVersion|name=4AAA}}<br />
{{#lsth:BBTag/Elizabeth/Data|4AAA}}<br />
{{!}}-<br />
{{AttackVersion|name=4AAAA}}<br />
{{#lsth:BBTag/Elizabeth/Data|4AAAA}}<br />
{{!}}-<br />
{{Description|7|text=<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5A</font> ======<br />
{{MoveData<br />
|image=P4Arena_Elizabeth_5B.png |caption=<br />
|image2=P4AU_Elizabeth_5BB.png |caption2=<br />
|image3=P4AU_Elizabeth_5BBB.png |caption3=<br />
|image4=P4Arena_Elizabeth_Magarudyne.png |caption4=<br />
|name=5A<br />
|data=<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=5A}}<br />
{{#lsth:BBTag/Elizabeth/Data|5A}}<br />
{{!}}-<br />
{{AttackVersion|name=5AA}}<br />
{{#lsth:BBTag/Elizabeth/Data|5AA}}<br />
{{!}}-<br />
{{AttackVersion|name=5AAA}}<br />
{{#lsth:BBTag/Elizabeth/Data|5AAA}}<br />
{{!}}-<br />
{{AttackVersion|name=5AAAA}}<br />
{{#lsth:BBTag/Elizabeth/Data|5AAAA}}<br />
{{!}}-<br />
{{Description|7|text=<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5B</font> ======<br />
{{MoveData<br />
|image=P4Arena_Elizabeth_5C.png |caption=<br />
|image2=P4Arena_Elizabeth_2C.png |caption2=<br />
|image3=P4Arena_Elizabeth_Maziodyne.png |caption3=<br />
|name=5B <br />
|data=<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=5B}}<br />
{{#lsth:BBTag/Elizabeth/Data|5B}}<br />
{{!}}-<br />
{{AttackVersion|name=5BB}}<br />
{{#lsth:BBTag/Elizabeth/Data|5BB}}<br />
{{!}}-<br />
{{AttackVersion|name=5BBB}}<br />
{{#lsth:BBTag/Elizabeth/Data|5BBB}}<br />
{{!}}-<br />
{{Description|7|text=<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5B>5C</font> ======<br />
{{MoveData<br />
|image=P4Arena_Elizabeth_5D.png |caption=<br />
|name=5B>5C<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Elizabeth/Data|5B>5C}}<br />
{{!}}-<br />
{{Description|6|text=<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5B>2C</font> ======<br />
{{MoveData<br />
|image=P4Arena_Elizabeth_2D.png |caption=<br />
|name=5B>2C<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Elizabeth/Data|5B>2C}}<br />
{{!}}-<br />
{{Description|6|text=<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5C</font> ======<br />
{{MoveData<br />
|image=P4Arena_Elizabeth_AOA.png |caption=<br />
|name=5C<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Elizabeth/Data|5C}}<br />
{{!}}-<br />
{{Description|6|text=<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2A</font> ======<br />
{{MoveData<br />
|image=P4Arena_Elizabeth_2A.png |caption=<br />
|name=2A<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Elizabeth/Data|2A}}<br />
{{!}}-<br />
{{Description|6|text=<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2B</font> ======<br />
{{MoveData<br />
|image=P4Arena_Elizabeth_2B.png |caption=<br />
|name=2B<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Elizabeth/Data|2B}}<br />
{{!}}-<br />
{{Description|6|text=<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2C</font> ======<br />
{{MoveData<br />
|image=P4Arena_Elizabeth_Sweep.png |caption=<br />
|name=2C<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Elizabeth/Data|2C}}<br />
{{!}}-<br />
{{Description|6|text=<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.A</font> ======<br />
{{MoveData<br />
|image=P4Arena_Elizabeth_jB.png |caption=<br />
|image2=P4Arena_Elizabeth_jA.png |caption2=<br />
|name=j.A<br />
|data=<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=j.A}}<br />
{{#lsth:BBTag/Elizabeth/Data|j.A}}<br />
{{!}}-<br />
{{AttackVersion|name=j.AA}}<br />
{{#lsth:BBTag/Elizabeth/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=P4Arena_Elizabeth_jC.png |caption=<br />
|name=j.B<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Elizabeth/Data|j.B}}<br />
{{!}}-<br />
{{Description|6|text=<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.C</font> ======<br />
{{MoveData<br />
|image=P4Arena_Elizabeth_jD.png |caption=<br />
|name=j.C<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Elizabeth/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=P4Arena_Elizabeth_GroundThrow.png |caption=<br />
|name=Ground Throw<br />
|input=5B+C<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Elizabeth/Data|BC}}<br />
{{!}}-<br />
{{Description|6|text=<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Debilitate</font> ======<br />
{{MoveData<br />
|image=P4AU_Elizabeth_Debilitate.png |caption=<br />
|name=Debilitate<br />
|input=5A+D (Air OK)<br />
|data=<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground}}<br />
{{#lsth:BBTag/Elizabeth/Data|AD}}<br />
{{!}}-<br />
{{AttackVersion|name=Air}}<br />
{{#lsth:BBTag/Elizabeth/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">Magarudyne</font> ======<br />
{{MoveData<br />
|image=P4Arena_Elizabeth_Magarudyne.png |caption=WOOOSH<br />
|input=236A(Air OK)<br />
|name=Magarudyne<br />
|data=<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground}}<br />
{{#lsth:BBTag/Elizabeth/Data|236A}}<br />
{{!}}-<br />
{{AttackVersion|name=Air}}<br />
{{#lsth:BBTag/Elizabeth/Data|j.236A}}<br />
{{!}}-<br />
{{Description|7|text=<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Maziodyne</font> ======<br />
{{MoveData<br />
|image=P4Arena_Elizabeth_Maziodyne.png |caption=<br />
|input=236B(Air OK)<br />
|name=Maziodyne<br />
|data=<br />
<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground}}<br />
{{#lsth:BBTag/Elizabeth/Data|236B}}<br />
{{!}}-<br />
{{AttackVersion|name=Air}}<br />
{{#lsth:BBTag/Elizabeth/Data|j.236B}}<br />
{{!}}-<br />
{{Description|7|text=<br />
}}<br />
}}<br />
====== <font style="visibility:hidden" size="0">Mabufudyne</font> ======<br />
{{MoveData<br />
|image=P4Arena_Elizabeth_Mabufudyne.png |caption=<br />
|input=214A<br />
|name=Mabufudyne<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Elizabeth/Data|214A}}<br />
{{!}}-<br />
{{Description|6|text=<br />
}}<br />
}}<br />
====== <font style="visibility:hidden" size="0">Maragidyne</font> ======<br />
{{MoveData<br />
|image=P4Arena_Elizabeth_Maragidyne.png |caption=<br />
|input=214B<br />
|name=Maragidyne<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Elizabeth/Data|214B}}<br />
{{!}}-<br />
{{Description|6|text=<br />
}}<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Extra Skills==<br />
====== <font style="visibility:hidden" size="0">???</font> ======<br />
{{MoveData<br />
|image=P4Arena_Elizabeth_Mahamaon.png |caption=I'm sorry, everyone... I had to trade in the insta-kill for better start-up<br />
|input=236C<br />
|name=Mahamaon<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Elizabeth/Data|236C}}<br />
{{!}}-<br />
{{Description|6|text=<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">???</font> ======<br />
{{MoveData<br />
|image=P4Arena_Elizabeth_Diarahan.png |caption=<br />
|input=214C<br />
|name=Diarahan<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Elizabeth/Data|214C}}<br />
{{!}}-<br />
{{Description|6|text=<br />
}}<br />
}}<br />
<br style="clear:both;"/><br />
<br />
<br />
====== <font style="visibility:hidden" size="0">???</font> ======<br />
{{MoveData<br />
|image=P4Arena_Elizabeth_Mamudoon.png |caption=Don't lie, you forgot she had this move too<br />
|input=J.236C<br />
|name=Mamudoon<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Elizabeth/Data|J.236C}}<br />
{{!}}-<br />
{{Description|6|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=P4Arena_Elizabeth_5C.png |caption=<br />
|input=5B<br />
|name=5P<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Elizabeth/Data|5P}}<br />
{{!}}-<br />
{{Description|6|text=<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">6P</font> ======<br />
{{MoveData<br />
|image=P4Arena_Elizabeth_Maziodyne.png |caption=<br />
|input=Maziodyne<br />
|name=6P<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Elizabeth/Data|6P}}<br />
{{!}}-<br />
{{Description|6|text=<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">4P</font> ======<br />
{{MoveData<br />
|image=P4Arena_Elizabeth_Mabufudyne.png |caption=<br />
|input=Mabufudyne<br />
|name=4P<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Elizabeth/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">???</font> ======<br />
{{MoveData<br />
|image=P4Arena_Elizabeth_GhastlyWail.png |caption=<br />
|input=236B+C<br />
|name=Ghastly Wail<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Elizabeth/Data|236BC}}<br />
{{!}}-<br />
{{Description|6|text=<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">???</font> ======<br />
{{MoveData<br />
|image=P4Arena_Elizabeth_MindCharge.png |caption= Atarax570 putting fear into his opponents.<br />
|input=214B+C<br />
|name=Mind Charge<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Elizabeth/Data|214BC}}<br />
{{!}}-<br />
{{Description|6|text= Drains Elizabeth’s health and converts it to meter. Allows her to enter Awakening if her health is low enough, though it naturally also means that she will have low health when this happens. The health drained is shown as red health, meaning it can be restored if she tags out for long enough, though this means that you have to be really careful when using Partner Skills/Cross Combo or else Elizabeth will be KO’d really easily.<br />
}}<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Distortion Skill Duo==<br />
{{MoveData<br />
|image=P4Arena_Elizabeth_GhastlyWail.png |caption=<br />
|input=P during Main Character's Distortion Skill <br />
|name=Ghastly Wail<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Elizabeth/Data|Distortion Skill Duo}}<br />
{{!}}-<br />
{{Description|6|text=<br />
}}<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Astral Heat==<br />
{{MoveData<br />
|image=P4Arena_Elizabeth_Megidolaon.png |caption=<br />
|input=222B+C<br />
|name=Megidolaon<br />
|data= <br />
{{AttackDataHeader-BBTag|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Catch}}<br />
{{#lsth:BBTag/Elizabeth/Data|222BC}}<br />
{{!}}-<br />
{{AttackVersion|name=Attack}}<br />
{{#lsth:BBTag/Elizabeth/Data|222BC Attack}}<br />
{{!}}-<br />
{{Description|7|text=<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/Elizabeth/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[BBTag/Elizabeth/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:Elizabeth]]</div>73.184.163.146https://www.dustloop.com/wiki/index.php?title=BBTag/Elizabeth&diff=134401BBTag/Elizabeth2019-11-23T15:30:47Z<p>73.184.163.146: /* Strengths/Weaknesses */</p>
<hr />
<div>{| class="wikitable" style="float:right; margin-left: 10px; width:400px"<br />
|-<br />
!Elizabeth<br />
|-<br />
||<br />
[[File:BBTag_Elizabeth_Portrait.png|350x500px|center]]<br />
|-<br />
||<br />
{{#lsth:BBTag/Elizabeth/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 />
:<br />
|}<br />
<div style="float:left; margin-right:25px;"><br />
{{TOC limit|2}}<br />
</div><br />
==Overview==<br />
"I, Elizabeth, humbly accept your challenge."<br />
<br />
===Backstory===<br />
Known as "One Who Governs Power", Elizabeth is a resident of the Velvet Room who assists Igor in his endeavors to assist Velvet Room guests.<br />
<br />
===Playstyle===<br />
Elizabeth is mostly a mid spacing character with a high risk high reward factor. With powerful zoning tools with an alright kit that shines when she reaches awakening but, will not survive a hit afterwords without alot of resources spent into healing. Speculation: She has a powerful oki game with spending a meter for Hama or in the corner with Agi but, lacking a overhead will be a big issue for her. Her pressure game is mostly about stagger pressure just like her base game but, her improvements on her command grab make it so the opponent doesn't just low blow everything.<br />
<br />
<br />
===Awakening===<br />
When Elizabeth is at low health (around 30%), a cut-in of her will appear on the screen that looks similar to the ones that appear when one of the Persona characters use their Astral Heat, and an icon of Elizabeth will appear above the Cross Gauge. This signifies that she has entered Awakening, a mechanic lifted from Persona 4 Arena/Ultimax. Elizabeth's moves gain several upgrades during this state. Once Awakening is achieved, it will last for the remainder of the match.<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 that can drag the opponent to you.<br />
* High meter gain with Mind Charge. <br />
* Semi fast projectiles <br />
* One of the highest damaging solo zoners as of yet<br />
*Asnine combo damage, can freze or drop the opponent in front of her using all of her specials to allow for extensions.<br />
| style="width: 50%;"|<br />
*She has '''NO OVERHEADS''' besides Clash, so you really need to use her projectile normals to get your hits in.<br />
*Moves slow on the ground<br />
Low hp. can die easily.<br />
bad disadvantage<br />
|}<br />
<br />
{{#lst:BBTag/Elizabeth/Data|Links}}<br />
<br style="clear:both;"/><br />
<br />
==Normal Moves==<br />
<br />
====== <font style="visibility:hidden" size="0">4A</font> ======<br />
{{MoveData<br />
|image=P4Arena_Elizabeth_5A.png |caption=<br />
|image2=P4AU_Elizabeth_5AA.png |caption2=<br />
|image3=BBTag_Elizabeth_4AAA.png |caption3=<br />
|image4=BBTag_Elizabeth_4AAAA.png |caption4=<br />
|name=4A<br />
|data=<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=4A}}<br />
{{#lsth:BBTag/Elizabeth/Data|4A}}<br />
{{!}}-<br />
{{AttackVersion|name=4AA}}<br />
{{#lsth:BBTag/Elizabeth/Data|4AA}}<br />
{{!}}-<br />
{{AttackVersion|name=4AAA}}<br />
{{#lsth:BBTag/Elizabeth/Data|4AAA}}<br />
{{!}}-<br />
{{AttackVersion|name=4AAAA}}<br />
{{#lsth:BBTag/Elizabeth/Data|4AAAA}}<br />
{{!}}-<br />
{{Description|7|text=<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5A</font> ======<br />
{{MoveData<br />
|image=P4Arena_Elizabeth_5B.png |caption=<br />
|image2=P4AU_Elizabeth_5BB.png |caption2=<br />
|image3=P4AU_Elizabeth_5BBB.png |caption3=<br />
|image4=P4Arena_Elizabeth_Magarudyne.png |caption4=<br />
|name=5A<br />
|data=<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=5A}}<br />
{{#lsth:BBTag/Elizabeth/Data|5A}}<br />
{{!}}-<br />
{{AttackVersion|name=5AA}}<br />
{{#lsth:BBTag/Elizabeth/Data|5AA}}<br />
{{!}}-<br />
{{AttackVersion|name=5AAA}}<br />
{{#lsth:BBTag/Elizabeth/Data|5AAA}}<br />
{{!}}-<br />
{{AttackVersion|name=5AAAA}}<br />
{{#lsth:BBTag/Elizabeth/Data|5AAAA}}<br />
{{!}}-<br />
{{Description|7|text=<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5B</font> ======<br />
{{MoveData<br />
|image=P4Arena_Elizabeth_5C.png |caption=<br />
|image2=P4Arena_Elizabeth_2C.png |caption2=<br />
|image3=P4Arena_Elizabeth_Maziodyne.png |caption3=<br />
|name=5B <br />
|data=<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=5B}}<br />
{{#lsth:BBTag/Elizabeth/Data|5B}}<br />
{{!}}-<br />
{{AttackVersion|name=5BB}}<br />
{{#lsth:BBTag/Elizabeth/Data|5BB}}<br />
{{!}}-<br />
{{AttackVersion|name=5BBB}}<br />
{{#lsth:BBTag/Elizabeth/Data|5BBB}}<br />
{{!}}-<br />
{{Description|7|text=<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5B>5C</font> ======<br />
{{MoveData<br />
|image=P4Arena_Elizabeth_5D.png |caption=<br />
|name=5B>5C<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Elizabeth/Data|5B>5C}}<br />
{{!}}-<br />
{{Description|6|text=<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5B>2C</font> ======<br />
{{MoveData<br />
|image=P4Arena_Elizabeth_2D.png |caption=<br />
|name=5B>2C<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Elizabeth/Data|5B>2C}}<br />
{{!}}-<br />
{{Description|6|text=<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5C</font> ======<br />
{{MoveData<br />
|image=P4Arena_Elizabeth_AOA.png |caption=<br />
|name=5C<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Elizabeth/Data|5C}}<br />
{{!}}-<br />
{{Description|6|text=<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2A</font> ======<br />
{{MoveData<br />
|image=P4Arena_Elizabeth_2A.png |caption=<br />
|name=2A<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Elizabeth/Data|2A}}<br />
{{!}}-<br />
{{Description|6|text=<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2B</font> ======<br />
{{MoveData<br />
|image=P4Arena_Elizabeth_2B.png |caption=<br />
|name=2B<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Elizabeth/Data|2B}}<br />
{{!}}-<br />
{{Description|6|text=<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2C</font> ======<br />
{{MoveData<br />
|image=P4Arena_Elizabeth_Sweep.png |caption=<br />
|name=2C<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Elizabeth/Data|2C}}<br />
{{!}}-<br />
{{Description|6|text=<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.A</font> ======<br />
{{MoveData<br />
|image=P4Arena_Elizabeth_jB.png |caption=<br />
|image2=P4Arena_Elizabeth_jA.png |caption2=<br />
|name=j.A<br />
|data=<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=j.A}}<br />
{{#lsth:BBTag/Elizabeth/Data|j.A}}<br />
{{!}}-<br />
{{AttackVersion|name=j.AA}}<br />
{{#lsth:BBTag/Elizabeth/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=P4Arena_Elizabeth_jC.png |caption=<br />
|name=j.B<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Elizabeth/Data|j.B}}<br />
{{!}}-<br />
{{Description|6|text=<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.C</font> ======<br />
{{MoveData<br />
|image=P4Arena_Elizabeth_jD.png |caption=<br />
|name=j.C<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Elizabeth/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=P4Arena_Elizabeth_GroundThrow.png |caption=<br />
|name=Ground Throw<br />
|input=5B+C<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Elizabeth/Data|BC}}<br />
{{!}}-<br />
{{Description|6|text=<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Debilitate</font> ======<br />
{{MoveData<br />
|image=P4AU_Elizabeth_Debilitate.png |caption=<br />
|name=Debilitate<br />
|input=5A+D (Air OK)<br />
|data=<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground}}<br />
{{#lsth:BBTag/Elizabeth/Data|AD}}<br />
{{!}}-<br />
{{AttackVersion|name=Air}}<br />
{{#lsth:BBTag/Elizabeth/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">Magarudyne</font> ======<br />
{{MoveData<br />
|image=P4Arena_Elizabeth_Magarudyne.png |caption=WOOOSH<br />
|input=236A(Air OK)<br />
|name=Magarudyne<br />
|data=<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground}}<br />
{{#lsth:BBTag/Elizabeth/Data|236A}}<br />
{{!}}-<br />
{{AttackVersion|name=Air}}<br />
{{#lsth:BBTag/Elizabeth/Data|j.236A}}<br />
{{!}}-<br />
{{Description|7|text=<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Maziodyne</font> ======<br />
{{MoveData<br />
|image=P4Arena_Elizabeth_Maziodyne.png |caption=<br />
|input=236B(Air OK)<br />
|name=Maziodyne<br />
|data=<br />
<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground}}<br />
{{#lsth:BBTag/Elizabeth/Data|236B}}<br />
{{!}}-<br />
{{AttackVersion|name=Air}}<br />
{{#lsth:BBTag/Elizabeth/Data|j.236B}}<br />
{{!}}-<br />
{{Description|7|text=<br />
}}<br />
}}<br />
====== <font style="visibility:hidden" size="0">Mabufudyne</font> ======<br />
{{MoveData<br />
|image=P4Arena_Elizabeth_Mabufudyne.png |caption=<br />
|input=214A<br />
|name=Mabufudyne<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Elizabeth/Data|214A}}<br />
{{!}}-<br />
{{Description|6|text=<br />
}}<br />
}}<br />
====== <font style="visibility:hidden" size="0">Maragidyne</font> ======<br />
{{MoveData<br />
|image=P4Arena_Elizabeth_Maragidyne.png |caption=<br />
|input=214B<br />
|name=Maragidyne<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Elizabeth/Data|214B}}<br />
{{!}}-<br />
{{Description|6|text=<br />
}}<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Extra Skills==<br />
====== <font style="visibility:hidden" size="0">???</font> ======<br />
{{MoveData<br />
|image=P4Arena_Elizabeth_Mahamaon.png |caption=I'm sorry, everyone... I had to trade in the insta-kill for better start-up<br />
|input=236C<br />
|name=Mahamaon<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Elizabeth/Data|236C}}<br />
{{!}}-<br />
{{Description|6|text=<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">???</font> ======<br />
{{MoveData<br />
|image=P4Arena_Elizabeth_Diarahan.png |caption=<br />
|input=214C<br />
|name=Diarahan<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Elizabeth/Data|214C}}<br />
{{!}}-<br />
{{Description|6|text=<br />
}}<br />
}}<br />
<br style="clear:both;"/><br />
<br />
<br />
====== <font style="visibility:hidden" size="0">???</font> ======<br />
{{MoveData<br />
|image=P4Arena_Elizabeth_Mamudoon.png |caption=Don't lie, you forgot she had this move too<br />
|input=J.236C<br />
|name=Mamudoon<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Elizabeth/Data|J.236C}}<br />
{{!}}-<br />
{{Description|6|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=P4Arena_Elizabeth_5C.png |caption=<br />
|input=5B<br />
|name=5P<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Elizabeth/Data|5P}}<br />
{{!}}-<br />
{{Description|6|text=<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">6P</font> ======<br />
{{MoveData<br />
|image=P4Arena_Elizabeth_Maziodyne.png |caption=<br />
|input=Maziodyne<br />
|name=6P<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Elizabeth/Data|6P}}<br />
{{!}}-<br />
{{Description|6|text=<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">4P</font> ======<br />
{{MoveData<br />
|image=P4Arena_Elizabeth_Mabufudyne.png |caption=<br />
|input=Mabufudyne<br />
|name=4P<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Elizabeth/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">???</font> ======<br />
{{MoveData<br />
|image=P4Arena_Elizabeth_GhastlyWail.png |caption=<br />
|input=236B+C<br />
|name=Ghastly Wail<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Elizabeth/Data|236BC}}<br />
{{!}}-<br />
{{Description|6|text=<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">???</font> ======<br />
{{MoveData<br />
|image=P4Arena_Elizabeth_MindCharge.png |caption= Atarax570 putting fear into his opponents.<br />
|input=214B+C<br />
|name=Mind Charge<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Elizabeth/Data|214BC}}<br />
{{!}}-<br />
{{Description|6|text= Drains Elizabeth’s health and converts it to meter. Allows her to enter Awakening if her health is low enough, though it naturally also means that she will have low health when this happens. The health drained is shown as red health, meaning it can be restored if she tags out for long enough, though this means that you have to be really careful when using Partner Skills/Cross Combo or else Elizabeth will be KO’d really easily.<br />
}}<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Distortion Skill Duo==<br />
{{MoveData<br />
|image=P4Arena_Elizabeth_GhastlyWail.png |caption=<br />
|input=P during Main Character's Distortion Skill <br />
|name=Ghastly Wail<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Elizabeth/Data|Distortion Skill Duo}}<br />
{{!}}-<br />
{{Description|6|text=<br />
}}<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Astral Heat==<br />
{{MoveData<br />
|image=P4Arena_Elizabeth_Megidolaon.png |caption=<br />
|input=222B+C<br />
|name=Megidolaon<br />
|data= <br />
{{AttackDataHeader-BBTag|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Catch}}<br />
{{#lsth:BBTag/Elizabeth/Data|222BC}}<br />
{{!}}-<br />
{{AttackVersion|name=Attack}}<br />
{{#lsth:BBTag/Elizabeth/Data|222BC Attack}}<br />
{{!}}-<br />
{{Description|7|text=<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/Elizabeth/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[BBTag/Elizabeth/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:Elizabeth]]</div>73.184.163.146https://www.dustloop.com/wiki/index.php?title=BBTag/Blitztank&diff=134400BBTag/Blitztank2019-11-23T15:00:37Z<p>73.184.163.146: added meme war rule</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<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 />
===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 />
* Some moves have armor<br />
* Dash has a hitbox<br />
| style="width: 50%;"|<br />
* Incredibly slow<br />
* Massive hurtbox<br />
* Only 1 jump with low height, to the point where he needs to super jump to jump over most of the cast<br />
|-<br />
|}<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=<br />
|image2=BBTag_Blitztank_5AAAA.png |caption2=<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=<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5B</font> ======<br />
{{MoveData<br />
|image=BBTag_Blitztank_5B.png |caption=<br />
|image2=BBTag_Blitztank_5BB.png |caption2=<br />
|name=5B<br />
|data=<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=5B}}<br />
{{#lsth:BBTag/Blitztank/Data|5B}}<br />
{{!}}-<br />
{{AttackVersion|name=5BB}}<br />
{{#lsth:BBTag/Blitztank/Data|5BB}}<br />
{{!}}-<br />
{{Description|7|text=<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5C</font> ======<br />
{{MoveData<br />
|image=BBTag_Blitztank_5C.png |caption=<br />
|name=5C<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Blitztank/Data|5C}}<br />
{{!}}-<br />
{{Description|6|text=<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2A</font> ======<br />
{{MoveData<br />
|image=BBTag_Blitztank_2A.png |caption=<br />
|name=2A<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Blitztank/Data|2A}}<br />
{{!}}-<br />
{{Description|6|text=<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2B</font> ======<br />
{{MoveData<br />
|image=BBTag_Blitztank_2B.png |caption=<br />
|name=2B<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Blitztank/Data|2B}}<br />
{{!}}-<br />
{{Description|6|text=<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2C</font> ======<br />
{{MoveData<br />
|image=BBTag_Blitztank_2C.png |caption=<br />
|name=2C<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Blitztank/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_Blitztank_jA.png |caption=<br />
|image2=BBTag_Blitztank_jAA.png |caption2=<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 />
{{AttackVersion|name=j.AA}}<br />
{{#lsth:BBTag/Blitztank/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_Blitztank_jB.png |caption=<br />
|name=j.B<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Blitztank/Data|j.B}}<br />
{{!}}-<br />
{{Description|6|text=<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.C</font> ======<br />
{{MoveData<br />
|image=BBTag_Blitztank_jC.png |caption= Yes, this is an unblockable. Yes, this will probably cause stupid blockstrings.<br />
|name=j.C<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Blitztank/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_Blitztank_GroundThrow.png |caption=<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=<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Reflector</font> ======<br />
{{MoveData<br />
|image=BBTag_Blitztank_Reflector.png |caption=<br />
|image2=BBTag_Blitztank_Entladung.png |caption2=<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=<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_ElektroAuge.png |caption=<br />
|image2=BBTag_Blitztank_AirElektroAuge.png |caption2=<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 />
{{AttackVersion|name=236B}}<br />
{{#lsth:BBTag/Blitztank/Data|236B}}<br />
{{!}}-<br />
{{AttackVersion|name=236C}}<br />
{{#lsth:BBTag/Blitztank/Data|236C}}<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=<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Blitz Mine</font> ======<br />
{{MoveData<br />
|image=BBTag_Blitztank_BlitzMine.png |caption=<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=<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Ansturm</font> ======<br />
{{MoveData<br />
|image=BBTag_Blitztank_Ansturm.png |caption= Our boy is running over thots with this. I'm so proud of him! <3<br />
|name=Ansturm<br />
|input=66<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Blitztank/Data|66}}<br />
{{!}}-<br />
{{Description|6|text=<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_BlitzMineEX.png |caption=<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=<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_???.png |caption=<br />
|input=Elektro Auge<br />
|name=5P<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Blitztank/Data|5P}}<br />
{{!}}-<br />
{{Description|6|text=<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">6P</font> ======<br />
{{MoveData<br />
|image=BBTag_Blitztank_Ansturm.png |caption=<br />
|input=Ansturm<br />
|name=6P<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Blitztank/Data|6P}}<br />
{{!}}-<br />
{{Description|6|text=<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">4P</font> ======<br />
{{MoveData<br />
|image=BBTag_Blitztank_???.png |caption=<br />
|input=Entladung<br />
|name=4P<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Blitztank/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">Gjallarhorn</font> ======<br />
{{MoveData<br />
|image=BBTag_Blitztank_Gjallarhorn.png |caption=<br />
|input=236B+C<br />
|name=Gjallarhorn<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Blitztank/Data|236BC}}<br />
{{!}}-<br />
{{Description|6|text=<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Blitzlauf</font> ======<br />
{{MoveData<br />
|image=BBTag_Blitztank_Blitzlauf.png |caption=<br />
|input=214B+C<br />
|name=Blitzlauf<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Blitztank/Data|214BC}}<br />
{{!}}-<br />
{{Description|6|text=<br />
}}<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Distortion Skill Duo==<br />
{{MoveData<br />
|image=BBTag_Blitztank_Gjallarhorn.png |caption=<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=<br />
}}<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Astral Heat==<br />
{{MoveData<br />
|image=BBTag_Blitztank_Ragnarok.png |caption= Déjà vu<br />
|image2=BBTag_Blitztank_Ragnarok2.png |caption2=<br />
|input=222B+C<br />
|name=Ragnarok<br />
|data= <br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Blitztank/Data|222BC}}<br />
{{!}}-<br />
{{Description|6|text=<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>73.184.163.146https://www.dustloop.com/wiki/index.php?title=BBTag&diff=134245BBTag2019-11-22T15:03:10Z<p>73.184.163.146: </p>
<hr />
<div> __NOTOC__<br />
{| class="wikitable" style="float:right; margin-left: 10px;"<br />
|-<br />
![[BlazBlue Cross Tag Battle]]<br />
|-<br />
||<br />
[[File:BBTag_Logo.png|300px|center]]<br />
<br />
'''Developer:''' Arc System Works<br/><br />
'''Publisher:'''<br />
: Arc System Works (Japan and North America)<br />
: PQube (Europe)<br/><br />
'''Genre:''' 2-on-2 2D Fighting Game<br/><br />
'''Release Dates:'''<br/><br />
: Japan (PS4/Switch): May 31st, 2018<br />
: North America (PS4/Switch): June 5th, 2018<br />
: Europe (PS4/Switch): June 22nd, 2018<br />
: Worldwide (Steam): June 5th, 2018 <br />
: Japan (Arcade): April 24th, 2018 <br/><br />
<br/><br />
<center>'''[[:Category:BlazBlue|BlazBlue Series]]'''</center><br />
'''Preceded By:''' [[BlazBlue: Central Fiction]]<br/><br />
'''Followed By:''' None<br />
|}<br />
'''BlazBlue Cross Tag Battle''' is a crossover fighting game made by Arc System Works that includes characters from [[:Category:BlazBlue|BlazBlue]], [[:Category: Persona 4: Arena|Persona 4: Arena]], Under Night In-Birth, and RWBY. The game is a 2v2 fighting game with teams able to call characters as assists as well as tagging in the middle of attacks to extend combos.<br />
<br />
At Evo Japan 2019, 5th fate, Arcana Heart was announced with Arcade Edition, under Season 1.5. At Evo 2019, Version 2.0, a proper Season 2 was announced to be released on November 21st 2019. This version will include new mechanics, and 9 new characters, one of the three characters are from 6th and 7th fates, Senran Kagura and Akatsuki/En-Eins.<br />
<br />
'''''wiki currently being renovated keep in mind any and all info can be and most likely is outdated.'''''<br />
==Characters==<br />
<div class="character" style="text-align:center;"><br />
<div class="center" style="width:auto; margin-left:auto; margin-right:auto; display:inline-block;"><br />
;From BlazBlue<br />
[[File:BBTag_Ragna_Icon.png|90px|link=BBTag/Ragna the Bloodedge]]<br />
[[File:BBTag_Jin_Icon.png|90px|link=BBTag/Jin Kisaragi]]<br />
[[File:BBTag_Noel_Icon.png|90px|link=BBTag/Noel Vermillion]]<br />
[[File:BBTag_Rachel_Icon.png|90px|link=BBTag/Rachel Alucard]]<br />
[[File:BBTag_Tager_Icon.png|90px|link=BBTag/Iron Tager]]<br />
[[File:BBTag_Hakumen_Icon.png|90px|link=BBTag/Hakumen]]<br />
<br />
[[File:BBTag_Nu_Icon.png|90px|link=BBTag/Nu-13]]<br />
[[File:BBTag_Hazama_Icon.png|90px|link=BBTag/Hazama]]<br />
[[File:BBTag_Makoto_Icon.png|90px|link=BBTag/Makoto Nanaya]]<br />
[[File:BBTag_Platinum_Icon.png|90px|link=BBTag/Platinum the Trinity]]<br />
[[File:BBTag_Izayoi_Icon.png|90px|link=BBTag/Izayoi]]<br />
[[File:BBTag_Azrael_Icon.png|90px|link=BBTag/Azrael]]<br />
<br />
[[File:BBTag_Celica_Icon.png|90px|link=BBTag/Celica A. Mercury]]<br />
[[File:BBTag_Nine_Icon.png|90px|link=BBTag/Nine the Phantom]]<br />
[[File:BBTag_NaotoK_Icon.png|90px|link=BBTag/Naoto Kurogane]]<br />
[[File:BBTag_Susanoo_Icon.png|90px|link=BBTag/Susano'o]]<br />
[[File:BBTag_Es_Icon.png|90px|link=BBTag/Es]]<br />
[[File:BBTag_Mai_Icon.png|90px|link=BBTag/Mai Natsume]]<br />
[[File:BBTag_Jubei_Icon.png|90px|link=BBTag/Jubei]]<br />
<br />
;From Persona 4 Arena<br />
[[File:BBTag_Yu_Icon.png|90px|link=BBTag/Yu Narukami]]<br />
[[File:BBTag_Yosuke_Icon.png|90px|link=BBTag/Yosuke Hanamura]]<br />
[[File:BBTag_Chie_Icon.png|90px|link=BBTag/Chie Satonaka]]<br />
[[File:BBTag_Yukiko_Icon.png|90px|link=BBTag/Yukiko Amagi]]<br />
[[File:BBTag_Kanji_Icon.png|90px|link=BBTag/Kanji Tatsumi]]<br />
[[File:BBTag_Teddie_Icon.png|90px|link=BBTag/Teddie]]<br />
<br />
[[File:BBTag_Naoto_Icon.png|90px|link=BBTag/Naoto Shirogane]]<br />
[[File:BBTag_Mitsuru_Icon.png|90px|link=BBTag/Mitsuru Kirijo]]<br />
[[File:BBTag_Akihiko_Icon.png|90px|link=BBTag/Akihiko Sanada]]<br />
[[File:BBTag_Aegis_Icon.png|90px|link=BBTag/Aegis]]<br />
[[File:BBTag_Elizabeth_Icon.png|90px|link=BBTag/Elizabeth]]<br />
[[File:BBTag_Labrys_Icon.png|90px|link=BBTag/Labrys]]<br />
[[File:BBTag_Adachi_Icon.png|90px|link=BBTag/Tohru Adachi]]<br />
<br />
;From Under Night In-Birth<br />
[[File:BBTag_Hyde_Icon.png|90px|link=BBTag/Hyde]]<br />
[[File:BBTag_Linne_Icon.png|90px|link=BBTag/Linne]]<br />
[[File:BBTag_Waldstein_Icon.png|90px|link=BBTag/Waldstein]]<br />
[[File:BBTag_Carmine_Icon.png|90px|link=BBTag/Carmine]]<br />
[[File:BBTag_Orie_Icon.png|90px|link=BBTag/Orie]]<br />
[[File:BBTag_Gordeau_Icon.png|90px|link=BBTag/Gordeau]]<br />
<br />
[[File:BBTag_Merkava_Icon.png|90px|link=BBTag/Merkava]]<br />
[[File:BBTag_Vatista_Icon.png|90px|link=BBTag/Vatista]]<br />
[[File:BBTag_Seth_Icon.png|90px|link=BBTag/Seth]]<br />
[[File:BBTag_Yuzuriha_Icon.png|90px|link=BBTag/Yuzuriha]]<br />
[[File:BBTag_Hilda_Icon.png|90px|link=BBTag/Hilda]]<br />
[[File:BBTag_Mika_Icon.png|90px|link=BBTag/Mika]]<br />
<br />
;From RWBY<br />
[[File:BBTag_Ruby_Icon.png|90px|link=BBTag/Ruby Rose]]<br />
[[File:BBTag_Weiss_Icon.png|90px|link=BBTag/Weiss Schnee]]<br />
[[File:BBTag_Blake_Icon.png|90px|link=BBTag/Blake Belladonna]]<br />
[[File:BBTag_Yang_Icon.png|90px|link=BBTag/Yang Xiao Long]]<br />
[[File:BBTag_Neo_Icon.png|90px|link=BBTag/Neo Politan]]<br />
<br />
;Guest Entries<br />
;<small>Single Entries</small><br />
;<small><small>From Arcana Heart</small></small><br />
[[File:BBTag_Heart_Icon.png|90px|link=BBTag/Heart Aino]]<br />
;<small><small>From Senran Kagura</small></small><br />
[[File:BBTag_Yumi_Icon.png|90px|link=BBTag/Yumi]]<br />
<br />
;<small>From Akatsuki/En-Eins</small><br />
[[File:BBTag_Akatsuki_Icon.png|90px|link=BBTag/Akatsuki]]<br />
[[File:BBTag_Blitztank_Icon.png|90px|link=BBTag/Blitztank]]<br />
</div><br />
</div><br />
<br />
==Basic Mechanics==<br />
See [[BBTag/Controls]]<br />
<br />
==Changes==<br />
See [[BBTag/Patch Notes]] for details.<br />
<br />
==Video Databases==<br />
https://crossingfates.codeepsilon.cf/<br />
<br />
==External References==<br />
* [http://www.blazblue.jp/tag/ Official Japanese website]<br />
* [http://arcsystemworks.com/game/blazblue-cross-tag-battle/ Official US Site]<br />
* [http://pqube.co.uk/bbtag/ Official EU Site]<br />
* [https://discord.gg/Y7GXc2g BBTAG Discord]<br />
<br />
==[[Dustloop_Wiki:Roadmap#BlazBlue_Cross_Tag_Battle|Roadmap]]==<br />
{{#lst:Dustloop_Wiki:Roadmap|BBTag}}<br />
<br />
==Glossary==<br />
Below is a list of links to common terms used in [[BlazBlue Cross Tag Battle]].<br />
{{ColumnList |text=<br />
*[[BBTag/Offense#Active Change|Active Change]]<br />
*[[BBTag/Movement#Air Movement|Air Recovery]]<br />
*[[BBTag/Offense#Astral Heat|Astral Heat]]<br />
*[[BBTag/Offense#Clash Assault|Clash Assault]]<br />
*[[BBTag/Defense#Cross Burst|Cross Burst]]<br />
*[[BBTag/Offense#Cross Combo|Cross Combo]]<br />
*[[BBTag/Gauges#Cross Gauge|Cross Gauge]]<br />
*[[BBTag/Offense#Cross Raid|Cross Raid]]<br />
*[[BBTag/Gauges#Cross Gauge Cooldown|Cross Gauge Cooldown]]<br />
*[[BBTag/Movement#Delayed Down Entrance|Delayed Down Entrance]]<br />
*[[BBTag/Offense#Distortion Skills|Distortion Skills]]<br />
*[[BBTag/Offense#Distortion Skill Duo|Distortion Skill Duo]]<br />
*[[BBTag/Defense#Duo Change|Duo Change]]<br />
*[[BBTag/Offense#Clash Assault|Extra Assault]]<br />
*[[BBTag/Offense#Extra Skills|Extra Skills]]<br />
*[[BBTag/Movement#Ground Movement|Ground Recovery]]<br />
*[[BBTag/Defense#Guard Bonus|Guard Bonus]]<br />
*[[BBTag/Damage#Health|Health]]<br />
*[[BBTag/Damage#Minimum Damage|Minimum Damage]]<br />
*[[BBTag/Damage#Damage Scaling|P1, P2]]<br />
*[[BBTag/Offense#Partner Skills|Partner Skills]]<br />
*[[BBTag/Gauges#Rampage Time|Rampage Time]]<br />
*[[BBTag/Defense#Reject Guard|Reject Guard]]<br />
*[[BBTag/Defense#Reversal Action|Reversal Action]]<br />
*[[BBTag/Offense#Resonance Blaze|Resonance Blaze]]<br />
*[[BBTag/Gauges#Resonance Gauge|Resonance Gauge]]<br />
*[[BBTag/Gauges#Skill Gauge|Skill Gauge]]<br />
*[[BBTag/Offense#Skills|Skills]]<br />
*[[BBTag/Offense#Smart Combo|Smart Combo]]<br />
*[[BBTag/Offense#Throw|Throw]]<br />
*[[BBTag/Defense#Throw Reject|Throw Reject]]<br />
*[[BBTag/Defense#Throw Counter|Throw Counter]]<br />
*[[BBTag/Defense#Throw Reject Miss|Throw Reject Miss]]<br />
}}<br />
If you find one not listed, please add it in!<br />
----<br />
{{Navbar-BBTag}}<br />
[[Category: BlazBlue Cross Tag Battle]]<br />
[[Category:Game Info]]</div>73.184.163.146https://www.dustloop.com/wiki/index.php?title=BBTag&diff=134244BBTag2019-11-22T15:02:22Z<p>73.184.163.146: </p>
<hr />
<div> __NOTOC__<br />
{| class="wikitable" style="float:right; margin-left: 10px;"<br />
|-<br />
![[BlazBlue Cross Tag Battle]]<br />
|-<br />
||<br />
[[File:BBTag_Logo.png|300px|center]]<br />
<br />
'''Developer:''' Arc System Works<br/><br />
'''Publisher:'''<br />
: Arc System Works (Japan and North America)<br />
: PQube (Europe)<br/><br />
'''Genre:''' 2-on-2 2D Fighting Game<br/><br />
'''Release Dates:'''<br/><br />
: Japan (PS4/Switch): May 31st, 2018<br />
: North America (PS4/Switch): June 5th, 2018<br />
: Europe (PS4/Switch): June 22nd, 2018<br />
: Worldwide (Steam): June 5th, 2018 <br />
: Japan (Arcade): April 24th, 2018 <br/><br />
<br/><br />
<center>'''[[:Category:BlazBlue|BlazBlue Series]]'''</center><br />
'''Preceded By:''' [[BlazBlue: Central Fiction]]<br/><br />
'''Followed By:''' None<br />
|}<br />
'''BlazBlue Cross Tag Battle''' is a crossover fighting game made by Arc System Works that includes characters from [[:Category:BlazBlue|BlazBlue]], [[:Category: Persona 4: Arena|Persona 4: Arena]], Under Night In-Birth, and RWBY. The game is a 2v2 fighting game with teams able to call characters as assists as well as tagging in the middle of attacks to extend combos.<br />
<br />
At Evo Japan 2019, 5th fate, Arcana Heart was announced with Arcade Edition, under Season 1.5. At Evo 2019, Version 2.0, a proper Season 2 was announced to be released on November 21st 2019. This version will include new mechanics, and 9 new characters, one of the three characters are from 6th and 7th fates, Senran Kagura and Akatsuki/En-Eins.<br />
<br />
''''wiki currently being renovated keep in mind any info can be and most likely is outdated.''''<br />
==Characters==<br />
<div class="character" style="text-align:center;"><br />
<div class="center" style="width:auto; margin-left:auto; margin-right:auto; display:inline-block;"><br />
;From BlazBlue<br />
[[File:BBTag_Ragna_Icon.png|90px|link=BBTag/Ragna the Bloodedge]]<br />
[[File:BBTag_Jin_Icon.png|90px|link=BBTag/Jin Kisaragi]]<br />
[[File:BBTag_Noel_Icon.png|90px|link=BBTag/Noel Vermillion]]<br />
[[File:BBTag_Rachel_Icon.png|90px|link=BBTag/Rachel Alucard]]<br />
[[File:BBTag_Tager_Icon.png|90px|link=BBTag/Iron Tager]]<br />
[[File:BBTag_Hakumen_Icon.png|90px|link=BBTag/Hakumen]]<br />
<br />
[[File:BBTag_Nu_Icon.png|90px|link=BBTag/Nu-13]]<br />
[[File:BBTag_Hazama_Icon.png|90px|link=BBTag/Hazama]]<br />
[[File:BBTag_Makoto_Icon.png|90px|link=BBTag/Makoto Nanaya]]<br />
[[File:BBTag_Platinum_Icon.png|90px|link=BBTag/Platinum the Trinity]]<br />
[[File:BBTag_Izayoi_Icon.png|90px|link=BBTag/Izayoi]]<br />
[[File:BBTag_Azrael_Icon.png|90px|link=BBTag/Azrael]]<br />
<br />
[[File:BBTag_Celica_Icon.png|90px|link=BBTag/Celica A. Mercury]]<br />
[[File:BBTag_Nine_Icon.png|90px|link=BBTag/Nine the Phantom]]<br />
[[File:BBTag_NaotoK_Icon.png|90px|link=BBTag/Naoto Kurogane]]<br />
[[File:BBTag_Susanoo_Icon.png|90px|link=BBTag/Susano'o]]<br />
[[File:BBTag_Es_Icon.png|90px|link=BBTag/Es]]<br />
[[File:BBTag_Mai_Icon.png|90px|link=BBTag/Mai Natsume]]<br />
[[File:BBTag_Jubei_Icon.png|90px|link=BBTag/Jubei]]<br />
<br />
;From Persona 4 Arena<br />
[[File:BBTag_Yu_Icon.png|90px|link=BBTag/Yu Narukami]]<br />
[[File:BBTag_Yosuke_Icon.png|90px|link=BBTag/Yosuke Hanamura]]<br />
[[File:BBTag_Chie_Icon.png|90px|link=BBTag/Chie Satonaka]]<br />
[[File:BBTag_Yukiko_Icon.png|90px|link=BBTag/Yukiko Amagi]]<br />
[[File:BBTag_Kanji_Icon.png|90px|link=BBTag/Kanji Tatsumi]]<br />
[[File:BBTag_Teddie_Icon.png|90px|link=BBTag/Teddie]]<br />
<br />
[[File:BBTag_Naoto_Icon.png|90px|link=BBTag/Naoto Shirogane]]<br />
[[File:BBTag_Mitsuru_Icon.png|90px|link=BBTag/Mitsuru Kirijo]]<br />
[[File:BBTag_Akihiko_Icon.png|90px|link=BBTag/Akihiko Sanada]]<br />
[[File:BBTag_Aegis_Icon.png|90px|link=BBTag/Aegis]]<br />
[[File:BBTag_Elizabeth_Icon.png|90px|link=BBTag/Elizabeth]]<br />
[[File:BBTag_Labrys_Icon.png|90px|link=BBTag/Labrys]]<br />
[[File:BBTag_Adachi_Icon.png|90px|link=BBTag/Tohru Adachi]]<br />
<br />
;From Under Night In-Birth<br />
[[File:BBTag_Hyde_Icon.png|90px|link=BBTag/Hyde]]<br />
[[File:BBTag_Linne_Icon.png|90px|link=BBTag/Linne]]<br />
[[File:BBTag_Waldstein_Icon.png|90px|link=BBTag/Waldstein]]<br />
[[File:BBTag_Carmine_Icon.png|90px|link=BBTag/Carmine]]<br />
[[File:BBTag_Orie_Icon.png|90px|link=BBTag/Orie]]<br />
[[File:BBTag_Gordeau_Icon.png|90px|link=BBTag/Gordeau]]<br />
<br />
[[File:BBTag_Merkava_Icon.png|90px|link=BBTag/Merkava]]<br />
[[File:BBTag_Vatista_Icon.png|90px|link=BBTag/Vatista]]<br />
[[File:BBTag_Seth_Icon.png|90px|link=BBTag/Seth]]<br />
[[File:BBTag_Yuzuriha_Icon.png|90px|link=BBTag/Yuzuriha]]<br />
[[File:BBTag_Hilda_Icon.png|90px|link=BBTag/Hilda]]<br />
[[File:BBTag_Mika_Icon.png|90px|link=BBTag/Mika]]<br />
<br />
;From RWBY<br />
[[File:BBTag_Ruby_Icon.png|90px|link=BBTag/Ruby Rose]]<br />
[[File:BBTag_Weiss_Icon.png|90px|link=BBTag/Weiss Schnee]]<br />
[[File:BBTag_Blake_Icon.png|90px|link=BBTag/Blake Belladonna]]<br />
[[File:BBTag_Yang_Icon.png|90px|link=BBTag/Yang Xiao Long]]<br />
[[File:BBTag_Neo_Icon.png|90px|link=BBTag/Neo Politan]]<br />
<br />
;Guest Entries<br />
;<small>Single Entries</small><br />
;<small><small>From Arcana Heart</small></small><br />
[[File:BBTag_Heart_Icon.png|90px|link=BBTag/Heart Aino]]<br />
;<small><small>From Senran Kagura</small></small><br />
[[File:BBTag_Yumi_Icon.png|90px|link=BBTag/Yumi]]<br />
<br />
;<small>From Akatsuki/En-Eins</small><br />
[[File:BBTag_Akatsuki_Icon.png|90px|link=BBTag/Akatsuki]]<br />
[[File:BBTag_Blitztank_Icon.png|90px|link=BBTag/Blitztank]]<br />
</div><br />
</div><br />
<br />
==Basic Mechanics==<br />
See [[BBTag/Controls]]<br />
<br />
==Changes==<br />
See [[BBTag/Patch Notes]] for details.<br />
<br />
==Video Databases==<br />
https://crossingfates.codeepsilon.cf/<br />
<br />
==External References==<br />
* [http://www.blazblue.jp/tag/ Official Japanese website]<br />
* [http://arcsystemworks.com/game/blazblue-cross-tag-battle/ Official US Site]<br />
* [http://pqube.co.uk/bbtag/ Official EU Site]<br />
* [https://discord.gg/Y7GXc2g BBTAG Discord]<br />
<br />
==[[Dustloop_Wiki:Roadmap#BlazBlue_Cross_Tag_Battle|Roadmap]]==<br />
{{#lst:Dustloop_Wiki:Roadmap|BBTag}}<br />
<br />
==Glossary==<br />
Below is a list of links to common terms used in [[BlazBlue Cross Tag Battle]].<br />
{{ColumnList |text=<br />
*[[BBTag/Offense#Active Change|Active Change]]<br />
*[[BBTag/Movement#Air Movement|Air Recovery]]<br />
*[[BBTag/Offense#Astral Heat|Astral Heat]]<br />
*[[BBTag/Offense#Clash Assault|Clash Assault]]<br />
*[[BBTag/Defense#Cross Burst|Cross Burst]]<br />
*[[BBTag/Offense#Cross Combo|Cross Combo]]<br />
*[[BBTag/Gauges#Cross Gauge|Cross Gauge]]<br />
*[[BBTag/Offense#Cross Raid|Cross Raid]]<br />
*[[BBTag/Gauges#Cross Gauge Cooldown|Cross Gauge Cooldown]]<br />
*[[BBTag/Movement#Delayed Down Entrance|Delayed Down Entrance]]<br />
*[[BBTag/Offense#Distortion Skills|Distortion Skills]]<br />
*[[BBTag/Offense#Distortion Skill Duo|Distortion Skill Duo]]<br />
*[[BBTag/Defense#Duo Change|Duo Change]]<br />
*[[BBTag/Offense#Clash Assault|Extra Assault]]<br />
*[[BBTag/Offense#Extra Skills|Extra Skills]]<br />
*[[BBTag/Movement#Ground Movement|Ground Recovery]]<br />
*[[BBTag/Defense#Guard Bonus|Guard Bonus]]<br />
*[[BBTag/Damage#Health|Health]]<br />
*[[BBTag/Damage#Minimum Damage|Minimum Damage]]<br />
*[[BBTag/Damage#Damage Scaling|P1, P2]]<br />
*[[BBTag/Offense#Partner Skills|Partner Skills]]<br />
*[[BBTag/Gauges#Rampage Time|Rampage Time]]<br />
*[[BBTag/Defense#Reject Guard|Reject Guard]]<br />
*[[BBTag/Defense#Reversal Action|Reversal Action]]<br />
*[[BBTag/Offense#Resonance Blaze|Resonance Blaze]]<br />
*[[BBTag/Gauges#Resonance Gauge|Resonance Gauge]]<br />
*[[BBTag/Gauges#Skill Gauge|Skill Gauge]]<br />
*[[BBTag/Offense#Skills|Skills]]<br />
*[[BBTag/Offense#Smart Combo|Smart Combo]]<br />
*[[BBTag/Offense#Throw|Throw]]<br />
*[[BBTag/Defense#Throw Reject|Throw Reject]]<br />
*[[BBTag/Defense#Throw Counter|Throw Counter]]<br />
*[[BBTag/Defense#Throw Reject Miss|Throw Reject Miss]]<br />
}}<br />
If you find one not listed, please add it in!<br />
----<br />
{{Navbar-BBTag}}<br />
[[Category: BlazBlue Cross Tag Battle]]<br />
[[Category:Game Info]]</div>73.184.163.146https://www.dustloop.com/wiki/index.php?title=BBTag/Hilda&diff=134243BBTag/Hilda2019-11-22T14:58:41Z<p>73.184.163.146: /* 5B */</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 />
Long-range, Pressure<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/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=Nine's 5B on steroids<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= Fast fullscreen jump cancelable projectile poke. this is totally fine!<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_2BB.png |caption2=UNI 3CC<br />
|name=2B<br />
|data=<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=2B}}<br />
{{#lsth:BBTag/Hilda/Data|2B}}<br />
{{!}}-<br />
{{AttackVersion|name=2BB}}<br />
{{#lsth:BBTag/Hilda/Data|2BB}}<br />
{{!}}-<br />
{{Description|7|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_2CC.png |caption2=UNI 2CC<br />
|name=2C<br />
|data=<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=2C}}<br />
{{#lsth:BBTag/Hilda/Data|2C}}<br />
{{!}}-<br />
{{AttackVersion|name=2CC}}<br />
{{#lsth:BBTag/Hilda/Data|2CC}}<br />
{{!}}-<br />
{{Description|7|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 />
|image2=BBTag_Hilda_jAA.png |caption2=<br />
|name=j.A<br />
|data=<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=j.A}}<br />
{{#lsth:BBTag/Hilda/Data|j.A}}<br />
{{!}}-<br />
{{AttackVersion|name=j.AA}}<br />
{{#lsth:BBTag/Hilda/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_Hilda_jB.png |caption=Air A Skewer (UNI j.236A)<br />
|image2=BBTag_Hilda_jBB.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">Trifurcate</font> ======<br />
{{MoveData<br />
|image=BBTag_Hilda_Trifurcate.png |caption= No jumping allowed<br />
|name=Trifurcate<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">Aspersivity</font> ======<br />
{{MoveData<br />
|image=BBTag_Hilda_Aspersivity.png |caption=UNI 41236C<br />
|input=214B (air OK)<br />
|name=Aspersivity<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">Pillar of Revenance</font> ======<br />
{{MoveData<br />
|image=BBTag_Hilda_PillarOfRevenance.png |caption=UNI 22C<br />
|input=236C<br />
|name=Pillar of Revenance<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_5BBB.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_Aspersivity.png |caption=<br />
|input=Aspersivity<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_Impalement.png |caption=<br />
|input=P during Main Character's Distortion Skill <br />
|name=Impalement<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 />
==Roadmap==<br />
<!--To update this section, go to this character's subheader in Dustloop Wiki:Roadmap/BBTag--><br />
{{Roadmap}}<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>73.184.163.146https://www.dustloop.com/wiki/index.php?title=GGST&diff=133564GGST2019-11-19T12:27:49Z<p>73.184.163.146: </p>
<hr />
<div> __NOTOC__<br />
{| class="wikitable" style="float:right; margin-left: 10px;"<br />
|-<br />
![[Guilty Gear -STRIVE-]]<br />
|-<br />
||<br />
[[File:GGST_Logo.png|400px|center]]<br />
<br />
'''Developer:''' Arc System Works<br/><br />
'''Publisher:'''<br />
: Arc System Works (Japan)<br />
: Aksys Games (North America)<br />
'''Genre:''' 1-on-1 2D Fighting Game<br/><br />
'''Release Dates:'''<br/><br />
: TBA; Late 2020<br />
<br/><br />
<center>'''[[:Category:Guilty Gear|Guilty Gear Series]]'''</center><br />
'''Preceded By:''' [[Guilty Gear Xrd REV 2]]<br/><br />
|}<br />
<br />
<br />
==Characters==<br />
<div class="center" style="width:auto; margin-left:auto; margin-right:auto;"><br />
[[File:GGST_Axl_Icon.png|120px|link=GGST/Axl Low]]<br />
[[File:GGST_Chipp_Icon.png|120px|link=GGST/Chipp Zanuff]]<br />
[[File:GGST_Faust_Icon.png|120px|link=GGST/Faust]]<br />
[[File:GGST_Ky_Icon.png|120px|link=GGST/Ky Kiske]]<br />
<br />
[[File:GGST_May_Icon.png|120px|link=GGST/May]]<br />
[[File:GGST_Potemkin_Icon.png|120px|link=GGST/Potemkin]]<br />
[[File:GGST_Sol_Icon.png|120px|link=GGST/Sol Badguy]]<br />
</div><br />
<br />
==New Characters==<br />
<br />
==Universal Information==<br />
<div class="center" style="width:auto; margin-left:auto; margin-right:auto;"><br />
{{Button |Controls and Universal Mechanics|GGST/Controls}}{{Button |How Combos Work |GGST/Offense}}{{Button |Gauges and Meters|GGST/Gauges}}<br />
</div><br />
<br />
==Video Databases==<br />
<br />
==External References==<br />
<br />
==Glossary==<br />
<br />
==Navigation==<br />
{{Navbar-GGST}}<br />
[[Category: Guilty Gear -STRIVE-]]<br />
[[Category:Game Info]]</div>73.184.163.146https://www.dustloop.com/wiki/index.php?title=BBTag/Naoto_Kurogane&diff=132871BBTag/Naoto Kurogane2019-11-08T14:25:28Z<p>73.184.163.146: /* Strengths/Weaknesses */</p>
<hr />
<div>{| class="wikitable" style="float:right; margin-left: 10px; width:400px"<br />
|-<br />
!Naoto Kurogane<br />
|-<br />
||<br />
[[File:BBTag_NaotoK_Portrait.png|350x500px|center]]<br />
|-<br />
||<br />
{{#lsth:BBTag/Naoto Kurogane/Data|SystemData}}<br />
;Movement Options<br />
* Double Jump, 1 Airdash, Dash Type: Run<br />
<br />
;Playstyle<br />
:playstyle archetypes<br />
<br />
;Team Role:<br />
:Role goes here<br />
|}<br />
<div style="float:left; margin-right:25px;"><br />
{{TOC limit|2}}<br />
</div><br />
==Overview==<br />
<br />
<br />
===Backstory===<br />
A foreigner from another world.<br />
He possesses a unique power, the "'''Eye of the Hunter''',"<br />
that allows him to see the life-force of living beings.<br />
With a strong sense of justice, he can't ignore people<br />
who are in need of help and always rushes into situations<br />
without thinking much about the consequences.<br />
<br />
===Playstyle===<br />
Naoto is a rushdown character with a variety of skills that can close the gap between him and his opponent. <br />
Although the reach of his normal moves are short, he is able to bring the fight to close range with his unique abilty '''the "Enhancer."'''<br />
<br />
===Strengths/Weaknesses===<br />
{| <br />
|-style="text-align:left;"<br />
! Strengths !! Weaknesses<br />
|- style="vertical-align:top;text-align:left"<br />
| style="width: 50%;"|<br />
*High solo damage potential.<br />
*Great neutral control via long-range normals and specials.<br />
*4P assist is a great anti-air<br />
*Has a really strong pressure game thanks to some of his safe on block moves combined with his dash cancelling.<br />
*Combos have lots of corner carry<br />
| style="width: 50%;"|<br />
*Some of his longest reaching attack require him to charge them first.<br />
*Aside from his longer reaching moves, the rest of his tools are quite stubby.<br />
*Due to his stubby normals, neutral can be hard sometimes.<br />
|-<br />
|}<br />
<br style="clear:both;"/><br />
<br />
===Drive: Bloodedge===<br />
Naoto K.'s drive allows him to manipulate his own blood and transform it into a variety of different weapons such as swords, axes, spears (not in BBTAG as he no longer has his old 2D), drills, scythes, and even the head of the Black Beast itself. When using a Bloodedge move, Naoto K. can charge the attack by holding down the B button to increase the attack's damage, range, and frame advantage as well as change the move's properties and open up new cancel options. He can also dash cancel any grounded drive attack at any point during the charge, opening up opportunities to use Enhanced special moves mid-combo.<br />
<br />
'''Note 1:''' For Naoto K. Players returning from BBCF, keep in mind that the charged versions of his drive moves no longer break guards, only providing him with a frame advantage for resetting pressure.<br />
<br />
'''Note 2:''' Only Naoto K.'s 5B, 5BB, and j.B are subject to Bloodedge's unique mechanics. All the other attacks that use the blood animations and particle effects such as Slash Kaid, Divine Smasher, Divine Reaper, Grim of Phantom, and Edge of Eternity are cosmetic only. This also includes the assist version of 5BB.<br />
<br />
===Enhancer===<br />
Acting as a sort of second drive, this mechanic increases the damage, metergain, range, hitstun, and in some cases the frame adavntage of Naoto K.'s specials, so long as they are performed while he is in a neutral state or in the middle of a dash. This is the mechanic that defines Naoto K., more so than even Bloodedge, greatly improving nearly every aspect of his kit through massive corner carry, versatile oki, intense pressure, and ludicrous combo damage. <br />
<br />
<br />
<br />
<br style="clear:both;"/><br />
<br />
{{#lst:BBTag/Naoto Kurogane/Data|Links}}<br />
<br style="clear:both;"/><br />
<br />
==Normal Moves==<br />
====== <font style="visibility:hidden" size="0">4A</font> ======<br />
{{MoveData<br />
|image=BBCF_Naoto_5A.png |caption=<br />
|name=4A<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Naoto Kurogane/Data|4A}}<br />
{{!}}-<br />
{{Description|6|text=<br />
*Jump cancellable on hit and on block<br />
*Can cancel to itself 3 times<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5A</font> ======<br />
{{MoveData<br />
|image=BBCF_Naoto_5AA.png |caption= Naotos 5AA in CF<br />
|image2=BBCF_Naoto_5B.png |caption2= Naotos 5B in CF<br />
|image3=BBTag_NaotoK_5AAA.png |caption3= Naoto's Crush Trigger in CF<br />
|image4=BBCF_Naoto_6B.png |caption4= Naotos 6B in CF<br />
|name=5A<br />
|data=<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=5A}}<br />
{{#lsth:BBTag/Naoto Kurogane/Data|5A}}<br />
{{!}}-<br />
{{AttackVersion|name=5AA}}<br />
{{#lsth:BBTag/Naoto Kurogane/Data|5AA}}<br />
{{!}}-<br />
{{AttackVersion|name=5AAA}}<br />
{{#lsth:BBTag/Naoto Kurogane/Data|5AAA}}<br />
{{!}}-<br />
{{AttackVersion|name=5AAAA}}<br />
{{#lsth:BBTag/Naoto Kurogane/Data|5AAAA}}<br />
{{!}}-<br />
{{Description|7|text=<br />
*5A moves Naoto slightly forward<br />
*Jump cancellable up to 5AA<br />
The hitstun duration on 5AAA enables dash canceling into 236B.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5B</font> ======<br />
{{MoveData<br />
|image=BBCF_Naoto_5D.png |caption= BURADDOEJJI!!<br />
|image2=BBCF_Naoto_6D.png |caption2=<br />
|name=5B<br />
|data=<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=5B}}<br />
{{#lsth:BBTag/Naoto Kurogane/Data|5B}}<br />
{{!}}-<br />
{{Description|7|text=<br />
*Can be dash cancelled at any time during startup<br />
**Does not guard break when fully charged<br />
**Charged version can be dash cancelled during the charge and on whiff<br />
**Can be treated as a good ranged poke but due to its long recovery it can be greatly punished<br />
This is the button that gives Naoto access to many of his optimal bread and butter combos.<br />
}}<br />
{{AttackVersion|name=5BB}}<br />
{{#lsth:BBTag/Naoto Kurogane/Data|5BB}}<br />
{{!}}-<br />
{{Description|7|text=<br />
*Jump cancellable on hit and on block<br />
*Can be dash cancelled when charged<br />
**Does not guard break when fully charged<br />
**Charged version can be dash cancelled during the charge and on whiff<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5C</font> ======<br />
{{MoveData<br />
|image=BBCF_Naoto_6A.png |caption=<br />
|name=5C<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Naoto Kurogane/Data|5C}}<br />
{{!}}-<br />
{{Description|6|text=<br />
* Universal overhead<br />
<br />
Please don't use this.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2A</font> ======<br />
{{MoveData<br />
|image=BBCF_Naoto_2A.png |caption=<br />
|name=2A<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Naoto Kurogane/Data|2A}}<br />
{{!}}-<br />
{{Description|6|text=<br />
Standard low kick that can go into itself twice and can be cancelled into a throw. 2A is also useful when converting off of OTG's.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2B</font> ======<br />
{{MoveData<br />
|image=BBCF_Naoto_2C.png |caption=<br />
|name=2B<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Naoto Kurogane/Data|2B}}<br />
{{!}}-<br />
{{Description|6|text=<br />
*Jump cancellable on hit and on block.<br />
*Good anti-air with deceptive horizontal and vertical hitbox<br />
Has just enough hitstun to dash cancel into 236A/C on the ground and 236B in the air if used early in a combo.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2C</font> ======<br />
{{MoveData<br />
|image=BBCF_Naoto_3C.png |caption=<br />
|name=2C<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Naoto Kurogane/Data|2C}}<br />
{{!}}-<br />
{{Description|6|text=<br />
* Okay sweep<br />
* Combo filler<br />
Can be used at the end of a combo to enhance Divine Smasher for some extra damage via sway cancel.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.A</font> ======<br />
{{MoveData<br />
|image=BBCF_Naoto_jB.png |caption= Cross-ups makes his ass a hitbox.<br />
|image2=BBCF_Naoto_jC.png |caption2=<br />
|name=j.A<br />
|data=<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=j.A}}<br />
{{#lsth:BBTag/Naoto Kurogane/Data|j.A}}<br />
{{!}}-<br />
{{AttackVersion|name=j.AA}}<br />
{{#lsth:BBTag/Naoto Kurogane/Data|j.AA}}<br />
{{!}}-<br />
{{Description|7|text=<br />
*Combo filler<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.B</font> ======<br />
{{MoveData<br />
|image=BBCF_Naoto_jD.png |caption=<br />
|name=j.B<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Naoto Kurogane/Data|j.B}}<br />
{{!}}-<br />
{{Description|6|text=<br />
*Does not guard break when fully charged<br />
*Is now an overhead<br />
One of Naoto's best tools for many situations. Charged version can lead to a combo if spaced properly.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.C</font> ======<br />
{{MoveData<br />
|image=BBTag_NaotoK_jC.png |caption=<br />
|name=j.C<br />
|input=<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Naoto Kurogane/Data|j.C}}<br />
{{!}}-<br />
{{Description|6|text=<br />
*Strong, fast cross-up<br />
*Deceptive hitbox can hit opponents from the front<br />
*Quasi-oki<br />
<br />
Powerful button that can create sandwiching opportunities via assist calls. Depending on the match up, this button can counter wakeup DPs if crossing up after an air dash.<br />
}}<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=BBCF_Naoto_FThrow.png|caption= Front<br />
|image2=BBCF_Naoto_BThrow.png|caption2= Back<br />
|name=Ground Throw<br />
|input=5B+C<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Naoto Kurogane/Data|BC}}<br />
{{!}}-<br />
{{Description|6|text=<br />
Causes wall splat in the corner if used from the front, which can be followed up with 5BB>Phantom Pain.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Inferno Crusader</font> ======<br />
{{MoveData<br />
|image=BBCF_Naoto_InfernoCrusader_D.png |caption=<br />
|image2=BBCF_Naoto_OverheadKick.png |caption2=<br />
|name=Inferno Crusader<br />
|input=5A+D (Air OK)<br />
|data=<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground|subtitle=A+D}}<br />
{{#lsth:BBTag/Naoto Kurogane/Data|AD}}<br />
{{!}}-<br />
{{Description|7|text=<br />
'''Enhanced'''<br />
*Naoto does a rising uppercut at an angle, making this DP a situational anti-air<br />
*Can be enhanced during a combo if dash cancelled with 5B or Sway<br />
Can be used in a combo if enhanced and the opponent is floating.<br />
<br />
'''Unenhanced'''<br />
*Combo filler<br />
If used any time during a combo or not from neutral, Naoto will do a vertical uppercut that hits twice.<br />
}}<br />
{{AttackVersion|name=Air|subtitle=j.A+D}}<br />
{{#lsth:BBTag/Naoto Kurogane/Data|j.AD}}<br />
{{!}}-<br />
{{Description|7|text=<br />
*Combo filler<br />
}}<br />
{{AttackVersion|name=Overhead Kick|subtitle=A+D > A/B/C}}<br />
{{#lsth:BBTag/Naoto Kurogane/Data|AD > X}}<br />
{{!}}-<br />
{{Description|7|text=<br />
*Combo ender<br />
Can extend combos if intentionally whiffed.<br />
}}<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Skills==<br />
====== <font style="visibility:hidden" size="0">Banishing Fang</font> ======<br />
{{MoveData<br />
|image=BBCF_Naoto_BanishingFang.png |caption=<br />
|image2=BBCF_Naoto_BanishingFangRoar.png |caption2=<br />
|image3=BBCF_Naoto_BanishingFangBash.png |caption3=<br />
|input=236A/B<br />
|name=A Banishing Fang<br />
|data=<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=A}}<br />
{{#lsth:BBTag/Naoto Kurogane/Data|236A}}<br />
{{!}}-<br />
{{Description|7|text=<br />
'''Enhanced'''<br />
*Forward advancing with good range that is safe on block makes this an excellent gap closer to catch opponents.<br />
'''Unenhanced'''<br />
*Combo filler<br />
*Enhanced shortcut: 2366A<br />
Can be enhanced if dash cancelled from 5B or Sway.<br />
}}<br />
{{AttackVersion|name=AA}}<br />
{{#lsth:BBTag/Naoto Kurogane/Data|236AA}}<br />
{{!}}-<br />
{{Description|7|text=<br />
Mainly used to go into the third hit of Banishing Fang. Will knock floating opponents down to the ground, giving it practical use in creating safejumps. Can also sideswap if the opponent is directly above Naoto while using this move.<br />
}}<br />
{{AttackVersion|name=AAA}}<br />
{{#lsth:BBTag/Naoto Kurogane/Data|236AAA}}<br />
{{!}}-<br />
{{Description|7|text=<br />
'''Enhanced'''<br />
*Dash cancellable on hit<br />
Corner carries quite a distance and can be followed up with Divine Smasher or Inferno Crusader to end the combo.<br />
<br />
'''Unenhanced'''<br />
*Combo ender<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Banishing Fang</font> ======<br />
{{MoveData<br />
|image=BBCF_Naoto_BanishingFang.png |caption=<br />
|image2=BBCF_Naoto_BanishingFangRoar.png |caption2=<br />
|image4=BBCF_Naoto_BanishingFangRaid.png |caption4=<br />
|input=236A/B<br />
|name=B Banishing Fang<br />
|data=<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=B}}<br />
{{#lsth:BBTag/Naoto Kurogane/Data|236B}}<br />
{{!}}-<br />
{{AttackVersion|name=BB}}<br />
{{#lsth:BBTag/Naoto Kurogane/Data|236BB}}<br />
{{!}}-<br />
{{AttackVersion|name=BBB}}<br />
{{#lsth:BBTag/Naoto Kurogane/Data|236BBB}}<br />
{{!}}-<br />
{{Description|7|text=<br />
This move functions much in the way of its A version counterpart, but with slower startup. It should also be noted that this version of Banishing Fang will stop at 236B if there is no confirmed hit, whereas A version rekka can utilize all 3 hits regardless of hit confirmation. At 236BBB the move becomes jump cancellable on hit or block, giving Naoto a lot of options on how to proceed from there.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Shift Sway</font> ======<br />
{{MoveData<br />
|image=BBCF_Naoto_ShiftSway.png |caption=<br />
|image2=BBCF_Naoto_ShiftSwayEnhanced.png |caption#=<br />
|image3=BBCF_Naoto_PhantomPain.png |caption3=<br />
|input=214A<br />
|name=Shift Sway<br />
|data=<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Shift Sway|subtitle=214A}}<br />
{{#lsth:BBTag/Naoto Kurogane/Data|214A}}<br />
{{!}}-<br />
{{Description|7|text=<br />
*Head and Projectile invulnerable<br />
<br />
'''Enhanced'''<br />
<br />
If used in neutral or dash cancelled, Naoto will move forward and dodge projectiles and overhead hits along the way. If used near his opponent, he will swap sides with them, creating potential sandwich scenarios when used in conjunction with assists.<br />
<br />
'''Unenhanced'''<br />
<br />
If used during a combo or blockstring, Naoto sways back without any forward motion. Can be dash cancelled, and is one of Naoto's most important tools for extending combos.<br />
}}<br />
{{AttackVersion|name=Phantom Pain|subtitle=214A > A/B/C}}<br />
{{#lsth:BBTag/Naoto Kurogane/Data|214A > X}}<br />
{{!}}-<br />
{{Description|7|text=<br />
*Unblockable, unburstable<br />
*Head invulnerable<br />
<br />
After shift sway, Naoto will do a high kick. If confirmed, Naoto will do another kick sending the opponent back into the air. This is Naoto's deadliest anti air due to its high initial proration, and his second best combo starter after charged 5B. Despite being a kick, Phantom Pain counts as a throw.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Slash Kaid</font> ======<br />
{{MoveData<br />
|image=BBCF_Naoto_SlashKaid.png |caption= SURASHU KEIDO!!!<br />
|input=214B<br />
|name=Slash Kaid<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Naoto Kurogane/Data|214B}}<br />
{{!}}-<br />
{{Description|6|text=<br />
*Good range<br />
*Nonpunishable on block<br />
<br />
Though not as fast as its EX counterpart on start up, it is still an important tool for pressuring opponents during blockstrings due to its fast recovery.<br />
}}<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Extra Skills==<br />
====== <font style="visibility:hidden" size="0">EX Banishing Fang</font> ======<br />
{{MoveData<br />
|image=BBCF_Naoto_BanishingFang.png |caption=<br />
|image2=BBCF_Naoto_BanishingFangRoar.png |caption2=<br />
|image3=BBCF_Naoto_BanishingFangBash.png |caption3=Because we need more Banishing Fang<br />
|input=236C<br />
|name=EX Banishing Fang<br />
|data=<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=C}}<br />
{{#lsth:BBTag/Naoto Kurogane/Data|236C}}<br />
{{!}}-<br />
{{AttackVersion|name=CC}}<br />
{{#lsth:BBTag/Naoto Kurogane/Data|236CC}}<br />
{{!}}-<br />
{{AttackVersion|name=CCC}}<br />
{{#lsth:BBTag/Naoto Kurogane/Data|236CCC}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Wallbounce only on Enhanced Version<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">EX Slash Kaid</font> ======<br />
{{MoveData<br />
|image=BBCF_Naoto_SlashKaid.png |caption=<br />
|input=214C<br />
|name=EX Slash Kaid<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Naoto Kurogane/Data|214C}}<br />
{{!}}-<br />
{{Description|6|text=<br />
}}<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Partner Skills==<br />
====== <font style="visibility:hidden" size="0">5P</font> ======<br />
{{MoveData<br />
|image=BBTag_NaotoK_SlashKaid.png |caption=<br />
|input=Slash Kaid<br />
|name=5P<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Naoto Kurogane/Data|5P}}<br />
{{!}}-<br />
{{Description|6|text=<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">6P</font> ======<br />
{{MoveData<br />
|image=BBCF_Naoto_6C.png |caption=<br />
|input=BBCF 6C<br />
|name=6P <br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Naoto Kurogane/Data|6P}}<br />
{{!}}-<br />
{{Description|6|text=<br />
* Locates the opponent<br />
* Can cross up<br />
<br />
Good assist if your partner can cover Naoto after throwing the 6P so it crosses up.<br />
<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">4P</font> ======<br />
{{MoveData<br />
|image=BBTag_NaotoK_4P.png |caption=Goes high enough to slap Jesus Christ himself<br />
|input=5BB<br />
|name=4P <br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Naoto Kurogane/Data|4P}}<br />
{{!}}-<br />
{{Description|6|text=<br />
* One of the best 4P in the game<br />
* Controls the air nicely<br />
<br />
Really good vs characters that want to jump or play the air game a lot Ex: Merkava.<br />
<br />
}}<br />
}}<br />
<br />
<br style="clear:both;"/><br />
<br />
==Distortion Skills==<br />
====== <font style="visibility:hidden" size="0">Divine Smasher</font> ======<br />
{{MoveData<br />
|image=BBCF_Naoto_DivineSmasher.png |caption= He better get a Rock Howard colour this time.<br />
|image2=BBCF_Naoto_DivineSmasher2.png |caption2= Edit: yep, he got it.<br />
|input=236B+C (Air OK)<br />
|name=Divine Smasher<br />
|data=<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground}}{{#lsth:BBTag/Naoto Kurogane/Data|236BC}}<br />
{{!}}-<br />
{{AttackVersion|name=Air}}{{#lsth:BBTag/Naoto Kurogane/Data|j.236BC}}<br />
{{!}}-<br />
{{Description|7|text=<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Divine Reaper</font> ======<br />
{{MoveData<br />
|image=BBCF_Naoto_DivineReaper.png |caption=<br />
|input=214B+C<br />
|name=Divine Reaper<br />
|data=<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Strike}}<br />
{{#lsth:BBTag/Naoto Kurogane/Data|214BC}}<br />
{{!}}-<br />
{{AttackVersion|name=Projectile}}<br />
{{#lsth:BBTag/Naoto Kurogane/Data|214BC Projectile}}<br />
{{!}}-<br />
{{Description|7|text=<br />
Naoto launches a blood wave that resembles a giant Dead Spike. If he's close enough, he will perform a follow up where he smashes the opponent with a elbow strike. If he's too far, only the Dead Spike will hit, dealing less damage but allowing him to follow up.<br />
<br />
Enhanced version changes Naoto's follow up to creating a giant blood scythe and slashing the opponent.<br />
}}<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Distortion Skill Duo==<br />
{{MoveData<br />
|image=BBCF_Naoto_GrimOfPhantom.png |caption=<br />
|input=P during Distortion Skill<br />
|name=Grim Of Phantom<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Naoto Kurogane/Data|Distortion Skill Duo}}<br />
{{!}}-<br />
{{Description|6|text=<br />
}}<br />
}}<br />
<br />
<br style="clear:both;"/><br />
<br />
==Astral Heat==<br />
{{MoveData<br />
|image=BBCF_Naoto_EdgeoOfEternity.png |caption= Better Black Onslaught<br />
|input=222B+C<br />
|name=Edge of Eternity<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Naoto Kurogane/Data|222BC}}<br />
{{!}}-<br />
{{Description|6|text=<br />
}}<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Navigation==<br />
{{#lsth:BBTag/Naoto Kurogane/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[BBTag/Naoto Kurogane/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:Naoto Kurogane]]<br />
[[Category:BlazBlue Cross Tag Battle]]</div>73.184.163.146https://www.dustloop.com/wiki/index.php?title=BBTag/Susano%27o&diff=132489BBTag/Susano'o2019-11-04T18:35:03Z<p>73.184.163.146: /* Splintering Thrust */</p>
<hr />
<div> {| class="wikitable" style="float:right; margin-left: 10px; width:400px"<br />
|-<br />
!Susano'o<br />
|-<br />
||<br />
[[File:BBTag_Susanoo_Portrait.png|350x500px|center]]<br />
|-<br />
||<br />
{{#lsth:BBTag/Susano'o/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 />
:<br />
|}<br />
<div style="float:left; margin-right:25px;"><br />
{{TOC limit|2}}<br />
</div><br />
==Overview==<br />
<br />
===Backstory===<br />
Susano'o, also referred to as Black Susano'o (Full Name: Takehaya Susano'o no Mikoto), is one of the Original Units along with Tsukuyomi and Amaterasu and served as the latter's guardian for aeons before the beginning of the series. Over time however, he grew to resent the fact that he was bound to the Master Unit and dedicated his existence to destroying Amaterasu and everything she creates. In Blazblue: Central Fiction, it is revealed that Yūki Terumi is the god that originally resided within the Susano'o Unit, having cast away the Susano'o Unit long ago. After removing the unit's previous host, Hakumen, Terumi merges with his old vessel to once again assume his true form and annihilate those who stand in his way.<br />
<br />
===Playstyle===<br />
Supposed to be a Heavy fighter (Hakumen/Tager) Rushdown fighter (Linne/Ragna) hybrid. But let's face it. He's an unga bunga bear.<br />
<br />
===Strengths/Weaknesses===<br />
{| <br />
|-style="text-align:left;"<br />
! Strengths !! Weaknesses<br />
|- style="vertical-align:top;text-align:left"<br />
| style="width: 50%;"|<br />
* Jaw dropping damage output in general; can easily inflict over 8k with a 5A starter without any resources.<br />
* Good range overall.<br />
* No longer hampered by his seal mechanic. All specials are available at round-start.<br />
* Good Mixup options. <br />
* High Health.<br />
* Improved Mobility compared to his CF counterpart<br />
* Fantastic Active Switch capabilities<br />
* Several jump cancels on block<br />
* Solid space control assists<br />
| style="width: 50%;"|<br />
* Seems to have lost his standing overheads.<br />
* Lengthy recovery on buttons makes him vulnerable to well timed pushblocks.<br />
* Hitscan is bound to his assist, so his anti-projectile options are limited to Inevitable Calamity, proper movement, or assists<br />
* Large hurtbox<br />
|-<br />
|}<br />
<br />
<br />
{{#lst:BBTag/Susano'o/Data|Links}}<br />
<br style="clear:both;"/><br />
<br />
==Normal Moves==<br />
<br />
====== <font style="visibility:hidden" size="0">4A</font> ======<br />
{{MoveData<br />
|image=BBCF_Susanoo_5A.png |caption= Can now self-gatling, but likely not +3 anymore.<br />
|name=4A<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Susano'o/Data|4A}}<br />
{{!}}-<br />
{{Description|6|text= * Important points go here<br />
<br />
Detailed description of the usefulness of the move go here<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5A</font> ======<br />
{{MoveData<br />
|image=BBCF_Susanoo_5B.png |caption= God's Tail<br />
|image2=BBCF_Susanoo_5C.png |caption2= Converts very easily after tail, even at max distance.<br />
|image3=BBCF_Susanoo_6D.png |caption3= Combo fuel. No longer a high like in CF.<br />
|image4=BBCF_Susanoo_5D.png |caption4= It's going to be weird not seeing this in combos anymore.<br />
|name=5A<br />
|data=<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=5A}}<br />
{{#lsth:BBTag/Susano'o/Data|5A}}<br />
{{!}}-<br />
{{Description|7|text= * Important points go here<br />
<br />
Detailed description of the usefulness of the move go here<br />
}}<br />
{{!}}-<br />
{{AttackVersion|name=5AA}}<br />
{{#lsth:BBTag/Susano'o/Data|5AA}}<br />
{{!}}-<br />
{{Description|7|text= * Important points go here<br />
<br />
Detailed description of the usefulness of the move go here<br />
}}<br />
{{!}}-<br />
{{AttackVersion|name=5AAA}}<br />
{{#lsth:BBTag/Susano'o/Data|5AAA}}<br />
{{!}}-<br />
{{Description|7|text= * Important points go here<br />
<br />
Detailed description of the usefulness of the move go here<br />
}}<br />
{{!}}-<br />
{{AttackVersion|name=5AAAA}}<br />
{{#lsth:BBTag/Susano'o/Data|5AAAA}}<br />
{{!}}-<br />
{{Description|7|text= * Important points go here<br />
<br />
Detailed description of the usefulness of the move go here<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5B</font> ======<br />
{{MoveData<br />
|name=5B<br />
|image=BBTag_Susanoo_5B.png |caption= The infamous 6B of CF. May or may not be +4.<br />
|image2=BBTag_Susanoo_5BB.png |caption2= No longer a single move, making it less pushblock vulnerable.<br />
|data=<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=5B}}<br />
{{#lsth:BBTag/Susano'o/Data|5B}}<br />
{{!}}-<br />
{{Description|7|text= * Important points go here<br />
<br />
Detailed description of the usefulness of the move go here<br />
}}<br />
{{!}}-<br />
{{AttackVersion|name=5BB}}<br />
{{#lsth:BBTag/Susano'o/Data|5BB}}<br />
{{!}}-<br />
{{Description|7|text= * Important points go here<br />
<br />
Detailed description of the usefulness of the move go here<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5C</font> ======<br />
{{MoveData<br />
|image=BBCF_Susanoo_CT.png |caption= It's not Cleaving Fang, but it will have to do.<br />
|name=5C<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Susano'o/Data|5C}}<br />
{{!}}-<br />
{{Description|6|text= * Important points go here<br />
<br />
Detailed description of the usefulness of the move go here<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2A</font> ======<br />
{{MoveData<br />
|image=BBCF_Susanoo_2B.png |caption= It's finally a low!<br />
|name=2A<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Susano'o/Data|2A}}<br />
{{!}}-<br />
{{Description|6|text= * Important points go here<br />
<br />
Detailed description of the usefulness of the move go here<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2B</font> ======<br />
{{MoveData<br />
|image=BBCF_Susanoo_2C.png |caption= Hopefully the head invulnerability comes sooner this time.<br />
|name=2B<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Susano'o/Data|2B}}<br />
{{!}}-<br />
{{Description|6|text= * Important points go here<br />
<br />
Detailed description of the usefulness of the move go here<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2C</font> ======<br />
{{MoveData<br />
|image=BBCF_Susanoo_3C.png |caption= Good reach and hit's twice. Likely pushblock vulnerable however.<br />
|name=2C<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Susano'o/Data|2C}}<br />
{{!}}-<br />
{{Description|6|text= * Important points go here<br />
<br />
Detailed description of the usefulness of the move go here<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.A</font> ======<br />
{{MoveData<br />
|image=BBCF_Susanoo_jB.png |caption= Solid jump in button from CF. Still looks as good as usual.<br />
|image2=BBCF_Susanoo_jA.png |caption2= Unfortunately stuck in auto combo, but still may have uses for fuzzies.<br />
|name=j.A<br />
|data=<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=j.A}}<br />
{{#lsth:BBTag/Susano'o/Data|j.A}}<br />
{{!}}-<br />
{{Description|7|text= * Important points go here<br />
<br />
Detailed description of the usefulness of the move go here<br />
}}<br />
{{!}}-<br />
{{AttackVersion|name=j.AA}}<br />
{{#lsth:BBTag/Susano'o/Data|j.AA}}<br />
{{!}}-<br />
{{Description|7|text= * Important points go here<br />
<br />
Detailed description of the usefulness of the move go here<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.B</font> ======<br />
{{MoveData<br />
|image=BBCF_Susanoo_jC.png |caption= The legend of the Instant Air Dash Gorilla<br />
|image2=BBCF_Susanoo_jD.png |caption2= No longer knocks down for Oki, oddly enough.<br />
|name=j.B<br />
|data=<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=j.B}}<br />
{{#lsth:BBTag/Susano'o/Data|j.B}}<br />
{{!}}-<br />
{{Description|7|text= * Important points go here<br />
<br />
Detailed description of the usefulness of the move go here<br />
}}<br />
{{!}}-<br />
{{AttackVersion|name=j.BB}}<br />
{{#lsth:BBTag/Susano'o/Data|j.BB}}<br />
{{!}}-<br />
{{Description|7|text= * Important points go here<br />
<br />
Detailed description of the usefulness of the move go here<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.C</font> ======<br />
{{MoveData<br />
|image=BBCF_Susanoo_HuntersFang.png |caption= While we only have the air-variant of spin, it's now an overhead.<br />
|name=j.C<br />
|input=Hunter’s Fang<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Susano'o/Data|j.C}}<br />
{{!}}-<br />
{{Description|6|text= * Important points go here<br />
<br />
Detailed description of the usefulness of the move go here<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=BBCF_Susanoo_ForwardThrow.png |caption=<br />
|image2=BBCF_Susanoo_BackThrow.png |caption2=<br />
|name=Ground Throw<br />
|input=5B+C<br />
|data=<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Forward Throw|subtitle=B+C}}<br />
{{#lsth:BBTag/Susano'o/Data|BC}}<br />
{{!}}-<br />
{{Description|7|text= * Important points go here<br />
<br />
Detailed description of the usefulness of the move go here<br />
}}<br />
{{!}}-<br />
{{AttackVersion|name=Back Throw|subtitle=4B+C}}<br />
{{#lsth:BBTag/Susano'o/Data|4BC}}<br />
{{!}}--<br />
{{Description|7|text= * Important points go here<br />
<br />
Detailed description of the usefulness of the move go here<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">???</font> ======<br />
{{MoveData<br />
|image=BBCF_Susanoo_ToweringFlame.png |caption= Hits on both sides. Good versus Cross Combo.<br />
|name=Towering Flame<br />
|input=5A+D<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Susano'o/Data|AD}}<br />
{{!}}-<br />
{{Description|6|text= * 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 />
==Skills==<br />
====== <font style="visibility:hidden" size="0">Sundering Claws</font> ======<br />
{{MoveData<br />
|image=BBTAG_Susanoo_SunderingClaws.png |caption=<br />
|input=236A<br />
|name=Sundering Claws<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Susano'o/Data|236A}}<br />
{{!}}-<br />
{{Description|6|text= * Important points go here<br />
<br />
Detailed description of the usefulness of the move go here<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Dancing Dual Kick</font> ======<br />
{{MoveData<br />
|image=BBCF_Susanoo_DancingDualKick.png |caption= DID HE JUST JUMP CANCEL ON BLOCK?<br />
|input=236B<br />
|name=Dancing Dual Kick<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Susano'o/Data|236B}}<br />
{{!}}-<br />
{{Description|6|text= * Important points go here<br />
<br />
Detailed description of the usefulness of the move go here<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Megalith</font> ======<br />
{{MoveData<br />
|image=BBCF_Susanoo_Megalith.png |caption= Exceptionally plus on block<br />
|input=214A<br />
|name=Megalith<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Susano'o/Data|214A}}<br />
{{!}}-<br />
{{Description|7|text= * Important points go here<br />
<br />
Detailed description of the usefulness of the move go here<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Inevitable Calamity</font> ======<br />
{{MoveData<br />
|image=BBCF_Susanoo_InevitableCalamity.png |caption= Awful damage scaling, but destroys projectiles<br />
|input=214B<br />
|name=Inevitable Calamity<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Susano'o/Data|214B}}<br />
{{!}}-<br />
{{Description|6|text= * Important points go here<br />
<br />
Detailed description of the usefulness of the move go here<br />
}}<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Extra Skills==<br />
====== <font style="visibility:hidden" size="0">Blade of Judgement</font> ======<br />
{{MoveData<br />
|image=BBCF_Susanoo_BladeOfJudgement.png |caption= Leads into extreme damage in the corner.<br />
|input=236C<br />
|name=Blade of Judgement<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Susano'o/Data|214C}}<br />
{{!}}-<br />
{{Description|6|text= * Important points go here<br />
<br />
Detailed description of the usefulness of the move go here<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Splintering Thrust</font> ======<br />
{{MoveData<br />
|image=BBCF_Susanoo_SplinteringThrust.png |caption= Infamous god Press. Still has slow startup, on top of EX flash.<br />
|input=214C<br />
|name=Splintering Thrust<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Susano'o/Data|236C}}<br />
{{!}}-<br />
{{Description|6|text= * 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 />
==Partner Skills==<br />
<br />
====== <font style="visibility:hidden" size="0">5P</font> ======<br />
{{MoveData<br />
|image=BBCF_Susanoo_SunderingClaws.png |caption= Looks to go farther than most 5P's.<br />
|input=Sundering Claws<br />
|name=5P<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Susano'o/Data|5P}}<br />
{{!}}-<br />
{{Description|6|text= * Important points go here<br />
<br />
Detailed description of the usefulness of the move go here<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">6P</font> ======<br />
{{MoveData<br />
|image=BBCF_Susanoo_6A.png |caption= This land is my land.<br />
|input=6A<br />
|name=6P<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Susano'o/Data|6P}}<br />
{{!}}-<br />
{{Description|6|text= * Important points go here<br />
<br />
Detailed description of the usefulness of the move go here<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">4P</font> ======<br />
{{MoveData<br />
|image=BBTag_Susanoo_4P.png |caption=<br />
|input=<br />
|name=4P<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Susano'o/Data|4P}}<br />
{{!}}-<br />
{{Description|6|text= * 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 />
==Distortion Skills==<br />
====== <font style="visibility:hidden" size="0">Liberating Dagger</font> ======<br />
{{MoveData<br />
|image=BBCF_Susanoo_LiberatingDagger.png |caption= Passing judgement upon zoners and thots since CF<br />
|input=236B+C<br />
|name=Liberating Dagger<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Susano'o/Data|236BC}}<br />
{{!}}-<br />
{{Description|6|text= * Important points go here<br />
<br />
Detailed description of the usefulness of the move go here<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Bloodsplitter</font> ======<br />
{{MoveData<br />
|image=BBCF_Susanoo_Bloodsplitter.png |caption= '''Into the trash with thee, THOT!'''<br />
|input=214B+C<br />
|name=Bloodsplitter<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Susano'o/Data|214BC}}<br />
{{!}}-<br />
{{Description|6|text= * Important points go here<br />
<br />
Detailed description of the usefulness of the move go here<br />
}}<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Distortion Skill Duo==<br />
{{MoveData<br />
|image=BBCF_Susanoo_LiberatingDagger.png |caption=<br />
|input=P during Main Character's Distortion Skill <br />
|name=Liberating Dagger<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Susano'o/Data|Distortion Skill Duo}}<br />
{{!}}-<br />
{{Description|6|text= * Important points go here<br />
<br />
Detailed description of the usefulness of the move go here<br />
}}<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Astral Heat==<br />
{{MoveData<br />
|image=BBCF_Susanoo_RoarOfTheMadKing.png |caption= '''[https://youtu.be/Af6JRDhNBiw?t=201 「MUST DIE」]'''<br />
|image2=BBCF_Susanoo_RoarOfTheMadKing2.png |caption2= '''''"WHEN YOU DIE, WHERE'S YOUR GOD?"'''''<br />
|input=222B+C<br />
|name=Roar of the Mad King<br />
|data= <br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Susano'o/Data|222BC}}<br />
{{!}}-<br />
{{Description|6|text= * Important points go here<br />
<br />
Detailed description of the usefulness of the move go here<br />
}}<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Navigation==<br />
{{#lsth:BBTag/Susano'o/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[BBTag/Susano'o/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:Susano'o]]</div>73.184.163.146https://www.dustloop.com/wiki/index.php?title=BBTag/Blitztank&diff=132311BBTag/Blitztank2019-11-02T14:43:01Z<p>73.184.163.146: /* j.C */</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 />
:Probably Anchor<br />
|}<br />
<div style="float:left; margin-right:25px;"><br />
{{TOC limit|2}}<br />
</div><br />
==Overview==<br />
Is this tank...the joke character of this game?<br />
Yeah probably. And one hell of a joke he is. A lot of people ending up developing an interest for this game because of how absurd it was to have a tank in a fighting game. Despite AKB doing it first. But WHATEVER. He’s here now, and he’s here to stay! (Hopefully not at the bottom of the tier list)<br />
===Backstory===<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 />
* Is a tank<br />
* Dash has a hitbox<br />
* Is the best waifu in the game <br />
| style="width: 50%;"|<br />
* Incredibly slow<br />
* Really big, making him easier to hit<br />
* Only 1 jump with low height, to the point where he needs to super jump in order to jump over most of the cast.<br />
|-<br />
|}<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=<br />
|image2=BBTag_Blitztank_5AA.png |caption2=<br />
|image3=BBTag_Blitztank_5AAA.png |caption3=<br />
|image4=BBTag_Blitztank_5AAAA.png |caption4=<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=<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5B</font> ======<br />
{{MoveData<br />
|image=BBTag_Blitztank_5B.png |caption=<br />
|image2=BBTag_Blitztank_5BB.png |caption2=<br />
|name=5B<br />
|data=<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=5B}}<br />
{{#lsth:BBTag/Blitztank/Data|5B}}<br />
{{!}}-<br />
{{AttackVersion|name=5BB}}<br />
{{#lsth:BBTag/Blitztank/Data|5BB}}<br />
{{!}}-<br />
{{Description|7|text=<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5C</font> ======<br />
{{MoveData<br />
|image=BBTag_Blitztank_5C.png |caption=<br />
|name=5C<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Blitztank/Data|5C}}<br />
{{!}}-<br />
{{Description|6|text=<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2A</font> ======<br />
{{MoveData<br />
|image=BBTag_Blitztank_2A.png |caption=<br />
|name=2A<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Blitztank/Data|2A}}<br />
{{!}}-<br />
{{Description|6|text=<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2B</font> ======<br />
{{MoveData<br />
|image=BBTag_Blitztank_2B.png |caption=<br />
|name=2B<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Blitztank/Data|2B}}<br />
{{!}}-<br />
{{Description|6|text=<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2C</font> ======<br />
{{MoveData<br />
|image=BBTag_Blitztank_2C.png |caption=<br />
|name=2C<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Blitztank/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_Blitztank_jA.png |caption=<br />
|image2=BBTag_Blitztank_jAA.png |caption2=<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 />
{{AttackVersion|name=j.AA}}<br />
{{#lsth:BBTag/Blitztank/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_Blitztank_jB.png |caption=<br />
|name=j.B<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Blitztank/Data|j.B}}<br />
{{!}}-<br />
{{Description|6|text=<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.C</font> ======<br />
{{MoveData<br />
|image=BBTag_Blitztank_jC.png |caption= Yes, this is an unblockable. Yes, this will probably cause stupid blockstrings.<br />
|name=j.C<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Blitztank/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_Blitztank_GroundThrow.png |caption=<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=<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Reflector</font> ======<br />
{{MoveData<br />
|image=BBTag_Blitztank_Reflector.png |caption=<br />
|image2=BBTag_Blitztank_Entladung.png |caption2=<br />
|name=Reflector<br />
|input=5A+D<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 />
{{Description|7|text=<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_ElektroAuge.png |caption=<br />
|image2=BBTag_Blitztank_AirElektroAuge.png |caption2=<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 />
{{AttackVersion|name=236B}}<br />
{{#lsth:BBTag/Blitztank/Data|236B}}<br />
{{!}}-<br />
{{AttackVersion|name=236C}}<br />
{{#lsth:BBTag/Blitztank/Data|236C}}<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=<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Blitz Mine</font> ======<br />
{{MoveData<br />
|image=BBTag_Blitztank_BlitzMine.png |caption=<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=<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">???</font> ======<br />
{{MoveData<br />
|image=BBTag_Blitztank_???.png |caption= Our boy is running over thots with this. I'm so proud of him! <3<br />
|name=???<br />
|input=66<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Blitztank/Data|66}}<br />
{{!}}-<br />
{{Description|6|text=<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_BlitzMineEX.png |caption=<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=<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_???.png |caption=<br />
|input=Elektro Auge<br />
|name=5P<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Blitztank/Data|5P}}<br />
{{!}}-<br />
{{Description|6|text=<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">6P</font> ======<br />
{{MoveData<br />
|image=BBTag_Blitztank_???.png |caption=<br />
|input=???<br />
|name=6P<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Blitztank/Data|6P}}<br />
{{!}}-<br />
{{Description|6|text=<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">4P</font> ======<br />
{{MoveData<br />
|image=BBTag_Blitztank_???.png |caption=<br />
|input=Entladung<br />
|name=4P<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Blitztank/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">Gjallarhorn</font> ======<br />
{{MoveData<br />
|image=BBTag_Blitztank_Gjallarhorn.png |caption=<br />
|input=236B+C<br />
|name=Gjallarhorn<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Blitztank/Data|236BC}}<br />
{{!}}-<br />
{{Description|6|text=<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">???</font> ======<br />
{{MoveData<br />
|image=BBTag_Blitztank_BlitzRauf.png |caption=<br />
|input=214B+C<br />
|name=Blitz Rauf<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Blitztank/Data|214BC}}<br />
{{!}}-<br />
{{Description|6|text=<br />
}}<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Distortion Skill Duo==<br />
{{MoveData<br />
|image=BBTag_Blitztank_Gjallarhorn.png |caption=<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=<br />
}}<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Astral Heat==<br />
{{MoveData<br />
|image=BBTag_Blitztank_???.png |caption= Déjà vu<br />
|input=222B+C<br />
|name=???<br />
|data= <br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Blitztank/Data|222BC}}<br />
{{!}}-<br />
{{Description|6|text=<br />
* Blitztank drifts during this. Making it the best Astral in the game.<br />
* All Blitztank CMVs will now use Eurobeat because of this.<br />
}}<br />
}}<br />
<br style="clear:both;"/><br />
<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>73.184.163.146https://www.dustloop.com/wiki/index.php?title=GGACR/Bridget&diff=132229GGACR/Bridget2019-11-01T14:02:16Z<p>73.184.163.146: /* Overdrives */ fixed spelling errors i made</p>
<hr />
<div>{| class="wikitable" style="float:right; margin-left: 10px; width:400px"<br />
|-<br />
!Bridget (and Roger the Bear)<br />
|-<br />
||<br />
[[File:GGAC_Bridget_Portrait.png|350px|center]]<br />
|-<br />
||<br />
{{#lsth:GGACR/Bridget/Data|SystemData}}<br />
;Movement Options<br />
:Double Jump, 1 Air Dash, 2 Rolling Movements Dash Type: Run<br />
<center>'''Colors'''</center><br />
{{GGACRColors|Character=Bridget}}<br />
|}<br />
<div style="float:left; margin-right:25px;"><br />
{{TOC limit|2}}<br />
</div><br />
==Overview==<br />
:Despite the name and appearance, Bridget is actually male.<br />
He was born in a village in England where the birth of twins of the same gender was considered bad luck, and it has always been demanded without exception that one of the twins should be sacrificed or either exiled if that happened. Bridget's parents were unwilling to lose one of their children, and instead they decided to raise him as a girl. In order to seek forgiveness, he was given the best education they could afford to their daughter. Bridget loved his parents and did his best effort to live a life in disguise to keep them from worrying, but even then he could see his parents feeling guilty for what they did and eventually Bridget started to believe that if he could leave and come back with enough money then perhaps the village will be able to see there's nothing to their superstitions, and not long after as if in answer to his prayers he heard about a bounty for a gear in the forest of demons and decided to become a bounty hunter.<br />
<br />
{{StrengthsAndWeaknesses|strengths=<br />
* Excellent runaway/keepaway potential, and even gains meter while running away thanks to forward movement and whiffed Roger specials.<br />
* Great mobility.<br />
* Multi-hitting DP that never leaves the ground with tons of strike invulnerability, an FRC point, and damaging potential follow-ups provides a strong meterless reversal option.<br />
* Overdrives also provide strong reversal options.<br />
* Roger provides space control, aids defense, and more.<br />
* Has unblockable setups.<br />
* Delayed get up sets up yo-yo, and may mess up with other characters okizeme.<br />
* Has one of the easiest times of getting out of pressure.<br />
* May have up to 4 jumps.<br />
* Heavy Slash not having any normals attached to it allows for free throw attempts when Roger is active.<br />
*quite a few disjoints.<br />
|weaknesses=<br />
* Lowest effective health in the game, with low defense value, zero Guts, and light weight leaving him vulnerable to extended combos.<br />
* Harder to maintain pressure than with most of the cast.<br />
* Good damage is extremely situational.<br />
* Low damage output and low health combine to leave very little room for error. It's easy to die, and hard to regain the life lead.<br />
* Good movement requires FD canceling Rolling Movement, meaning that you need meter.<br />
* Unblockable setups are more easily beaten than those belonging to other characters.<br />
* Cannot option select throw with a normal unless Roger is active, as the game considers Yoyo Set and Yoyo Recall to be special moves.<br />
* Variety of movement options, subpar damage output, and low HP combined can make for a difficult character to pick up and learn.<br />
}}<br />
=== Unique Mechanics ===<br />
----<br />
{| class="wikitable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
!| <big>Guilty Bits Character Intro</big><br />
|-<br />
|- style="text-align: center;"<br />
| style="border: 1px;"|<br />
{{#evt:<br />
service=youtube<br />
|id=https://youtu.be/7ikFr0gOoV8<br />
}}<br />
|}<br />
{{#lst:GGACR/Bridget/Data|Links}}<br />
<br style="clear:both;"/><br />
<br />
== Normals ==<br />
====== ======<br />
{{MoveData<br />
|name=5P<br />
|image=GGAC_Bridget_5P.png<br />
|caption=<br />
<div class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"><br />
[[File:GGXXACPR_Bridget_5P-Hitbox.png|center|175px]]<br />
</div><br />
|data=<br />
{{AttackDataHeader-GGACR}}<br />
{{!}}-<br />
{{#lsth:GGACR/Bridget/Data|5P}}<br />
{{!}}-<br />
{{Description|7|text=<br />
Bridget throws the yo-yo horizontally in front of himself. This move may be ducked under which may allow you to tick throw the opponent if they do not react to it, not used often in favor of 2p. At maximum range it can be used as an anti air, but you are probably better off using 6p instead.<br />
}}<br />
}}<br />
<br />
====== ======<br />
{{MoveData<br />
|name=5K<br />
|image=GGAC_Bridget_5K.png<br />
|caption=<br />
<div class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"><br />
[[File:GGXXACPR_Bridget_5K-Hitbox.png|center|175px]]<br />
</div><br />
|data=<br />
{{AttackDataHeader-GGACR}}<br />
{{!}}-<br />
{{#lsth:GGACR/Bridget/Data|5K}}<br />
{{!}}-<br />
{{Description|7|text=<br />
Bridget will tilt his body horizontally and kick the opponent. Decent range and can be used as a meaty attack for okizeme. When the opponent is hit airborne with this move (during combos, it is not an anti air) you can gatling into 6s and jump into an air combo.<br />
}}<br />
}}<br />
====== ======<br />
{{MoveData<br />
|name=c.S<br />
|image=GGAC_Bridget_cS.png<br />
|caption=<br />
<div class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"><br />
[[File:GGXXACPR_Bridget_cS-1-Hitbox.png|center|175px]]<br />
1st Hit (Frames 7-8)<br />
[[File:GGXXACPR_Bridget_cS-2-Hitbox.png|center|175px]]<br />
2nd Hit (Frames 19-20)<br />
</div><br />
|data=<br />
{{AttackDataHeader-GGACR}}<br />
{{!}}-<br />
{{#lsth:GGACR/Bridget/Data|c.S}}<br />
{{!}}-<br />
{{Description|7|text=<br />
Bridget will do a yo-yo trick and hit the opponent twice. Dealing decent damage you will mostly see this move in combos. If the opponent faultless defense, this move may whiff leaving you vulnerable to a counter attack. If you are looking for a simple knockdown use 2d after this move. The optimal time to use kick start my heart is on crouching opponents. If you hit a standing opponent with 5c.s the kick start my heart will not hit them because there is not enough hit stun for it to connect. That is why kick start my heart works on crouching opponents because 5c.s will leave enough hit stun for it to connect.<br />
}}<br />
}}<br />
====== ======<br />
{{MoveData<br />
|name=f.S<br />
|image=GGAC_Bridget_fS.png<br />
|caption=<br />
<div class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"><br />
[[File:GGXXACPR_Bridget_fS-1-Hitbox.png|center|175px]]<br />
Frames 7-??<br />
[[File:GGXXACPR_Bridget_fS-2-Hitbox.png|center|175px]]<br />
Frames ??-??<br />
[[File:GGXXACPR_Bridget_fS-3-Hitbox.png|center|175px]]<br />
Frames ??-10<br />
[[File:GGXXACPR_Bridget_fS-4-Hitbox.png|center|175px]]<br />
Frames 11-12<br />
</div><br />
|data=<br />
{{AttackDataHeader-GGACR}}<br />
{{!}}-<br />
{{#lsth:GGACR/Bridget/Data|f.S}}<br />
{{!}}-<br />
{{Description|7|text=<br />
Bridget does a hand stand and flings the yo-yo at full length away from himself. Probably one of Bridget's most used pokes, it will annoy opponents to no end. It can combo into 2d when it does not connect at maximum range. Can also combo into 6s on characters with tall hit boxes. However do not overly use the move as because if it whiffs, it takes time for the yo-yo to extend and then come back. Because of this, it is vulnerable to instant air dash approaches.<br />
}}<br />
}}<br />
====== ======<br />
{{MoveData<br />
|name=6P<br />
|image=GGAC_Bridget_6P.png<br />
|caption=<br />
<div class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"><br />
[[File:GGXXACPR_Bridget_6P-1-Hitbox.png|center|175px]]<br />
Frames 11-12<br />
[[File:GGXXACPR_Bridget_6P-2-Hitbox.png|center|175px]]<br />
Frames 13-14<br />
[[File:GGXXACPR_Bridget_6P-3-Hitbox.png|center|175px]]<br />
Frames 15-16<br />
</div><br />
|data=<br />
{{AttackDataHeader-GGACR}}<br />
{{!}}-<br />
{{#lsth:GGACR/Bridget/Data|6P}}<br />
{{!}}-<br />
{{Description|7|text=<br />
Like other 6p's in guilty gear this is a universal anti air move with upper body invincibility. You usually do not use this move to start blockstrings, and you should just stick to using this move as an anti air. If you hit an opponent with 5c.s you can backward gatling into 6p which can gatling back into 5c.s. When using as an anti-air you can also gatling into 6s and continue into an air combo. While there are better 6p's in the game you take what you can get.<br />
}}<br />
}}<br />
====== ======<br />
{{MoveData<br />
|name=6K<br />
|image=GGAC_Bridget_6K.png<br />
|caption="Unblockable"<br />
<div class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"><br />
[[File:GGXXACPR_Bridget_6K-1-Hitbox.png|center|175px]]<br />
Frames 23-25<br />
[[File:GGXXACPR_Bridget_6K-2-Hitbox.png|center|175px]]<br />
Frames 26-28<br />
</div><br />
|data=<br />
{{AttackDataHeader-GGACR}}<br />
{{!}}-<br />
{{#lsth:GGACR/Bridget/Data|6K}}<br />
{{!}}-<br />
{{Description|7|text=<br />
Bridget will flip and drop his foot on the opponent. This move is an overhead, and has an FRC point on it. It can also be canceled meterlessly into non-yoyo specials, and canceling into Kickstart My Heart on hit is highly advised. However be wary of this move as it takes time for Bridget to hit the opponent. During that time people can easily jab out of this move and get a knockdown on you. In order to prevent that use the yo-yo/Roger to keep the opponent blocking and allow you to have enough time to complete the attack. If the opponent blocks the attack you can use the FRC point to continue the pressure or as a means of escape.<br />
}}<br />
}}<br />
====== ======<br />
{{MoveData<br />
|name=6S<br />
|image=GGAC_Bridget_6S.png<br />
|caption=The hitbox Axl longs for<br />
<div class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"><br />
[[File:GGXXACPR_Bridget_6S-1-Hitbox.png|center|175px]]<br />
Frames 10-11<br />
[[File:GGXXACPR_Bridget_6S-2-Hitbox.png|center|175px]]<br />
Frames 12-13<br />
[[File:GGXXACPR_Bridget_6S-3-Hitbox.png|center|175px]]<br />
Frames 14-15<br />
</div><br />
|data=<br />
{{AttackDataHeader-GGACR}}<br />
{{!}}-<br />
{{#lsth:GGACR/Bridget/Data|6S}}<br />
{{!}}-<br />
{{Description|7|text=<br />
The farthest move Bridget has. He will throw the yo-yo at around a 30 angle upward. Don't let this move trick you into continuously spamming it. It can be ducked by almost every character in the game, and Bridget will be vulnerable to a counter attack. This move only really hits characters with tall hit boxes, the recovery on this move hurts the moment it whiffs so be very careful when using this move. However due to the angle that Bridget throws the yo-yo it can be used as an effective anti air dash move, and at favorable ranges an anti air move. On counter hit it can wall bounce depending on both characters position on the screen.<br />
}}<br />
}}<br />
<br />
====== ======<br />
{{MoveData<br />
|name=3P<br />
|image=GGAC_Bridget_3P.png<br />
|caption=Dat Ass<br />
<div class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"><br />
[[File:GGXXACPR_Bridget_3P-1-Hitbox.png|center|175px]]<br />
Frames 8-15<br />
[[File:GGXXACPR_Bridget_3P-2-Hitbox.png|center|175px]]<br />
Frames 16-19<br />
</div><br />
|data=<br />
{{AttackDataHeader-GGACR}}<br />
{{!}}-<br />
{{#lsth:GGACR/Bridget/Data|3P}}<br />
{{!}}-<br />
{{Description|7|text=<br />
Bridget slams his butt towards the opponent. Staggers on ground counter hit. It is a very fast attack and people underestimate the potential of this move. This move can avoid certain moves (Potemkin's slidehead) due to having some frames of foot invincibility. If you do not get a counter hit, this move can be canceled into starship for some extra damage. While this move is a powerful tool Bridget, do not spam this move since it can be punished.<br />
}}<br />
}}<br />
====== ======<br />
{{MoveData<br />
|name=[http://www.dustloop.com/wiki/index.php/GGACR/Controls#Dust_Attack 5D]<br />
|image=GGAC_Bridget_5D.png<br />
|caption=<br />
<div class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"><br />
[[File:GGXXACPR_Bridget_5D-1-Hitbox.png|center|175px]]<br />
Frames 30-32<br />
[[File:GGXXACPR_Bridget_5D-2-Hitbox.png|center|175px]]<br />
Frames 33-35<br />
</div><br />
|data=<br />
{{AttackDataHeader-GGACR}}<br />
{{!}}-<br />
{{#lsth:GGACR/Bridget/Data|5D}}<br />
{{!}}-<br />
{{Description|7|text=<br />
Bridget's neutral Dust. Bridget will do a spin and then slam the yo-yo upward, launching the opponent if it connects. This move you do not see often. It just takes way too long to start it up. The opponent can either counter hit you during this move, or you just give them enough time to react and block it. However if you use Roger setups in certain cases you may be able to pull the move off while Roger deals with them.<br />
}}<br />
}}<br />
====== ======<br />
{{MoveData<br />
|name=2P<br />
|image=GGAC_Bridget_2P.png<br />
|caption=<br />
<div class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"><br />
[[File:GGXXACPR_Bridget_2P-1-Hitbox.png|center|175px]]<br />
Frames 7-8<br />
[[File:GGXXACPR_Bridget_2P-2-Hitbox.png|center|175px]]<br />
Frames 9-10<br />
</div><br />
|data=<br />
{{AttackDataHeader-GGACR}}<br />
{{!}}-<br />
{{#lsth:GGACR/Bridget/Data|2P}}<br />
{{!}}-<br />
{{Description|7|text=<br />
Bridget throws the yo-yo horizontally in front of himself while crouching. The other poke that will annoy the hell out of people. This move is one of Bridget's burst bait attacks. Not only does it have good range for a 2p, but the recovery on the move is amazing. Say you confirm a hit on an opponent with 2p. After that you keep hitting them with 2p and the opponent decides to burst. You will have enough time to whiff a 2p, block the burst, and punish them for it. Using 2p is also a good way for trying to get some distance from the opponent if they block this move as you can repeatedly use it pushing the opponent farther and farther back. However starting a combo with this move usually ends up in very low damage.<br />
}}<br />
}}<br />
====== ======<br />
{{MoveData<br />
|name=2K<br />
|image=GGAC_Bridget_2K.png<br />
|caption=<br />
<div class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"><br />
[[File:GGXXACPR_Bridget_2K-Hitbox.png|center|175px]]<br />
</div><br />
|data=<br />
{{AttackDataHeader-GGACR}}<br />
{{!}}-<br />
{{#lsth:GGACR/Bridget/Data|2K}}<br />
{{!}}-<br />
{{Description|7|text=<br />
Bridget goes on the floor and kicks the opponent. Bridget's only other normal low hitting move besides 2d. Because of that you will find some use for this move. The biggest problem with this move however is the range. It is one of Bridget's shortest attack which will make it tricky to use. You will be entering enemy range with this move which is very risky. However the recovery on this move is very fast like 2p. So it can be used as a safe burst bait, or even a tick throw because you will be very close to the opponent.<br />
}}<br />
}}<br />
====== ======<br />
{{MoveData<br />
|name=2S<br />
|image=GGAC_Bridget_2S.png<br />
|caption=<br />
<div class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"><br />
[[File:GGXXACPR_Bridget_2S-1-Hitbox.png|center|175px]]<br />
Frames 10-11<br />
[[File:GGXXACPR_Bridget_2S-2-Hitbox.png|center|175px]]<br />
Frames 12-13<br />
[[File:GGXXACPR_Bridget_2S-3-Hitbox.png|center|175px]]<br />
Frames 14-15<br />
[[File:GGXXACPR_Bridget_2S-4-Hitbox.png|center|175px]]<br />
Frames 16-17<br />
[[File:GGXXACPR_Bridget_2S-5-Hitbox.png|center|175px]]<br />
Frames 18-19<br />
[[File:GGXXACPR_Bridget_2S-6-Hitbox.png|center|175px]]<br />
Frames 20-21<br />
</div><br />
|data=<br />
{{AttackDataHeader-GGACR}}<br />
{{!}}-<br />
{{#lsth:GGACR/Bridget/Data|2S}}<br />
{{!}}-<br />
{{Description|7|text=<br />
Bridget does a back flip while the yo-yo is fully extended. Can be jump cancelled. On counter hit, it causes float and vacuum effect. If you manage to get a counter hit with this move cancel into 6s and jump in for an air combo. While the range of this move is long, it has lower priority compared to Bridgets other pokes. The start up is pretty lengthy and you probably would use a different poke. However this move has an important cancel for blockstrings. This move can cancel into a whiffed 2k. That is beneficial because of the recovery of 2k. Using 2s into 2k will allow you to continue pressure or if anything allow you to gain distance from the opponent.<br />
}}<br />
}}<br />
====== ======<br />
{{MoveData<br />
|name=2D<br />
|image=GGAC_Bridget_2D.png<br />
|caption=<br />
<div class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"><br />
[[File:GGXXACPR_Bridget_2D-1-Hitbox.png|center|175px]]<br />
Frames 7-8<br />
[[File:GGXXACPR_Bridget_2D-2-Hitbox.png|center|175px]]<br />
Frames 9-10<br />
</div><br />
|data=<br />
{{AttackDataHeader-GGACR}}<br />
{{!}}-<br />
{{#lsth:GGACR/Bridget/Data|2D}}<br />
{{!}}-<br />
{{Description|7|text=<br />
While crouching, Bridget does a small hop and sweeps the yo-yo around. 2d will knock your opponent down and this is very important for Bridget. When you knockdown with this move it will leave you enough time to set up a yo-yo and actually pressure the opponent. Not only is the range good, but has an FRC point which can allow you to combo off 2d, set up for an unblockable, or even continue pressure on the opponent. While the move is unsafe if guarded, when done at optimal ranges its hard for most characters to punish. 2d can also be canceled into any non yo-yo special move (starship, kick start my heart,).<br />
}}<br />
}}<br />
====== ======<br />
{{MoveData<br />
|name=j.P<br />
|image=GGAC_Bridget_jP.png<br />
|caption=<br />
<div class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"><br />
[[File:GGXXACPR_Bridget_jP-Hitbox.png|center|175px]]<br />
</div><br />
|data=<br />
{{AttackDataHeader-GGACR}}<br />
{{!}}-<br />
{{#lsth:GGACR/Bridget/Data|j.P}}<br />
{{!}}-<br />
{{Description|7|text=<br />
Bridget throws the yo-yo at a downward angle. Actually a very useful attack. If you jump and immediately use 6p it can beat out certain moves. The recovery on the move is very fast and can be used many times in the air. If you hit an opponent during an air combo and then they become too high you can cancel this move into j.2s, jump again and finish your air combo.<br />
}}<br />
}}<br />
====== ======<br />
{{MoveData<br />
|name=j.K<br />
|image=GGAC_Bridget_jK.png<br />
|caption=Kick like an Egyptian<br />
<div class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"><br />
[[File:GGXXACPR_Bridget_jK-1-Hitbox.png|center|175px]]<br />
Frames 6-9<br />
[[File:GGXXACPR_Bridget_jK-2-Hitbox.png|center|175px]]<br />
Frames 10-13<br />
</div><br />
|data=<br />
{{AttackDataHeader-GGACR}}<br />
{{!}}-<br />
{{#lsth:GGACR/Bridget/Data|j.K}}<br />
{{!}}-<br />
{{Description|7|text=<br />
Bridget does a split in the air and kicks the opponent. Outside of combos you are not going to really use this move too often. You are much better off using j.p, or j.s in the air. J.p has a faster recovery, while j.s has farther range. The move is jump cancelable, and can cancel into j.s and j,p. Be careful when doing air combos. If you hit the opponent with j.k and then they become too high you are going to have to jump in order to continue, but if you cancel into j.s then you will drop the combo.<br />
}}<br />
}}<br />
====== ======<br />
{{MoveData<br />
|name=j.S<br />
|image=GGAC_Bridget_jS.png<br />
|caption=<br />
<div class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"><br />
[[File:GGXXACPR_Bridget_jS-1-Hitbox.png|center|175px]]<br />
Frames 10-12<br />
[[File:GGXXACPR_Bridget_jS-2-Hitbox.png|center|175px]]<br />
Frames 13-15<br />
</div><br />
|data=<br />
{{AttackDataHeader-GGACR}}<br />
{{!}}-<br />
{{#lsth:GGACR/Bridget/Data|j.S}}<br />
{{!}}-<br />
{{Description|7|text=<br />
Bridgets longest air move. This move can be used for air spacing, and you will use this move mostly in combos. Take care when using this move because it can not be jump canceled. In order to jump cancel you must gatling into j.2s<br />
}}<br />
}}<br />
====== ======<br />
{{MoveData<br />
|name=j.2S<br />
|image=GGAC_Bridget_j2S.png<br />
|caption=<br />
<div class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"><br />
[[File:GGXXACPR_Bridget_j2S-1-Hitbox.png|center|175px]]<br />
Frames 10-??<br />
[[File:GGXXACPR_Bridget_j2S-2-Hitbox.png|center|175px]]<br />
Frames ??-??<br />
[[File:GGXXACPR_Bridget_j2S-3-Hitbox.png|center|175px]]<br />
Frames ??-??<br />
[[File:GGXXACPR_Bridget_j2S-4-Hitbox.png|center|175px]]<br />
Frames ??-15<br />
</div><br />
|data=<br />
{{AttackDataHeader-GGACR}}<br />
{{!}}-<br />
{{#lsth:GGACR/Bridget/Data|j.2S}}<br />
{{!}}-<br />
{{Description|7|text=<br />
}}<br />
}}<br />
====== ======<br />
{{MoveData<br />
|name=j.D<br />
|image=GGAC_Bridget_jD.png<br />
|caption=<br />
<div class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"><br />
[[File:GGXXACPR_Bridget_jD-1-Hitbox.png|center|175px]]<br />
1st Hit (Frames 15-17),<br><br />
4th Hit (Frames 24-26)<br />
[[File:GGXXACPR_Bridget_jD-2-Hitbox.png|center|175px]]<br />
2nd Hit (Frames 18-20),<br><br />
5th Hit (Frames 27-29)<br />
[[File:GGXXACPR_Bridget_jD-3-Hitbox.png|center|175px]]<br />
3rd Hit (Frames 21-23),<br><br />
6th Hit (Frames 30-32)<br />
</div><br />
|data=<br />
{{AttackDataHeader-GGACR}}<br />
{{!}}-<br />
{{#lsth:GGACR/Bridget/Data|j.D}}<br />
{{!}}-<br />
{{Description|7|text=<br />
Bridget goes crazy and swings the yo-yo around, in an adorable way.<br />
}}<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Universal Mechanics==<br />
====== ======<br />
{{MoveData<br />
|image=GGAC_Bridget_throw.png<br />
|name=Ground Throw<br />
|data=<br />
{{AttackDataHeader-GGACR}}<br />
{{!}}-<br />
{{#lsth:GGACR/Bridget/Data|Ground Throw}}<br />
{{!}}-<br />
{{Description|7|text=<br />
}}<br />
}}<br />
====== ======<br />
{{MoveData<br />
|image=GGAC_Bridget_airThrow.png<br />
|name=Air Throw<br />
|data=<br />
{{AttackDataHeader-GGACR}}<br />
{{!}}-<br />
{{#lsth:GGACR/Bridget/Data|Air Throw}}<br />
{{!}}-<br />
{{Description|7|text=<br />
}}<br />
}}<br />
====== ======<br />
{{MoveData<br />
|name=[[GGACR/Defense#Dead Angle Attack (DAA)|Dead Angle Attack]]<br />
|image=GGAC_Bridget_6P.png<br />
|caption=For just 50% meter, you can (possibly) get your opponent off of you!<br />
|data=<br />
{{AttackDataHeader-GGACR}}<br />
{{!}}-<br />
{{#lsth:GGACR/Bridget/Data|DAA}}<br />
{{!}}-<br />
{{Description|7|text=<br />
Animation is the same as 6P. Best and only used when you're too lazy to block and have 50 meter. Because it's Bridget's 6p animation its one of the weaker dead angles in the game in terms of usefulness. However the good part about this move is if the yo-yo is out in a certain position, you can roll to the yo-yo and combo off this Dead Angle Attack.<br />
}}<br />
}}<br />
<br style="clear:both;"/><br />
== Specials ==<br />
====== ======<br />
{{MoveData<br />
|name=Yoyo Placement<br />
|image=GGAC_Bridget_GroundSet.png<br />
|image2=GGAC_Bridget_AirSet.png<br />
|caption=You can use yo-yo related attacks even while it's still moving!<br />
|data=<br />
{{AttackDataHeader-GGACR|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground}}<br />
{{#lsth:GGACR/Bridget/Data|Ground Yoyo Placement}}<br />
{{!}}-<br />
{{AttackVersion|name=Air}}<br />
{{#lsth:GGACR/Bridget/Data|Air Yoyo Placement}}<br />
{{!}}-<br />
{{Description|8|text=<br />
Bridget sets his yoyo. A directional input will change where he sets the yoyo. Refer to the image for which inputs provide which set. As this is considered a special move, you can cancel special cancelable normals into it allowing you to recover much faster from them than normal.<br />
}}<br />
}}<br />
====== ======<br />
{{MoveData<br />
|image=GGAC_Bridget_KnockdownSet.png<br />
|name=Knockdown Yoyo Placement<br />
|caption=Delays wakeup. Only available when yoyo is not set<br />
|input=hold H while knocked down<br />
|data=<br />
{{AttackDataHeader-GGACR}}<br />
{{!}}-<br />
{{#lsth:GGACR/Bridget/Data|Knockdown Yoyo Placement}}<br />
{{!}}-<br />
{{Description|7|text=<br />
}}<br />
}}<br />
====== ======<br />
{{MoveData<br />
|image=GGAC_Bridget_YoyoCallback.png<br />
|name=Yoyo Recall<br />
|caption=You can delay the callback by holding H!<br />
|input=Yoyo Set -> H<br />
|data=<br />
{{AttackDataHeader-GGACR|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground}}<br />
{{#lsth:GGACR/Bridget/Data|Ground Yoyo Recall}}<br />
{{!}}-<br />
{{AttackVersion|name=Air}}<br />
{{#lsth:GGACR/Bridget/Data|Air Yoyo Recall}}<br />
{{!}}-<br />
{{Description|8|text=<br />
Bridget recalls his yoyo. Pressing H will trigger the startup animation, while holding H will delay the yoyo's actual movement for up to ~2.5 seconds. Pressing H again can cancel the callback, allowing you to move the yoyo closer without having to set it again. Can be used to extend combos or pressure, or as a zoning tool. Provides plenty enough time to confirm into a combo on hit. As this is considered a special move, you can cancel special cancelable normals into it allowing you to recover much faster from them than normal. It's actually still possible for Bridget to use Rolling Movement while delaying a yoyo recall, but the input has to be TK'd to avoid him just Faultless Defending in place (in other words, the input becomes 2147K).<br />
}}<br />
}}<br />
======<font style="visibility:hidden" size="0">Kick Start My Heart</font>======<br />
{{MoveData<br />
|name=Kick Start My Heart<br />
|input=236K<br />
|image=GGAC_Bridget_236K.png<br />
|caption=vroooom<br />
|data=<br />
{{AttackDataHeader-GGACR}}<br />
{{!}}-<br />
{{#lsth:GGACR/Bridget/Data|236K}}<br />
{{!}}-<br />
{{Description|7|text=<br />
Bridget uses his yo-yo's like roller blades and rides on them across the screen.<br />
}}<br />
}}<br />
<br />
====== ======<br />
{{MoveData<br />
|name=Stop<br />
|input=KSMH -> P<br />
|image=GGAC_Bridget_236KP.png<br />
|data=<br />
{{AttackDataHeader-GGACR}}<br />
{{!}}-<br />
{{#lsth:GGACR/Bridget/Data|236K > P}}<br />
{{!}}-<br />
{{Description|7|text=<br />
A follow up to KSMH. Bridget stops on his tracks.<br />
}}<br />
}}<br />
====== ======<br />
{{MoveData<br />
|name=Shoot<br />
|input=KSMH -> K<br />
|image=GGAC_Bridget_236KK.png<br />
|data=<br />
{{AttackDataHeader-GGACR}}<br />
{{!}}-<br />
{{#lsth:GGACR/Bridget/Data|236K > K}}<br />
{{!}}-<br />
{{Description|7|text=<br />
A follow up to KSMH. Bridget flings himself across the screen while swinging the yo-yos around.<br />
}}<br />
}}<br />
====== ======<br />
{{MoveData<br />
|name=Starship<br />
|input=623P air OK<br />
|image=GGAC_Bridget_623P.png<br />
|data=<br />
{{AttackDataHeader-GGACR|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground}}<br />
{{#lsth:GGACR/Bridget/Data|623P}}<br />
{{!}}-<br />
{{AttackVersion|name=Air}}<br />
{{#lsth:GGACR/Bridget/Data|j.623P}}<br />
{{!}}-<br />
{{Description|8|text=<br />
Bridget's DP. Bridget does a trick in which he uses not one, but two yo-yos and swings them around.<br />
}}<br />
}}<br />
====== ======<br />
{{MoveData<br />
|name=Roger Rush<br />
|input=Yoyo Set -> 236H air OK<br />
|image=GGAC_Bridget_236H.png<br />
|caption="Come at me bro"<br />
|data=<br />
{{AttackDataHeader-GGACR|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground}}<br />
{{#lsth:GGACR/Bridget/Data|236H}}<br />
{{!}}-<br />
{{AttackVersion|name=Air}}<br />
{{#lsth:GGACR/Bridget/Data|j.236H}}<br />
{{!}}-<br />
{{Description|8|text=<br />
Bridget summons Roger ready to punch people's faces. Roger will appear wherever the yo-yo is set and will make his way back to Bridget while punching. Roger Rush will end once either he or Bridget is hit, he makes it back to Bridget, the move's duration expires, or if hits to a max of 3 times. The FRC window is at 16-17F.<br />
}}<br />
}}<br />
====== ======<br />
{{MoveData<br />
|name=Jagged Roger<br />
|input=Yoyo Set -> 214H air OK<br />
|image=GGAC_Bridget_214H.png<br />
|data=<br />
{{AttackDataHeader-GGACR|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground}}<br />
{{#lsth:GGACR/Bridget/Data|214H}}<br />
{{!}}-<br />
{{AttackVersion|name=Air}}<br />
{{#lsth:GGACR/Bridget/Data|j.214H}}<br />
{{!}}-<br />
{{Description|8|text=<br />
Bridget summons Roger equipped with a saw around its body. Like in Roger Rush, or any of Bridget's moves that involve a yo-yo set for that matter, Roger will appear wherever the yo-yo is set and make its way back to Bridget while the saw blade spins. As opposed to Roger Rush, Jagged Roger returns to Bridget at a slower speed and stays out even when Bridget is hit after 22F. Jagged Roger will end once he is hit, he makes it back to Bridget, or if it hits to a max of 3 times. The FRC window is a 22-23F.<br />
}}<br />
}}<br />
====== ======<br />
{{MoveData<br />
|name=Roger Hug<br />
|input=Yoyo Set -> 623H<br />
|image=GGAC_Bridget_623H.png<br />
|data=<br />
{{AttackDataHeader-GGACR}}<br />
{{!}}-<br />
{{#lsth:GGACR/Bridget/Data|623H}}<br />
{{!}}-<br />
{{Description|7|text=<br />
The Yo-Yo becomes a sort of mechanism and homes in on the the opponent for a set distance. If it connects, it will stick with the opponent. The mechanism acts just like a set yo-yo (i.e. any yo-yo move will occur right where the opponent is). Roger Hug will end when 600F pass after sticking to opponent, Bridget is hit, or a yo-yo move other than Rolling Idou/214K is done.<br />
}}<br />
}}<br />
====== ======<br />
{{MoveData<br />
|name=Roger Get<br />
|input=Yoyo Set -> 421H air OK<br />
|image=GGAC_Bridget_421H.png<br />
|data=<br />
{{AttackDataHeader-GGACR|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground, Low Altitude}}<br />
{{#lsth:GGACR/Bridget/Data|421H}}<br />
{{!}}-<br />
{{AttackVersion|name=Air, Low Altitude}}<br />
{{#lsth:GGACR/Bridget/Data|j.421H}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground, High Altitute}}<br />
{{#lsth:GGACR/Bridget/Data|421H High}}<br />
{{!}}-<br />
{{AttackVersion|name=Air, High Altitude}}<br />
{{#lsth:GGACR/Bridget/Data|j.421H High}}<br />
{{!}}-<br />
{{Description|8|text=<br />
Bridget summons Roger who will then do a body slam and slide upon landing on the ground. Bear in mind that the direction which Roger drops depends on what direction you were facing when you set the yo-yo (i.e. if you set the yo-yo while facing the right side, Roger will drop towards the right side no matter what). Also, depending on the height at which the yo-yo is placed, the move will have different properties. The FRC window is at 20-21F.<br />
}}<br />
}}<br />
====== ======<br />
{{MoveData<br />
|name=Rolling Movement<br />
|input=Yoyo Set -> 214K air OK<br />
|image=GGAC_Bridget_214K.png<br />
|data=<br />
{{AttackDataHeader-GGACR}}<br />
{{!}}-<br />
{{#lsth:GGACR/Bridget/Data|214K}}<br />
{{!}}-<br />
{{Description|7|text=<br />
Bridget rolls to his yoyo, wherever it is. Despite what you might at first think, this is the most important tool in Bridget's arsenal. Aside from the obvious movement option this provides, this can also allow for very quick and low overheads since this leaves Bridget in an aerial state. What makes this move a cornerstone of Bridget's game, however, is that when immediately canceled into Faultless Defense, it provides a very fast "jump" that doesn't actually take up one of your aerial movement options when done in the air. Bridget's movement becomes very, very strong with this tool. Since it's a special move, all his normals (except 5D) can cancel into it. Thus, it can be used as a pseudo-jump cancel on moves that aren't normally jump cancelable (such as f.S). Canceling into it allows Bridget to extend pressure, confirm from situations he normally couldn't, and escape after a potentially unsafe poke. It can also be immediately canceled into a normal, making it extremely useful for extending combos.<br />
}}<br />
}}<br />
<br style="clear:both;"/><br />
<br />
== Force Breaks ==<br />
====== ======<br />
{{MoveData<br />
|name=FB Roger Rush<br />
|input=Yoyo Set -> 236D air OK<br />
|image=GGAC_Bridget_236H.png<br />
|data=<br />
{{AttackDataHeader-GGACR|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground}}<br />
{{#lsth:GGACR/Bridget/Data|236D}}<br />
{{!}}-<br />
{{AttackVersion|name=Air}}<br />
{{#lsth:GGACR/Bridget/Data|j.236D}}<br />
{{!}}-<br />
{{Description|8|text=<br />
*Active frames are: 10(10)10(18)16<br />
Roger will perform three punches in place. The first punch will stagger the opponent, the second knocks them airborne, and the third will wallstick them. Opens the way for some strong combos on hit, and for mixup opportunities on block. There's a window between the second and third punches where you can throw the opponent (or they can throw you), making the threat of a high/low/throw/no mixup mixup very real on block.<br />
}}<br />
}}<br />
====== ======<br />
{{MoveData<br />
|name=FB Jagged Roger<br />
|input=Yoyo Set -> 214D air OK<br />
|image=GGAC_Bridget_214H.png<br />
|data=<br />
{{AttackDataHeader-GGACR|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground}}<br />
{{#lsth:GGACR/Bridget/Data|214D}}<br />
{{!}}-<br />
{{AttackVersion|name=Air}}<br />
{{#lsth:GGACR/Bridget/Data|j.214D}}<br />
{{!}}-<br />
{{Description|8|text=<br />
Like Jagged Roger, this will not disappear if Bridget is hit. Unlike normal Jagged Roger, this version will quickly chase down the opponent, and persists for a long time. Is active for so long that it can (and often does) punish people who burst it. On block, it can potentially buy you a high/low mixup. A great option to throw out for 25% Tension. The opponent essentially has to respect it.<br />
}}<br />
}}<br />
<br style="clear:both;"/><br />
== Overdrives ==<br />
====== ======<br />
{{MoveData<br />
|image=GGAC_Bridget_632146S.png<br />
|name=Loop the Loop<br />
|input=632146S<br />
|data=<br />
{{AttackDataHeader-GGACR}}<br />
{{!}}-<br />
{{#lsth:GGACR/Bridget/Data|632146S}}<br />
{{!}}-<br />
{{Description|7|text=<br />
active frames are: 3(6)3(3)30(12)20. If you want to end your combo with a super, this is generally the one you use. Also a good round closer if they are low, as it is easily confirmed from most of Bridget's pokes. can be used as a reversal, but it does less damage than 4123641236S.<br />
}}<br />
}}<br />
<br />
====== ======<br />
{{MoveData<br />
|image=GGAC_Bridget_4123641236S.png<br />
|name=Maintenance Disaster<br />
|input=4123641236S<br />
|caption="Bukkake Tsunami"<br />
|data=<br />
{{AttackDataHeader-GGACR}}<br />
{{!}}-<br />
{{#lsth:GGACR/Bridget/Data|4123641236S}}<br />
{{!}}-<br />
{{Description|7|text=<br />
Anti-Air/Reversal super where Bridget releases a set of explosions that rise up above him. Quite damaging, and used as a combo ender it does more damage than 632146S, if all the hits land. This super is normally quite hard to fit into a combo, as any hit you land that would combo into this generally has better follow up options, meaning this mostly stays as a reversal.<br />
}}<br />
}}<br />
<br />
====== ======<br />
{{MoveData<br />
|image=GGAC_Bridget_632146H.png<br />
|name=Me and My Killing Machine<br />
|input=Yoyo Set -> 632146H or 412364H<br />
|data=<br />
{{AttackDataHeader-GGACR|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Normal|subtitle=632146H}}<br />
{{#lsth:GGACR/Bridget/Data|632146H}}<br />
{{!}}-<br />
{{AttackVersion|name=Delay|subtitle=412364H}}<br />
{{#lsth:GGACR/Bridget/Data|412364H}}<br />
{{!}}-<br />
{{Description|8|text= Bridget signals roger, who rides a flaming bycicle in his direction<br />
<br />
}}<br />
}}<br />
<br style="clear:both;"/><br />
<br />
== Instant Kill ==<br />
{{MoveData<br />
|image=GGAC_Bridget_IK1.png<br />
|image2=GGAC_Bridget_IK2.png<br />
|name=Shoot the Moon<br />
|input=in IK Mode: 236236H<br />
|caption2="Space, the final frontier."<br />
|data=<br />
{{AttackDataHeader-GGACR}}<br />
{{!}}-<br />
{{#lsth:GGACR/Bridget/Data|IK}}<br />
{{!}}-<br />
{{Description|7|text=<br />
Bridget wraps the opppnent with his yoyos and throws them offscreen. They somehow end up on the moon. You don't even see Bridget's victory pose, not worth it<br />
<br />
}}<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==[[Dustloop_Wiki:Roadmap/GGACR#Bridget|Roadmap]]==<br />
{{#lst:Dustloop_Wiki:Roadmap/GGACR|Bridget}}<br />
==Navigation==<br />
{{#lsth:GGACR/Bridget/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[GGACR/Bridget/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-GGACR}}<br />
[[Category:Guilty Gear XX Accent Core + R]]<br />
[[Category:Bridget]]</div>73.184.163.146https://www.dustloop.com/wiki/index.php?title=GGACR/Bridget&diff=132214GGACR/Bridget2019-11-01T13:26:56Z<p>73.184.163.146: /* */</p>
<hr />
<div>{| class="wikitable" style="float:right; margin-left: 10px; width:400px"<br />
|-<br />
!Bridget (and Roger the Bear)<br />
|-<br />
||<br />
[[File:GGAC_Bridget_Portrait.png|350px|center]]<br />
|-<br />
||<br />
{{#lsth:GGACR/Bridget/Data|SystemData}}<br />
;Movement Options<br />
:Double Jump, 1 Air Dash, 2 Rolling Movements Dash Type: Run<br />
<center>'''Colors'''</center><br />
{{GGACRColors|Character=Bridget}}<br />
|}<br />
<div style="float:left; margin-right:25px;"><br />
{{TOC limit|2}}<br />
</div><br />
==Overview==<br />
:Despite the name and appearance, Bridget is actually male.<br />
He was born in a village in England where the birth of twins of the same gender was considered bad luck, and it has always been demanded without exception that one of the twins should be sacrificed or either exiled if that happened. Bridget's parents were unwilling to lose one of their children, and instead they decided to raise him as a girl. In order to seek forgiveness, he was given the best education they could afford to their daughter. Bridget loved his parents and did his best effort to live a life in disguise to keep them from worrying, but even then he could see his parents feeling guilty for what they did and eventually Bridget started to believe that if he could leave and come back with enough money then perhaps the village will be able to see there's nothing to their superstitions, and not long after as if in answer to his prayers he heard about a bounty for a gear in the forest of demons and decided to become a bounty hunter.<br />
<br />
{{StrengthsAndWeaknesses|strengths=<br />
* Excellent runaway/keepaway potential, and even gains meter while running away thanks to forward movement and whiffed Roger specials.<br />
* Great mobility.<br />
* Multi-hitting DP that never leaves the ground with tons of strike invulnerability, an FRC point, and damaging potential follow-ups provides a strong meterless reversal option.<br />
* Overdrives also provide strong reversal options.<br />
* Roger provides space control, aids defense, and more.<br />
* Has unblockable setups.<br />
* Delayed get up sets up yo-yo, and may mess up with other characters okizeme.<br />
* Has one of the easiest times of getting out of pressure.<br />
* May have up to 4 jumps.<br />
* Heavy Slash not having any normals attached to it allows for free throw attempts when Roger is active.<br />
*quite a few disjoints.<br />
|weaknesses=<br />
* Lowest effective health in the game, with low defense value, zero Guts, and light weight leaving him vulnerable to extended combos.<br />
* Harder to maintain pressure than with most of the cast.<br />
* Good damage is extremely situational.<br />
* Low damage output and low health combine to leave very little room for error. It's easy to die, and hard to regain the life lead.<br />
* Good movement requires FD canceling Rolling Movement, meaning that you need meter.<br />
* Unblockable setups are more easily beaten than those belonging to other characters.<br />
* Cannot option select throw with a normal unless Roger is active, as the game considers Yoyo Set and Yoyo Recall to be special moves.<br />
* Variety of movement options, subpar damage output, and low HP combined can make for a difficult character to pick up and learn.<br />
}}<br />
=== Unique Mechanics ===<br />
----<br />
{| class="wikitable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
!| <big>Guilty Bits Character Intro</big><br />
|-<br />
|- style="text-align: center;"<br />
| style="border: 1px;"|<br />
{{#evt:<br />
service=youtube<br />
|id=https://youtu.be/7ikFr0gOoV8<br />
}}<br />
|}<br />
{{#lst:GGACR/Bridget/Data|Links}}<br />
<br style="clear:both;"/><br />
<br />
== Normals ==<br />
====== ======<br />
{{MoveData<br />
|name=5P<br />
|image=GGAC_Bridget_5P.png<br />
|caption=<br />
<div class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"><br />
[[File:GGXXACPR_Bridget_5P-Hitbox.png|center|175px]]<br />
</div><br />
|data=<br />
{{AttackDataHeader-GGACR}}<br />
{{!}}-<br />
{{#lsth:GGACR/Bridget/Data|5P}}<br />
{{!}}-<br />
{{Description|7|text=<br />
Bridget throws the yo-yo horizontally in front of himself. This move may be ducked under which may allow you to tick throw the opponent if they do not react to it, not used often in favor of 2p. At maximum range it can be used as an anti air, but you are probably better off using 6p instead.<br />
}}<br />
}}<br />
<br />
====== ======<br />
{{MoveData<br />
|name=5K<br />
|image=GGAC_Bridget_5K.png<br />
|caption=<br />
<div class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"><br />
[[File:GGXXACPR_Bridget_5K-Hitbox.png|center|175px]]<br />
</div><br />
|data=<br />
{{AttackDataHeader-GGACR}}<br />
{{!}}-<br />
{{#lsth:GGACR/Bridget/Data|5K}}<br />
{{!}}-<br />
{{Description|7|text=<br />
Bridget will tilt his body horizontally and kick the opponent. Decent range and can be used as a meaty attack for okizeme. When the opponent is hit airborne with this move (during combos, it is not an anti air) you can gatling into 6s and jump into an air combo.<br />
}}<br />
}}<br />
====== ======<br />
{{MoveData<br />
|name=c.S<br />
|image=GGAC_Bridget_cS.png<br />
|caption=<br />
<div class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"><br />
[[File:GGXXACPR_Bridget_cS-1-Hitbox.png|center|175px]]<br />
1st Hit (Frames 7-8)<br />
[[File:GGXXACPR_Bridget_cS-2-Hitbox.png|center|175px]]<br />
2nd Hit (Frames 19-20)<br />
</div><br />
|data=<br />
{{AttackDataHeader-GGACR}}<br />
{{!}}-<br />
{{#lsth:GGACR/Bridget/Data|c.S}}<br />
{{!}}-<br />
{{Description|7|text=<br />
Bridget will do a yo-yo trick and hit the opponent twice. Dealing decent damage you will mostly see this move in combos. If the opponent faultless defense, this move may whiff leaving you vulnerable to a counter attack. If you are looking for a simple knockdown use 2d after this move. The optimal time to use kick start my heart is on crouching opponents. If you hit a standing opponent with 5c.s the kick start my heart will not hit them because there is not enough hit stun for it to connect. That is why kick start my heart works on crouching opponents because 5c.s will leave enough hit stun for it to connect.<br />
}}<br />
}}<br />
====== ======<br />
{{MoveData<br />
|name=f.S<br />
|image=GGAC_Bridget_fS.png<br />
|caption=<br />
<div class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"><br />
[[File:GGXXACPR_Bridget_fS-1-Hitbox.png|center|175px]]<br />
Frames 7-??<br />
[[File:GGXXACPR_Bridget_fS-2-Hitbox.png|center|175px]]<br />
Frames ??-??<br />
[[File:GGXXACPR_Bridget_fS-3-Hitbox.png|center|175px]]<br />
Frames ??-10<br />
[[File:GGXXACPR_Bridget_fS-4-Hitbox.png|center|175px]]<br />
Frames 11-12<br />
</div><br />
|data=<br />
{{AttackDataHeader-GGACR}}<br />
{{!}}-<br />
{{#lsth:GGACR/Bridget/Data|f.S}}<br />
{{!}}-<br />
{{Description|7|text=<br />
Bridget does a hand stand and flings the yo-yo at full length away from himself. Probably one of Bridget's most used pokes, it will annoy opponents to no end. It can combo into 2d when it does not connect at maximum range. Can also combo into 6s on characters with tall hit boxes. However do not overly use the move as because if it whiffs, it takes time for the yo-yo to extend and then come back. Because of this, it is vulnerable to instant air dash approaches.<br />
}}<br />
}}<br />
====== ======<br />
{{MoveData<br />
|name=6P<br />
|image=GGAC_Bridget_6P.png<br />
|caption=<br />
<div class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"><br />
[[File:GGXXACPR_Bridget_6P-1-Hitbox.png|center|175px]]<br />
Frames 11-12<br />
[[File:GGXXACPR_Bridget_6P-2-Hitbox.png|center|175px]]<br />
Frames 13-14<br />
[[File:GGXXACPR_Bridget_6P-3-Hitbox.png|center|175px]]<br />
Frames 15-16<br />
</div><br />
|data=<br />
{{AttackDataHeader-GGACR}}<br />
{{!}}-<br />
{{#lsth:GGACR/Bridget/Data|6P}}<br />
{{!}}-<br />
{{Description|7|text=<br />
Like other 6p's in guilty gear this is a universal anti air move with upper body invincibility. You usually do not use this move to start blockstrings, and you should just stick to using this move as an anti air. If you hit an opponent with 5c.s you can backward gatling into 6p which can gatling back into 5c.s. When using as an anti-air you can also gatling into 6s and continue into an air combo. While there are better 6p's in the game you take what you can get.<br />
}}<br />
}}<br />
====== ======<br />
{{MoveData<br />
|name=6K<br />
|image=GGAC_Bridget_6K.png<br />
|caption="Unblockable"<br />
<div class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"><br />
[[File:GGXXACPR_Bridget_6K-1-Hitbox.png|center|175px]]<br />
Frames 23-25<br />
[[File:GGXXACPR_Bridget_6K-2-Hitbox.png|center|175px]]<br />
Frames 26-28<br />
</div><br />
|data=<br />
{{AttackDataHeader-GGACR}}<br />
{{!}}-<br />
{{#lsth:GGACR/Bridget/Data|6K}}<br />
{{!}}-<br />
{{Description|7|text=<br />
Bridget will flip and drop his foot on the opponent. This move is an overhead, and has an FRC point on it. It can also be canceled meterlessly into non-yoyo specials, and canceling into Kickstart My Heart on hit is highly advised. However be wary of this move as it takes time for Bridget to hit the opponent. During that time people can easily jab out of this move and get a knockdown on you. In order to prevent that use the yo-yo/Roger to keep the opponent blocking and allow you to have enough time to complete the attack. If the opponent blocks the attack you can use the FRC point to continue the pressure or as a means of escape.<br />
}}<br />
}}<br />
====== ======<br />
{{MoveData<br />
|name=6S<br />
|image=GGAC_Bridget_6S.png<br />
|caption=The hitbox Axl longs for<br />
<div class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"><br />
[[File:GGXXACPR_Bridget_6S-1-Hitbox.png|center|175px]]<br />
Frames 10-11<br />
[[File:GGXXACPR_Bridget_6S-2-Hitbox.png|center|175px]]<br />
Frames 12-13<br />
[[File:GGXXACPR_Bridget_6S-3-Hitbox.png|center|175px]]<br />
Frames 14-15<br />
</div><br />
|data=<br />
{{AttackDataHeader-GGACR}}<br />
{{!}}-<br />
{{#lsth:GGACR/Bridget/Data|6S}}<br />
{{!}}-<br />
{{Description|7|text=<br />
The farthest move Bridget has. He will throw the yo-yo at around a 30 angle upward. Don't let this move trick you into continuously spamming it. It can be ducked by almost every character in the game, and Bridget will be vulnerable to a counter attack. This move only really hits characters with tall hit boxes, the recovery on this move hurts the moment it whiffs so be very careful when using this move. However due to the angle that Bridget throws the yo-yo it can be used as an effective anti air dash move, and at favorable ranges an anti air move. On counter hit it can wall bounce depending on both characters position on the screen.<br />
}}<br />
}}<br />
<br />
====== ======<br />
{{MoveData<br />
|name=3P<br />
|image=GGAC_Bridget_3P.png<br />
|caption=Dat Ass<br />
<div class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"><br />
[[File:GGXXACPR_Bridget_3P-1-Hitbox.png|center|175px]]<br />
Frames 8-15<br />
[[File:GGXXACPR_Bridget_3P-2-Hitbox.png|center|175px]]<br />
Frames 16-19<br />
</div><br />
|data=<br />
{{AttackDataHeader-GGACR}}<br />
{{!}}-<br />
{{#lsth:GGACR/Bridget/Data|3P}}<br />
{{!}}-<br />
{{Description|7|text=<br />
Bridget slams his butt towards the opponent. Staggers on ground counter hit. It is a very fast attack and people underestimate the potential of this move. This move can avoid certain moves (Potemkin's slidehead) due to having some frames of foot invincibility. If you do not get a counter hit, this move can be canceled into starship for some extra damage. While this move is a powerful tool Bridget, do not spam this move since it can be punished.<br />
}}<br />
}}<br />
====== ======<br />
{{MoveData<br />
|name=[http://www.dustloop.com/wiki/index.php/GGACR/Controls#Dust_Attack 5D]<br />
|image=GGAC_Bridget_5D.png<br />
|caption=<br />
<div class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"><br />
[[File:GGXXACPR_Bridget_5D-1-Hitbox.png|center|175px]]<br />
Frames 30-32<br />
[[File:GGXXACPR_Bridget_5D-2-Hitbox.png|center|175px]]<br />
Frames 33-35<br />
</div><br />
|data=<br />
{{AttackDataHeader-GGACR}}<br />
{{!}}-<br />
{{#lsth:GGACR/Bridget/Data|5D}}<br />
{{!}}-<br />
{{Description|7|text=<br />
Bridget's neutral Dust. Bridget will do a spin and then slam the yo-yo upward, launching the opponent if it connects. This move you do not see often. It just takes way too long to start it up. The opponent can either counter hit you during this move, or you just give them enough time to react and block it. However if you use Roger setups in certain cases you may be able to pull the move off while Roger deals with them.<br />
}}<br />
}}<br />
====== ======<br />
{{MoveData<br />
|name=2P<br />
|image=GGAC_Bridget_2P.png<br />
|caption=<br />
<div class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"><br />
[[File:GGXXACPR_Bridget_2P-1-Hitbox.png|center|175px]]<br />
Frames 7-8<br />
[[File:GGXXACPR_Bridget_2P-2-Hitbox.png|center|175px]]<br />
Frames 9-10<br />
</div><br />
|data=<br />
{{AttackDataHeader-GGACR}}<br />
{{!}}-<br />
{{#lsth:GGACR/Bridget/Data|2P}}<br />
{{!}}-<br />
{{Description|7|text=<br />
Bridget throws the yo-yo horizontally in front of himself while crouching. The other poke that will annoy the hell out of people. This move is one of Bridget's burst bait attacks. Not only does it have good range for a 2p, but the recovery on the move is amazing. Say you confirm a hit on an opponent with 2p. After that you keep hitting them with 2p and the opponent decides to burst. You will have enough time to whiff a 2p, block the burst, and punish them for it. Using 2p is also a good way for trying to get some distance from the opponent if they block this move as you can repeatedly use it pushing the opponent farther and farther back. However starting a combo with this move usually ends up in very low damage.<br />
}}<br />
}}<br />
====== ======<br />
{{MoveData<br />
|name=2K<br />
|image=GGAC_Bridget_2K.png<br />
|caption=<br />
<div class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"><br />
[[File:GGXXACPR_Bridget_2K-Hitbox.png|center|175px]]<br />
</div><br />
|data=<br />
{{AttackDataHeader-GGACR}}<br />
{{!}}-<br />
{{#lsth:GGACR/Bridget/Data|2K}}<br />
{{!}}-<br />
{{Description|7|text=<br />
Bridget goes on the floor and kicks the opponent. Bridget's only other normal low hitting move besides 2d. Because of that you will find some use for this move. The biggest problem with this move however is the range. It is one of Bridget's shortest attack which will make it tricky to use. You will be entering enemy range with this move which is very risky. However the recovery on this move is very fast like 2p. So it can be used as a safe burst bait, or even a tick throw because you will be very close to the opponent.<br />
}}<br />
}}<br />
====== ======<br />
{{MoveData<br />
|name=2S<br />
|image=GGAC_Bridget_2S.png<br />
|caption=<br />
<div class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"><br />
[[File:GGXXACPR_Bridget_2S-1-Hitbox.png|center|175px]]<br />
Frames 10-11<br />
[[File:GGXXACPR_Bridget_2S-2-Hitbox.png|center|175px]]<br />
Frames 12-13<br />
[[File:GGXXACPR_Bridget_2S-3-Hitbox.png|center|175px]]<br />
Frames 14-15<br />
[[File:GGXXACPR_Bridget_2S-4-Hitbox.png|center|175px]]<br />
Frames 16-17<br />
[[File:GGXXACPR_Bridget_2S-5-Hitbox.png|center|175px]]<br />
Frames 18-19<br />
[[File:GGXXACPR_Bridget_2S-6-Hitbox.png|center|175px]]<br />
Frames 20-21<br />
</div><br />
|data=<br />
{{AttackDataHeader-GGACR}}<br />
{{!}}-<br />
{{#lsth:GGACR/Bridget/Data|2S}}<br />
{{!}}-<br />
{{Description|7|text=<br />
Bridget does a back flip while the yo-yo is fully extended. Can be jump cancelled. On counter hit, it causes float and vacuum effect. If you manage to get a counter hit with this move cancel into 6s and jump in for an air combo. While the range of this move is long, it has lower priority compared to Bridgets other pokes. The start up is pretty lengthy and you probably would use a different poke. However this move has an important cancel for blockstrings. This move can cancel into a whiffed 2k. That is beneficial because of the recovery of 2k. Using 2s into 2k will allow you to continue pressure or if anything allow you to gain distance from the opponent.<br />
}}<br />
}}<br />
====== ======<br />
{{MoveData<br />
|name=2D<br />
|image=GGAC_Bridget_2D.png<br />
|caption=<br />
<div class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"><br />
[[File:GGXXACPR_Bridget_2D-1-Hitbox.png|center|175px]]<br />
Frames 7-8<br />
[[File:GGXXACPR_Bridget_2D-2-Hitbox.png|center|175px]]<br />
Frames 9-10<br />
</div><br />
|data=<br />
{{AttackDataHeader-GGACR}}<br />
{{!}}-<br />
{{#lsth:GGACR/Bridget/Data|2D}}<br />
{{!}}-<br />
{{Description|7|text=<br />
While crouching, Bridget does a small hop and sweeps the yo-yo around. 2d will knock your opponent down and this is very important for Bridget. When you knockdown with this move it will leave you enough time to set up a yo-yo and actually pressure the opponent. Not only is the range good, but has an FRC point which can allow you to combo off 2d, set up for an unblockable, or even continue pressure on the opponent. While the move is unsafe if guarded, when done at optimal ranges its hard for most characters to punish. 2d can also be canceled into any non yo-yo special move (starship, kick start my heart,).<br />
}}<br />
}}<br />
====== ======<br />
{{MoveData<br />
|name=j.P<br />
|image=GGAC_Bridget_jP.png<br />
|caption=<br />
<div class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"><br />
[[File:GGXXACPR_Bridget_jP-Hitbox.png|center|175px]]<br />
</div><br />
|data=<br />
{{AttackDataHeader-GGACR}}<br />
{{!}}-<br />
{{#lsth:GGACR/Bridget/Data|j.P}}<br />
{{!}}-<br />
{{Description|7|text=<br />
Bridget throws the yo-yo at a downward angle. Actually a very useful attack. If you jump and immediately use 6p it can beat out certain moves. The recovery on the move is very fast and can be used many times in the air. If you hit an opponent during an air combo and then they become too high you can cancel this move into j.2s, jump again and finish your air combo.<br />
}}<br />
}}<br />
====== ======<br />
{{MoveData<br />
|name=j.K<br />
|image=GGAC_Bridget_jK.png<br />
|caption=Kick like an Egyptian<br />
<div class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"><br />
[[File:GGXXACPR_Bridget_jK-1-Hitbox.png|center|175px]]<br />
Frames 6-9<br />
[[File:GGXXACPR_Bridget_jK-2-Hitbox.png|center|175px]]<br />
Frames 10-13<br />
</div><br />
|data=<br />
{{AttackDataHeader-GGACR}}<br />
{{!}}-<br />
{{#lsth:GGACR/Bridget/Data|j.K}}<br />
{{!}}-<br />
{{Description|7|text=<br />
Bridget does a split in the air and kicks the opponent. Outside of combos you are not going to really use this move too often. You are much better off using j.p, or j.s in the air. J.p has a faster recovery, while j.s has farther range. The move is jump cancelable, and can cancel into j.s and j,p. Be careful when doing air combos. If you hit the opponent with j.k and then they become too high you are going to have to jump in order to continue, but if you cancel into j.s then you will drop the combo.<br />
}}<br />
}}<br />
====== ======<br />
{{MoveData<br />
|name=j.S<br />
|image=GGAC_Bridget_jS.png<br />
|caption=<br />
<div class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"><br />
[[File:GGXXACPR_Bridget_jS-1-Hitbox.png|center|175px]]<br />
Frames 10-12<br />
[[File:GGXXACPR_Bridget_jS-2-Hitbox.png|center|175px]]<br />
Frames 13-15<br />
</div><br />
|data=<br />
{{AttackDataHeader-GGACR}}<br />
{{!}}-<br />
{{#lsth:GGACR/Bridget/Data|j.S}}<br />
{{!}}-<br />
{{Description|7|text=<br />
Bridgets longest air move. This move can be used for air spacing, and you will use this move mostly in combos. Take care when using this move because it can not be jump canceled. In order to jump cancel you must gatling into j.2s<br />
}}<br />
}}<br />
====== ======<br />
{{MoveData<br />
|name=j.2S<br />
|image=GGAC_Bridget_j2S.png<br />
|caption=<br />
<div class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"><br />
[[File:GGXXACPR_Bridget_j2S-1-Hitbox.png|center|175px]]<br />
Frames 10-??<br />
[[File:GGXXACPR_Bridget_j2S-2-Hitbox.png|center|175px]]<br />
Frames ??-??<br />
[[File:GGXXACPR_Bridget_j2S-3-Hitbox.png|center|175px]]<br />
Frames ??-??<br />
[[File:GGXXACPR_Bridget_j2S-4-Hitbox.png|center|175px]]<br />
Frames ??-15<br />
</div><br />
|data=<br />
{{AttackDataHeader-GGACR}}<br />
{{!}}-<br />
{{#lsth:GGACR/Bridget/Data|j.2S}}<br />
{{!}}-<br />
{{Description|7|text=<br />
}}<br />
}}<br />
====== ======<br />
{{MoveData<br />
|name=j.D<br />
|image=GGAC_Bridget_jD.png<br />
|caption=<br />
<div class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"><br />
[[File:GGXXACPR_Bridget_jD-1-Hitbox.png|center|175px]]<br />
1st Hit (Frames 15-17),<br><br />
4th Hit (Frames 24-26)<br />
[[File:GGXXACPR_Bridget_jD-2-Hitbox.png|center|175px]]<br />
2nd Hit (Frames 18-20),<br><br />
5th Hit (Frames 27-29)<br />
[[File:GGXXACPR_Bridget_jD-3-Hitbox.png|center|175px]]<br />
3rd Hit (Frames 21-23),<br><br />
6th Hit (Frames 30-32)<br />
</div><br />
|data=<br />
{{AttackDataHeader-GGACR}}<br />
{{!}}-<br />
{{#lsth:GGACR/Bridget/Data|j.D}}<br />
{{!}}-<br />
{{Description|7|text=<br />
Bridget goes crazy and swings the yo-yo around, in an adorable way.<br />
}}<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Universal Mechanics==<br />
====== ======<br />
{{MoveData<br />
|image=GGAC_Bridget_throw.png<br />
|name=Ground Throw<br />
|data=<br />
{{AttackDataHeader-GGACR}}<br />
{{!}}-<br />
{{#lsth:GGACR/Bridget/Data|Ground Throw}}<br />
{{!}}-<br />
{{Description|7|text=<br />
}}<br />
}}<br />
====== ======<br />
{{MoveData<br />
|image=GGAC_Bridget_airThrow.png<br />
|name=Air Throw<br />
|data=<br />
{{AttackDataHeader-GGACR}}<br />
{{!}}-<br />
{{#lsth:GGACR/Bridget/Data|Air Throw}}<br />
{{!}}-<br />
{{Description|7|text=<br />
}}<br />
}}<br />
====== ======<br />
{{MoveData<br />
|name=[[GGACR/Defense#Dead Angle Attack (DAA)|Dead Angle Attack]]<br />
|image=GGAC_Bridget_6P.png<br />
|caption=For just 50% meter, you can (possibly) get your opponent off of you!<br />
|data=<br />
{{AttackDataHeader-GGACR}}<br />
{{!}}-<br />
{{#lsth:GGACR/Bridget/Data|DAA}}<br />
{{!}}-<br />
{{Description|7|text=<br />
Animation is the same as 6P. Best and only used when you're too lazy to block and have 50 meter. Because it's Bridget's 6p animation its one of the weaker dead angles in the game in terms of usefulness. However the good part about this move is if the yo-yo is out in a certain position, you can roll to the yo-yo and combo off this Dead Angle Attack.<br />
}}<br />
}}<br />
<br style="clear:both;"/><br />
== Specials ==<br />
====== ======<br />
{{MoveData<br />
|name=Yoyo Placement<br />
|image=GGAC_Bridget_GroundSet.png<br />
|image2=GGAC_Bridget_AirSet.png<br />
|caption=You can use yo-yo related attacks even while it's still moving!<br />
|data=<br />
{{AttackDataHeader-GGACR|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground}}<br />
{{#lsth:GGACR/Bridget/Data|Ground Yoyo Placement}}<br />
{{!}}-<br />
{{AttackVersion|name=Air}}<br />
{{#lsth:GGACR/Bridget/Data|Air Yoyo Placement}}<br />
{{!}}-<br />
{{Description|8|text=<br />
Bridget sets his yoyo. A directional input will change where he sets the yoyo. Refer to the image for which inputs provide which set. As this is considered a special move, you can cancel special cancelable normals into it allowing you to recover much faster from them than normal.<br />
}}<br />
}}<br />
====== ======<br />
{{MoveData<br />
|image=GGAC_Bridget_KnockdownSet.png<br />
|name=Knockdown Yoyo Placement<br />
|caption=Delays wakeup. Only available when yoyo is not set<br />
|input=hold H while knocked down<br />
|data=<br />
{{AttackDataHeader-GGACR}}<br />
{{!}}-<br />
{{#lsth:GGACR/Bridget/Data|Knockdown Yoyo Placement}}<br />
{{!}}-<br />
{{Description|7|text=<br />
}}<br />
}}<br />
====== ======<br />
{{MoveData<br />
|image=GGAC_Bridget_YoyoCallback.png<br />
|name=Yoyo Recall<br />
|caption=You can delay the callback by holding H!<br />
|input=Yoyo Set -> H<br />
|data=<br />
{{AttackDataHeader-GGACR|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground}}<br />
{{#lsth:GGACR/Bridget/Data|Ground Yoyo Recall}}<br />
{{!}}-<br />
{{AttackVersion|name=Air}}<br />
{{#lsth:GGACR/Bridget/Data|Air Yoyo Recall}}<br />
{{!}}-<br />
{{Description|8|text=<br />
Bridget recalls his yoyo. Pressing H will trigger the startup animation, while holding H will delay the yoyo's actual movement for up to ~2.5 seconds. Pressing H again can cancel the callback, allowing you to move the yoyo closer without having to set it again. Can be used to extend combos or pressure, or as a zoning tool. Provides plenty enough time to confirm into a combo on hit. As this is considered a special move, you can cancel special cancelable normals into it allowing you to recover much faster from them than normal. It's actually still possible for Bridget to use Rolling Movement while delaying a yoyo recall, but the input has to be TK'd to avoid him just Faultless Defending in place (in other words, the input becomes 2147K).<br />
}}<br />
}}<br />
======<font style="visibility:hidden" size="0">Kick Start My Heart</font>======<br />
{{MoveData<br />
|name=Kick Start My Heart<br />
|input=236K<br />
|image=GGAC_Bridget_236K.png<br />
|caption=vroooom<br />
|data=<br />
{{AttackDataHeader-GGACR}}<br />
{{!}}-<br />
{{#lsth:GGACR/Bridget/Data|236K}}<br />
{{!}}-<br />
{{Description|7|text=<br />
Bridget uses his yo-yo's like roller blades and rides on them across the screen.<br />
}}<br />
}}<br />
<br />
====== ======<br />
{{MoveData<br />
|name=Stop<br />
|input=KSMH -> P<br />
|image=GGAC_Bridget_236KP.png<br />
|data=<br />
{{AttackDataHeader-GGACR}}<br />
{{!}}-<br />
{{#lsth:GGACR/Bridget/Data|236K > P}}<br />
{{!}}-<br />
{{Description|7|text=<br />
A follow up to KSMH. Bridget stops on his tracks.<br />
}}<br />
}}<br />
====== ======<br />
{{MoveData<br />
|name=Shoot<br />
|input=KSMH -> K<br />
|image=GGAC_Bridget_236KK.png<br />
|data=<br />
{{AttackDataHeader-GGACR}}<br />
{{!}}-<br />
{{#lsth:GGACR/Bridget/Data|236K > K}}<br />
{{!}}-<br />
{{Description|7|text=<br />
A follow up to KSMH. Bridget flings himself across the screen while swinging the yo-yos around.<br />
}}<br />
}}<br />
====== ======<br />
{{MoveData<br />
|name=Starship<br />
|input=623P air OK<br />
|image=GGAC_Bridget_623P.png<br />
|data=<br />
{{AttackDataHeader-GGACR|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground}}<br />
{{#lsth:GGACR/Bridget/Data|623P}}<br />
{{!}}-<br />
{{AttackVersion|name=Air}}<br />
{{#lsth:GGACR/Bridget/Data|j.623P}}<br />
{{!}}-<br />
{{Description|8|text=<br />
Bridget's DP. Bridget does a trick in which he uses not one, but two yo-yos and swings them around.<br />
}}<br />
}}<br />
====== ======<br />
{{MoveData<br />
|name=Roger Rush<br />
|input=Yoyo Set -> 236H air OK<br />
|image=GGAC_Bridget_236H.png<br />
|caption="Come at me bro"<br />
|data=<br />
{{AttackDataHeader-GGACR|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground}}<br />
{{#lsth:GGACR/Bridget/Data|236H}}<br />
{{!}}-<br />
{{AttackVersion|name=Air}}<br />
{{#lsth:GGACR/Bridget/Data|j.236H}}<br />
{{!}}-<br />
{{Description|8|text=<br />
Bridget summons Roger ready to punch people's faces. Roger will appear wherever the yo-yo is set and will make his way back to Bridget while punching. Roger Rush will end once either he or Bridget is hit, he makes it back to Bridget, the move's duration expires, or if hits to a max of 3 times. The FRC window is at 16-17F.<br />
}}<br />
}}<br />
====== ======<br />
{{MoveData<br />
|name=Jagged Roger<br />
|input=Yoyo Set -> 214H air OK<br />
|image=GGAC_Bridget_214H.png<br />
|data=<br />
{{AttackDataHeader-GGACR|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground}}<br />
{{#lsth:GGACR/Bridget/Data|214H}}<br />
{{!}}-<br />
{{AttackVersion|name=Air}}<br />
{{#lsth:GGACR/Bridget/Data|j.214H}}<br />
{{!}}-<br />
{{Description|8|text=<br />
Bridget summons Roger equipped with a saw around its body. Like in Roger Rush, or any of Bridget's moves that involve a yo-yo set for that matter, Roger will appear wherever the yo-yo is set and make its way back to Bridget while the saw blade spins. As opposed to Roger Rush, Jagged Roger returns to Bridget at a slower speed and stays out even when Bridget is hit after 22F. Jagged Roger will end once he is hit, he makes it back to Bridget, or if it hits to a max of 3 times. The FRC window is a 22-23F.<br />
}}<br />
}}<br />
====== ======<br />
{{MoveData<br />
|name=Roger Hug<br />
|input=Yoyo Set -> 623H<br />
|image=GGAC_Bridget_623H.png<br />
|data=<br />
{{AttackDataHeader-GGACR}}<br />
{{!}}-<br />
{{#lsth:GGACR/Bridget/Data|623H}}<br />
{{!}}-<br />
{{Description|7|text=<br />
The Yo-Yo becomes a sort of mechanism and homes in on the the opponent for a set distance. If it connects, it will stick with the opponent. The mechanism acts just like a set yo-yo (i.e. any yo-yo move will occur right where the opponent is). Roger Hug will end when 600F pass after sticking to opponent, Bridget is hit, or a yo-yo move other than Rolling Idou/214K is done.<br />
}}<br />
}}<br />
====== ======<br />
{{MoveData<br />
|name=Roger Get<br />
|input=Yoyo Set -> 421H air OK<br />
|image=GGAC_Bridget_421H.png<br />
|data=<br />
{{AttackDataHeader-GGACR|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground, Low Altitude}}<br />
{{#lsth:GGACR/Bridget/Data|421H}}<br />
{{!}}-<br />
{{AttackVersion|name=Air, Low Altitude}}<br />
{{#lsth:GGACR/Bridget/Data|j.421H}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground, High Altitute}}<br />
{{#lsth:GGACR/Bridget/Data|421H High}}<br />
{{!}}-<br />
{{AttackVersion|name=Air, High Altitude}}<br />
{{#lsth:GGACR/Bridget/Data|j.421H High}}<br />
{{!}}-<br />
{{Description|8|text=<br />
Bridget summons Roger who will then do a body slam and slide upon landing on the ground. Bear in mind that the direction which Roger drops depends on what direction you were facing when you set the yo-yo (i.e. if you set the yo-yo while facing the right side, Roger will drop towards the right side no matter what). Also, depending on the height at which the yo-yo is placed, the move will have different properties. The FRC window is at 20-21F.<br />
}}<br />
}}<br />
====== ======<br />
{{MoveData<br />
|name=Rolling Movement<br />
|input=Yoyo Set -> 214K air OK<br />
|image=GGAC_Bridget_214K.png<br />
|data=<br />
{{AttackDataHeader-GGACR}}<br />
{{!}}-<br />
{{#lsth:GGACR/Bridget/Data|214K}}<br />
{{!}}-<br />
{{Description|7|text=<br />
Bridget rolls to his yoyo, wherever it is. Despite what you might at first think, this is the most important tool in Bridget's arsenal. Aside from the obvious movement option this provides, this can also allow for very quick and low overheads since this leaves Bridget in an aerial state. What makes this move a cornerstone of Bridget's game, however, is that when immediately canceled into Faultless Defense, it provides a very fast "jump" that doesn't actually take up one of your aerial movement options when done in the air. Bridget's movement becomes very, very strong with this tool. Since it's a special move, all his normals (except 5D) can cancel into it. Thus, it can be used as a pseudo-jump cancel on moves that aren't normally jump cancelable (such as f.S). Canceling into it allows Bridget to extend pressure, confirm from situations he normally couldn't, and escape after a potentially unsafe poke. It can also be immediately canceled into a normal, making it extremely useful for extending combos.<br />
}}<br />
}}<br />
<br style="clear:both;"/><br />
<br />
== Force Breaks ==<br />
====== ======<br />
{{MoveData<br />
|name=FB Roger Rush<br />
|input=Yoyo Set -> 236D air OK<br />
|image=GGAC_Bridget_236H.png<br />
|data=<br />
{{AttackDataHeader-GGACR|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground}}<br />
{{#lsth:GGACR/Bridget/Data|236D}}<br />
{{!}}-<br />
{{AttackVersion|name=Air}}<br />
{{#lsth:GGACR/Bridget/Data|j.236D}}<br />
{{!}}-<br />
{{Description|8|text=<br />
*Active frames are: 10(10)10(18)16<br />
Roger will perform three punches in place. The first punch will stagger the opponent, the second knocks them airborne, and the third will wallstick them. Opens the way for some strong combos on hit, and for mixup opportunities on block. There's a window between the second and third punches where you can throw the opponent (or they can throw you), making the threat of a high/low/throw/no mixup mixup very real on block.<br />
}}<br />
}}<br />
====== ======<br />
{{MoveData<br />
|name=FB Jagged Roger<br />
|input=Yoyo Set -> 214D air OK<br />
|image=GGAC_Bridget_214H.png<br />
|data=<br />
{{AttackDataHeader-GGACR|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground}}<br />
{{#lsth:GGACR/Bridget/Data|214D}}<br />
{{!}}-<br />
{{AttackVersion|name=Air}}<br />
{{#lsth:GGACR/Bridget/Data|j.214D}}<br />
{{!}}-<br />
{{Description|8|text=<br />
Like Jagged Roger, this will not disappear if Bridget is hit. Unlike normal Jagged Roger, this version will quickly chase down the opponent, and persists for a long time. Is active for so long that it can (and often does) punish people who burst it. On block, it can potentially buy you a high/low mixup. A great option to throw out for 25% Tension. The opponent essentially has to respect it.<br />
}}<br />
}}<br />
<br style="clear:both;"/><br />
== Overdrives ==<br />
====== ======<br />
{{MoveData<br />
|image=GGAC_Bridget_632146S.png<br />
|name=Loop the Loop<br />
|input=632146S<br />
|data=<br />
{{AttackDataHeader-GGACR}}<br />
{{!}}-<br />
{{#lsth:GGACR/Bridget/Data|632146S}}<br />
{{!}}-<br />
{{Description|7|text=<br />
active frames are: 3(6)3(3)30(12)20. If you want to end your combo with a super, this is generally the one you use. Also a good round closer if they are low, as it is easily confirmed from most of Bridget's pokes. can be used as a reversal, but it does less damage than 6321463214S.<br />
}}<br />
}}<br />
<br />
====== ======<br />
{{MoveData<br />
|image=GGAC_Bridget_4123641236S.png<br />
|name=Maintenance Disaster<br />
|input=4123641236S<br />
|caption="Bukkake Tsunami"<br />
|data=<br />
{{AttackDataHeader-GGACR}}<br />
{{!}}-<br />
{{#lsth:GGACR/Bridget/Data|4123641236S}}<br />
{{!}}-<br />
{{Description|7|text=<br />
Anti-Air/Reversal super where Bridget releases a set of explosions that rise up above him. Quite damaging, and used as a combo ender it does more damage than 632146S, if all this hits land. The super is quite hard to fit into a combo, as any hit you land that wold combo into this generally has better follow up options, meaning this mostly stays as a reversal.<br />
}}<br />
}}<br />
<br />
====== ======<br />
{{MoveData<br />
|image=GGAC_Bridget_632146H.png<br />
|name=Me and My Killing Machine<br />
|input=Yoyo Set -> 632146H or 412364H<br />
|data=<br />
{{AttackDataHeader-GGACR|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Normal|subtitle=632146H}}<br />
{{#lsth:GGACR/Bridget/Data|632146H}}<br />
{{!}}-<br />
{{AttackVersion|name=Delay|subtitle=412364H}}<br />
{{#lsth:GGACR/Bridget/Data|412364H}}<br />
{{!}}-<br />
{{Description|8|text= Bridget signals roger, who rides a flaming bycicle in his direction<br />
<br />
}}<br />
}}<br />
<br style="clear:both;"/><br />
<br />
== Instant Kill ==<br />
{{MoveData<br />
|image=GGAC_Bridget_IK1.png<br />
|image2=GGAC_Bridget_IK2.png<br />
|name=Shoot the Moon<br />
|input=in IK Mode: 236236H<br />
|caption2="Space, the final frontier."<br />
|data=<br />
{{AttackDataHeader-GGACR}}<br />
{{!}}-<br />
{{#lsth:GGACR/Bridget/Data|IK}}<br />
{{!}}-<br />
{{Description|7|text=<br />
Bridget wraps the opppnent with his yoyos and throws them offscreen. They somehow end up on the moon. You don't even see Bridget's victory pose, not worth it<br />
<br />
}}<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==[[Dustloop_Wiki:Roadmap/GGACR#Bridget|Roadmap]]==<br />
{{#lst:Dustloop_Wiki:Roadmap/GGACR|Bridget}}<br />
==Navigation==<br />
{{#lsth:GGACR/Bridget/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[GGACR/Bridget/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-GGACR}}<br />
[[Category:Guilty Gear XX Accent Core + R]]<br />
[[Category:Bridget]]</div>73.184.163.146https://www.dustloop.com/wiki/index.php?title=GGACR/Bridget&diff=132212GGACR/Bridget2019-11-01T13:22:33Z<p>73.184.163.146: /* */</p>
<hr />
<div>{| class="wikitable" style="float:right; margin-left: 10px; width:400px"<br />
|-<br />
!Bridget (and Roger the Bear)<br />
|-<br />
||<br />
[[File:GGAC_Bridget_Portrait.png|350px|center]]<br />
|-<br />
||<br />
{{#lsth:GGACR/Bridget/Data|SystemData}}<br />
;Movement Options<br />
:Double Jump, 1 Air Dash, 2 Rolling Movements Dash Type: Run<br />
<center>'''Colors'''</center><br />
{{GGACRColors|Character=Bridget}}<br />
|}<br />
<div style="float:left; margin-right:25px;"><br />
{{TOC limit|2}}<br />
</div><br />
==Overview==<br />
:Despite the name and appearance, Bridget is actually male.<br />
He was born in a village in England where the birth of twins of the same gender was considered bad luck, and it has always been demanded without exception that one of the twins should be sacrificed or either exiled if that happened. Bridget's parents were unwilling to lose one of their children, and instead they decided to raise him as a girl. In order to seek forgiveness, he was given the best education they could afford to their daughter. Bridget loved his parents and did his best effort to live a life in disguise to keep them from worrying, but even then he could see his parents feeling guilty for what they did and eventually Bridget started to believe that if he could leave and come back with enough money then perhaps the village will be able to see there's nothing to their superstitions, and not long after as if in answer to his prayers he heard about a bounty for a gear in the forest of demons and decided to become a bounty hunter.<br />
<br />
{{StrengthsAndWeaknesses|strengths=<br />
* Excellent runaway/keepaway potential, and even gains meter while running away thanks to forward movement and whiffed Roger specials.<br />
* Great mobility.<br />
* Multi-hitting DP that never leaves the ground with tons of strike invulnerability, an FRC point, and damaging potential follow-ups provides a strong meterless reversal option.<br />
* Overdrives also provide strong reversal options.<br />
* Roger provides space control, aids defense, and more.<br />
* Has unblockable setups.<br />
* Delayed get up sets up yo-yo, and may mess up with other characters okizeme.<br />
* Has one of the easiest times of getting out of pressure.<br />
* May have up to 4 jumps.<br />
* Heavy Slash not having any normals attached to it allows for free throw attempts when Roger is active.<br />
*quite a few disjoints.<br />
|weaknesses=<br />
* Lowest effective health in the game, with low defense value, zero Guts, and light weight leaving him vulnerable to extended combos.<br />
* Harder to maintain pressure than with most of the cast.<br />
* Good damage is extremely situational.<br />
* Low damage output and low health combine to leave very little room for error. It's easy to die, and hard to regain the life lead.<br />
* Good movement requires FD canceling Rolling Movement, meaning that you need meter.<br />
* Unblockable setups are more easily beaten than those belonging to other characters.<br />
* Cannot option select throw with a normal unless Roger is active, as the game considers Yoyo Set and Yoyo Recall to be special moves.<br />
* Variety of movement options, subpar damage output, and low HP combined can make for a difficult character to pick up and learn.<br />
}}<br />
=== Unique Mechanics ===<br />
----<br />
{| class="wikitable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
!| <big>Guilty Bits Character Intro</big><br />
|-<br />
|- style="text-align: center;"<br />
| style="border: 1px;"|<br />
{{#evt:<br />
service=youtube<br />
|id=https://youtu.be/7ikFr0gOoV8<br />
}}<br />
|}<br />
{{#lst:GGACR/Bridget/Data|Links}}<br />
<br style="clear:both;"/><br />
<br />
== Normals ==<br />
====== ======<br />
{{MoveData<br />
|name=5P<br />
|image=GGAC_Bridget_5P.png<br />
|caption=<br />
<div class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"><br />
[[File:GGXXACPR_Bridget_5P-Hitbox.png|center|175px]]<br />
</div><br />
|data=<br />
{{AttackDataHeader-GGACR}}<br />
{{!}}-<br />
{{#lsth:GGACR/Bridget/Data|5P}}<br />
{{!}}-<br />
{{Description|7|text=<br />
Bridget throws the yo-yo horizontally in front of himself. This move may be ducked under which may allow you to tick throw the opponent if they do not react to it, not used often in favor of 2p. At maximum range it can be used as an anti air, but you are probably better off using 6p instead.<br />
}}<br />
}}<br />
<br />
====== ======<br />
{{MoveData<br />
|name=5K<br />
|image=GGAC_Bridget_5K.png<br />
|caption=<br />
<div class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"><br />
[[File:GGXXACPR_Bridget_5K-Hitbox.png|center|175px]]<br />
</div><br />
|data=<br />
{{AttackDataHeader-GGACR}}<br />
{{!}}-<br />
{{#lsth:GGACR/Bridget/Data|5K}}<br />
{{!}}-<br />
{{Description|7|text=<br />
Bridget will tilt his body horizontally and kick the opponent. Decent range and can be used as a meaty attack for okizeme. When the opponent is hit airborne with this move (during combos, it is not an anti air) you can gatling into 6s and jump into an air combo.<br />
}}<br />
}}<br />
====== ======<br />
{{MoveData<br />
|name=c.S<br />
|image=GGAC_Bridget_cS.png<br />
|caption=<br />
<div class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"><br />
[[File:GGXXACPR_Bridget_cS-1-Hitbox.png|center|175px]]<br />
1st Hit (Frames 7-8)<br />
[[File:GGXXACPR_Bridget_cS-2-Hitbox.png|center|175px]]<br />
2nd Hit (Frames 19-20)<br />
</div><br />
|data=<br />
{{AttackDataHeader-GGACR}}<br />
{{!}}-<br />
{{#lsth:GGACR/Bridget/Data|c.S}}<br />
{{!}}-<br />
{{Description|7|text=<br />
Bridget will do a yo-yo trick and hit the opponent twice. Dealing decent damage you will mostly see this move in combos. If the opponent faultless defense, this move may whiff leaving you vulnerable to a counter attack. If you are looking for a simple knockdown use 2d after this move. The optimal time to use kick start my heart is on crouching opponents. If you hit a standing opponent with 5c.s the kick start my heart will not hit them because there is not enough hit stun for it to connect. That is why kick start my heart works on crouching opponents because 5c.s will leave enough hit stun for it to connect.<br />
}}<br />
}}<br />
====== ======<br />
{{MoveData<br />
|name=f.S<br />
|image=GGAC_Bridget_fS.png<br />
|caption=<br />
<div class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"><br />
[[File:GGXXACPR_Bridget_fS-1-Hitbox.png|center|175px]]<br />
Frames 7-??<br />
[[File:GGXXACPR_Bridget_fS-2-Hitbox.png|center|175px]]<br />
Frames ??-??<br />
[[File:GGXXACPR_Bridget_fS-3-Hitbox.png|center|175px]]<br />
Frames ??-10<br />
[[File:GGXXACPR_Bridget_fS-4-Hitbox.png|center|175px]]<br />
Frames 11-12<br />
</div><br />
|data=<br />
{{AttackDataHeader-GGACR}}<br />
{{!}}-<br />
{{#lsth:GGACR/Bridget/Data|f.S}}<br />
{{!}}-<br />
{{Description|7|text=<br />
Bridget does a hand stand and flings the yo-yo at full length away from himself. Probably one of Bridget's most used pokes, it will annoy opponents to no end. It can combo into 2d when it does not connect at maximum range. Can also combo into 6s on characters with tall hit boxes. However do not overly use the move as because if it whiffs, it takes time for the yo-yo to extend and then come back. Because of this, it is vulnerable to instant air dash approaches.<br />
}}<br />
}}<br />
====== ======<br />
{{MoveData<br />
|name=6P<br />
|image=GGAC_Bridget_6P.png<br />
|caption=<br />
<div class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"><br />
[[File:GGXXACPR_Bridget_6P-1-Hitbox.png|center|175px]]<br />
Frames 11-12<br />
[[File:GGXXACPR_Bridget_6P-2-Hitbox.png|center|175px]]<br />
Frames 13-14<br />
[[File:GGXXACPR_Bridget_6P-3-Hitbox.png|center|175px]]<br />
Frames 15-16<br />
</div><br />
|data=<br />
{{AttackDataHeader-GGACR}}<br />
{{!}}-<br />
{{#lsth:GGACR/Bridget/Data|6P}}<br />
{{!}}-<br />
{{Description|7|text=<br />
Like other 6p's in guilty gear this is a universal anti air move with upper body invincibility. You usually do not use this move to start blockstrings, and you should just stick to using this move as an anti air. If you hit an opponent with 5c.s you can backward gatling into 6p which can gatling back into 5c.s. When using as an anti-air you can also gatling into 6s and continue into an air combo. While there are better 6p's in the game you take what you can get.<br />
}}<br />
}}<br />
====== ======<br />
{{MoveData<br />
|name=6K<br />
|image=GGAC_Bridget_6K.png<br />
|caption="Unblockable"<br />
<div class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"><br />
[[File:GGXXACPR_Bridget_6K-1-Hitbox.png|center|175px]]<br />
Frames 23-25<br />
[[File:GGXXACPR_Bridget_6K-2-Hitbox.png|center|175px]]<br />
Frames 26-28<br />
</div><br />
|data=<br />
{{AttackDataHeader-GGACR}}<br />
{{!}}-<br />
{{#lsth:GGACR/Bridget/Data|6K}}<br />
{{!}}-<br />
{{Description|7|text=<br />
Bridget will flip and drop his foot on the opponent. This move is an overhead, and has an FRC point on it. It can also be canceled meterlessly into non-yoyo specials, and canceling into Kickstart My Heart on hit is highly advised. However be wary of this move as it takes time for Bridget to hit the opponent. During that time people can easily jab out of this move and get a knockdown on you. In order to prevent that use the yo-yo/Roger to keep the opponent blocking and allow you to have enough time to complete the attack. If the opponent blocks the attack you can use the FRC point to continue the pressure or as a means of escape.<br />
}}<br />
}}<br />
====== ======<br />
{{MoveData<br />
|name=6S<br />
|image=GGAC_Bridget_6S.png<br />
|caption=The hitbox Axl longs for<br />
<div class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"><br />
[[File:GGXXACPR_Bridget_6S-1-Hitbox.png|center|175px]]<br />
Frames 10-11<br />
[[File:GGXXACPR_Bridget_6S-2-Hitbox.png|center|175px]]<br />
Frames 12-13<br />
[[File:GGXXACPR_Bridget_6S-3-Hitbox.png|center|175px]]<br />
Frames 14-15<br />
</div><br />
|data=<br />
{{AttackDataHeader-GGACR}}<br />
{{!}}-<br />
{{#lsth:GGACR/Bridget/Data|6S}}<br />
{{!}}-<br />
{{Description|7|text=<br />
The farthest move Bridget has. He will throw the yo-yo at around a 30 angle upward. Don't let this move trick you into continuously spamming it. It can be ducked by almost every character in the game, and Bridget will be vulnerable to a counter attack. This move only really hits characters with tall hit boxes, the recovery on this move hurts the moment it whiffs so be very careful when using this move. However due to the angle that Bridget throws the yo-yo it can be used as an effective anti air dash move, and at favorable ranges an anti air move. On counter hit it can wall bounce depending on both characters position on the screen.<br />
}}<br />
}}<br />
<br />
====== ======<br />
{{MoveData<br />
|name=3P<br />
|image=GGAC_Bridget_3P.png<br />
|caption=Dat Ass<br />
<div class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"><br />
[[File:GGXXACPR_Bridget_3P-1-Hitbox.png|center|175px]]<br />
Frames 8-15<br />
[[File:GGXXACPR_Bridget_3P-2-Hitbox.png|center|175px]]<br />
Frames 16-19<br />
</div><br />
|data=<br />
{{AttackDataHeader-GGACR}}<br />
{{!}}-<br />
{{#lsth:GGACR/Bridget/Data|3P}}<br />
{{!}}-<br />
{{Description|7|text=<br />
Bridget slams his butt towards the opponent. Staggers on ground counter hit. It is a very fast attack and people underestimate the potential of this move. This move can avoid certain moves (Potemkin's slidehead) due to having some frames of foot invincibility. If you do not get a counter hit, this move can be canceled into starship for some extra damage. While this move is a powerful tool Bridget, do not spam this move since it can be punished.<br />
}}<br />
}}<br />
====== ======<br />
{{MoveData<br />
|name=[http://www.dustloop.com/wiki/index.php/GGACR/Controls#Dust_Attack 5D]<br />
|image=GGAC_Bridget_5D.png<br />
|caption=<br />
<div class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"><br />
[[File:GGXXACPR_Bridget_5D-1-Hitbox.png|center|175px]]<br />
Frames 30-32<br />
[[File:GGXXACPR_Bridget_5D-2-Hitbox.png|center|175px]]<br />
Frames 33-35<br />
</div><br />
|data=<br />
{{AttackDataHeader-GGACR}}<br />
{{!}}-<br />
{{#lsth:GGACR/Bridget/Data|5D}}<br />
{{!}}-<br />
{{Description|7|text=<br />
Bridget's neutral Dust. Bridget will do a spin and then slam the yo-yo upward, launching the opponent if it connects. This move you do not see often. It just takes way too long to start it up. The opponent can either counter hit you during this move, or you just give them enough time to react and block it. However if you use Roger setups in certain cases you may be able to pull the move off while Roger deals with them.<br />
}}<br />
}}<br />
====== ======<br />
{{MoveData<br />
|name=2P<br />
|image=GGAC_Bridget_2P.png<br />
|caption=<br />
<div class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"><br />
[[File:GGXXACPR_Bridget_2P-1-Hitbox.png|center|175px]]<br />
Frames 7-8<br />
[[File:GGXXACPR_Bridget_2P-2-Hitbox.png|center|175px]]<br />
Frames 9-10<br />
</div><br />
|data=<br />
{{AttackDataHeader-GGACR}}<br />
{{!}}-<br />
{{#lsth:GGACR/Bridget/Data|2P}}<br />
{{!}}-<br />
{{Description|7|text=<br />
Bridget throws the yo-yo horizontally in front of himself while crouching. The other poke that will annoy the hell out of people. This move is one of Bridget's burst bait attacks. Not only does it have good range for a 2p, but the recovery on the move is amazing. Say you confirm a hit on an opponent with 2p. After that you keep hitting them with 2p and the opponent decides to burst. You will have enough time to whiff a 2p, block the burst, and punish them for it. Using 2p is also a good way for trying to get some distance from the opponent if they block this move as you can repeatedly use it pushing the opponent farther and farther back. However starting a combo with this move usually ends up in very low damage.<br />
}}<br />
}}<br />
====== ======<br />
{{MoveData<br />
|name=2K<br />
|image=GGAC_Bridget_2K.png<br />
|caption=<br />
<div class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"><br />
[[File:GGXXACPR_Bridget_2K-Hitbox.png|center|175px]]<br />
</div><br />
|data=<br />
{{AttackDataHeader-GGACR}}<br />
{{!}}-<br />
{{#lsth:GGACR/Bridget/Data|2K}}<br />
{{!}}-<br />
{{Description|7|text=<br />
Bridget goes on the floor and kicks the opponent. Bridget's only other normal low hitting move besides 2d. Because of that you will find some use for this move. The biggest problem with this move however is the range. It is one of Bridget's shortest attack which will make it tricky to use. You will be entering enemy range with this move which is very risky. However the recovery on this move is very fast like 2p. So it can be used as a safe burst bait, or even a tick throw because you will be very close to the opponent.<br />
}}<br />
}}<br />
====== ======<br />
{{MoveData<br />
|name=2S<br />
|image=GGAC_Bridget_2S.png<br />
|caption=<br />
<div class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"><br />
[[File:GGXXACPR_Bridget_2S-1-Hitbox.png|center|175px]]<br />
Frames 10-11<br />
[[File:GGXXACPR_Bridget_2S-2-Hitbox.png|center|175px]]<br />
Frames 12-13<br />
[[File:GGXXACPR_Bridget_2S-3-Hitbox.png|center|175px]]<br />
Frames 14-15<br />
[[File:GGXXACPR_Bridget_2S-4-Hitbox.png|center|175px]]<br />
Frames 16-17<br />
[[File:GGXXACPR_Bridget_2S-5-Hitbox.png|center|175px]]<br />
Frames 18-19<br />
[[File:GGXXACPR_Bridget_2S-6-Hitbox.png|center|175px]]<br />
Frames 20-21<br />
</div><br />
|data=<br />
{{AttackDataHeader-GGACR}}<br />
{{!}}-<br />
{{#lsth:GGACR/Bridget/Data|2S}}<br />
{{!}}-<br />
{{Description|7|text=<br />
Bridget does a back flip while the yo-yo is fully extended. Can be jump cancelled. On counter hit, it causes float and vacuum effect. If you manage to get a counter hit with this move cancel into 6s and jump in for an air combo. While the range of this move is long, it has lower priority compared to Bridgets other pokes. The start up is pretty lengthy and you probably would use a different poke. However this move has an important cancel for blockstrings. This move can cancel into a whiffed 2k. That is beneficial because of the recovery of 2k. Using 2s into 2k will allow you to continue pressure or if anything allow you to gain distance from the opponent.<br />
}}<br />
}}<br />
====== ======<br />
{{MoveData<br />
|name=2D<br />
|image=GGAC_Bridget_2D.png<br />
|caption=<br />
<div class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"><br />
[[File:GGXXACPR_Bridget_2D-1-Hitbox.png|center|175px]]<br />
Frames 7-8<br />
[[File:GGXXACPR_Bridget_2D-2-Hitbox.png|center|175px]]<br />
Frames 9-10<br />
</div><br />
|data=<br />
{{AttackDataHeader-GGACR}}<br />
{{!}}-<br />
{{#lsth:GGACR/Bridget/Data|2D}}<br />
{{!}}-<br />
{{Description|7|text=<br />
While crouching, Bridget does a small hop and sweeps the yo-yo around. 2d will knock your opponent down and this is very important for Bridget. When you knockdown with this move it will leave you enough time to set up a yo-yo and actually pressure the opponent. Not only is the range good, but has an FRC point which can allow you to combo off 2d, set up for an unblockable, or even continue pressure on the opponent. While the move is unsafe if guarded, when done at optimal ranges its hard for most characters to punish. 2d can also be canceled into any non yo-yo special move (starship, kick start my heart,).<br />
}}<br />
}}<br />
====== ======<br />
{{MoveData<br />
|name=j.P<br />
|image=GGAC_Bridget_jP.png<br />
|caption=<br />
<div class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"><br />
[[File:GGXXACPR_Bridget_jP-Hitbox.png|center|175px]]<br />
</div><br />
|data=<br />
{{AttackDataHeader-GGACR}}<br />
{{!}}-<br />
{{#lsth:GGACR/Bridget/Data|j.P}}<br />
{{!}}-<br />
{{Description|7|text=<br />
Bridget throws the yo-yo at a downward angle. Actually a very useful attack. If you jump and immediately use 6p it can beat out certain moves. The recovery on the move is very fast and can be used many times in the air. If you hit an opponent during an air combo and then they become too high you can cancel this move into j.2s, jump again and finish your air combo.<br />
}}<br />
}}<br />
====== ======<br />
{{MoveData<br />
|name=j.K<br />
|image=GGAC_Bridget_jK.png<br />
|caption=Kick like an Egyptian<br />
<div class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"><br />
[[File:GGXXACPR_Bridget_jK-1-Hitbox.png|center|175px]]<br />
Frames 6-9<br />
[[File:GGXXACPR_Bridget_jK-2-Hitbox.png|center|175px]]<br />
Frames 10-13<br />
</div><br />
|data=<br />
{{AttackDataHeader-GGACR}}<br />
{{!}}-<br />
{{#lsth:GGACR/Bridget/Data|j.K}}<br />
{{!}}-<br />
{{Description|7|text=<br />
Bridget does a split in the air and kicks the opponent. Outside of combos you are not going to really use this move too often. You are much better off using j.p, or j.s in the air. J.p has a faster recovery, while j.s has farther range. The move is jump cancelable, and can cancel into j.s and j,p. Be careful when doing air combos. If you hit the opponent with j.k and then they become too high you are going to have to jump in order to continue, but if you cancel into j.s then you will drop the combo.<br />
}}<br />
}}<br />
====== ======<br />
{{MoveData<br />
|name=j.S<br />
|image=GGAC_Bridget_jS.png<br />
|caption=<br />
<div class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"><br />
[[File:GGXXACPR_Bridget_jS-1-Hitbox.png|center|175px]]<br />
Frames 10-12<br />
[[File:GGXXACPR_Bridget_jS-2-Hitbox.png|center|175px]]<br />
Frames 13-15<br />
</div><br />
|data=<br />
{{AttackDataHeader-GGACR}}<br />
{{!}}-<br />
{{#lsth:GGACR/Bridget/Data|j.S}}<br />
{{!}}-<br />
{{Description|7|text=<br />
Bridgets longest air move. This move can be used for air spacing, and you will use this move mostly in combos. Take care when using this move because it can not be jump canceled. In order to jump cancel you must gatling into j.2s<br />
}}<br />
}}<br />
====== ======<br />
{{MoveData<br />
|name=j.2S<br />
|image=GGAC_Bridget_j2S.png<br />
|caption=<br />
<div class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"><br />
[[File:GGXXACPR_Bridget_j2S-1-Hitbox.png|center|175px]]<br />
Frames 10-??<br />
[[File:GGXXACPR_Bridget_j2S-2-Hitbox.png|center|175px]]<br />
Frames ??-??<br />
[[File:GGXXACPR_Bridget_j2S-3-Hitbox.png|center|175px]]<br />
Frames ??-??<br />
[[File:GGXXACPR_Bridget_j2S-4-Hitbox.png|center|175px]]<br />
Frames ??-15<br />
</div><br />
|data=<br />
{{AttackDataHeader-GGACR}}<br />
{{!}}-<br />
{{#lsth:GGACR/Bridget/Data|j.2S}}<br />
{{!}}-<br />
{{Description|7|text=<br />
}}<br />
}}<br />
====== ======<br />
{{MoveData<br />
|name=j.D<br />
|image=GGAC_Bridget_jD.png<br />
|caption=<br />
<div class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"><br />
[[File:GGXXACPR_Bridget_jD-1-Hitbox.png|center|175px]]<br />
1st Hit (Frames 15-17),<br><br />
4th Hit (Frames 24-26)<br />
[[File:GGXXACPR_Bridget_jD-2-Hitbox.png|center|175px]]<br />
2nd Hit (Frames 18-20),<br><br />
5th Hit (Frames 27-29)<br />
[[File:GGXXACPR_Bridget_jD-3-Hitbox.png|center|175px]]<br />
3rd Hit (Frames 21-23),<br><br />
6th Hit (Frames 30-32)<br />
</div><br />
|data=<br />
{{AttackDataHeader-GGACR}}<br />
{{!}}-<br />
{{#lsth:GGACR/Bridget/Data|j.D}}<br />
{{!}}-<br />
{{Description|7|text=<br />
Bridget goes crazy and swings the yo-yo around, in an adorable way.<br />
}}<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Universal Mechanics==<br />
====== ======<br />
{{MoveData<br />
|image=GGAC_Bridget_throw.png<br />
|name=Ground Throw<br />
|data=<br />
{{AttackDataHeader-GGACR}}<br />
{{!}}-<br />
{{#lsth:GGACR/Bridget/Data|Ground Throw}}<br />
{{!}}-<br />
{{Description|7|text=<br />
}}<br />
}}<br />
====== ======<br />
{{MoveData<br />
|image=GGAC_Bridget_airThrow.png<br />
|name=Air Throw<br />
|data=<br />
{{AttackDataHeader-GGACR}}<br />
{{!}}-<br />
{{#lsth:GGACR/Bridget/Data|Air Throw}}<br />
{{!}}-<br />
{{Description|7|text=<br />
}}<br />
}}<br />
====== ======<br />
{{MoveData<br />
|name=[[GGACR/Defense#Dead Angle Attack (DAA)|Dead Angle Attack]]<br />
|image=GGAC_Bridget_6P.png<br />
|caption=For just 50% meter, you can (possibly) get your opponent off of you!<br />
|data=<br />
{{AttackDataHeader-GGACR}}<br />
{{!}}-<br />
{{#lsth:GGACR/Bridget/Data|DAA}}<br />
{{!}}-<br />
{{Description|7|text=<br />
Animation is the same as 6P. Best and only used when you're too lazy to block and have 50 meter. Because it's Bridget's 6p animation its one of the weaker dead angles in the game in terms of usefulness. However the good part about this move is if the yo-yo is out in a certain position, you can roll to the yo-yo and combo off this Dead Angle Attack.<br />
}}<br />
}}<br />
<br style="clear:both;"/><br />
== Specials ==<br />
====== ======<br />
{{MoveData<br />
|name=Yoyo Placement<br />
|image=GGAC_Bridget_GroundSet.png<br />
|image2=GGAC_Bridget_AirSet.png<br />
|caption=You can use yo-yo related attacks even while it's still moving!<br />
|data=<br />
{{AttackDataHeader-GGACR|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground}}<br />
{{#lsth:GGACR/Bridget/Data|Ground Yoyo Placement}}<br />
{{!}}-<br />
{{AttackVersion|name=Air}}<br />
{{#lsth:GGACR/Bridget/Data|Air Yoyo Placement}}<br />
{{!}}-<br />
{{Description|8|text=<br />
Bridget sets his yoyo. A directional input will change where he sets the yoyo. Refer to the image for which inputs provide which set. As this is considered a special move, you can cancel special cancelable normals into it allowing you to recover much faster from them than normal.<br />
}}<br />
}}<br />
====== ======<br />
{{MoveData<br />
|image=GGAC_Bridget_KnockdownSet.png<br />
|name=Knockdown Yoyo Placement<br />
|caption=Delays wakeup. Only available when yoyo is not set<br />
|input=hold H while knocked down<br />
|data=<br />
{{AttackDataHeader-GGACR}}<br />
{{!}}-<br />
{{#lsth:GGACR/Bridget/Data|Knockdown Yoyo Placement}}<br />
{{!}}-<br />
{{Description|7|text=<br />
}}<br />
}}<br />
====== ======<br />
{{MoveData<br />
|image=GGAC_Bridget_YoyoCallback.png<br />
|name=Yoyo Recall<br />
|caption=You can delay the callback by holding H!<br />
|input=Yoyo Set -> H<br />
|data=<br />
{{AttackDataHeader-GGACR|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground}}<br />
{{#lsth:GGACR/Bridget/Data|Ground Yoyo Recall}}<br />
{{!}}-<br />
{{AttackVersion|name=Air}}<br />
{{#lsth:GGACR/Bridget/Data|Air Yoyo Recall}}<br />
{{!}}-<br />
{{Description|8|text=<br />
Bridget recalls his yoyo. Pressing H will trigger the startup animation, while holding H will delay the yoyo's actual movement for up to ~2.5 seconds. Pressing H again can cancel the callback, allowing you to move the yoyo closer without having to set it again. Can be used to extend combos or pressure, or as a zoning tool. Provides plenty enough time to confirm into a combo on hit. As this is considered a special move, you can cancel special cancelable normals into it allowing you to recover much faster from them than normal. It's actually still possible for Bridget to use Rolling Movement while delaying a yoyo recall, but the input has to be TK'd to avoid him just Faultless Defending in place (in other words, the input becomes 2147K).<br />
}}<br />
}}<br />
======<font style="visibility:hidden" size="0">Kick Start My Heart</font>======<br />
{{MoveData<br />
|name=Kick Start My Heart<br />
|input=236K<br />
|image=GGAC_Bridget_236K.png<br />
|caption=vroooom<br />
|data=<br />
{{AttackDataHeader-GGACR}}<br />
{{!}}-<br />
{{#lsth:GGACR/Bridget/Data|236K}}<br />
{{!}}-<br />
{{Description|7|text=<br />
Bridget uses his yo-yo's like roller blades and rides on them across the screen.<br />
}}<br />
}}<br />
<br />
====== ======<br />
{{MoveData<br />
|name=Stop<br />
|input=KSMH -> P<br />
|image=GGAC_Bridget_236KP.png<br />
|data=<br />
{{AttackDataHeader-GGACR}}<br />
{{!}}-<br />
{{#lsth:GGACR/Bridget/Data|236K > P}}<br />
{{!}}-<br />
{{Description|7|text=<br />
A follow up to KSMH. Bridget stops on his tracks.<br />
}}<br />
}}<br />
====== ======<br />
{{MoveData<br />
|name=Shoot<br />
|input=KSMH -> K<br />
|image=GGAC_Bridget_236KK.png<br />
|data=<br />
{{AttackDataHeader-GGACR}}<br />
{{!}}-<br />
{{#lsth:GGACR/Bridget/Data|236K > K}}<br />
{{!}}-<br />
{{Description|7|text=<br />
A follow up to KSMH. Bridget flings himself across the screen while swinging the yo-yos around.<br />
}}<br />
}}<br />
====== ======<br />
{{MoveData<br />
|name=Starship<br />
|input=623P air OK<br />
|image=GGAC_Bridget_623P.png<br />
|data=<br />
{{AttackDataHeader-GGACR|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground}}<br />
{{#lsth:GGACR/Bridget/Data|623P}}<br />
{{!}}-<br />
{{AttackVersion|name=Air}}<br />
{{#lsth:GGACR/Bridget/Data|j.623P}}<br />
{{!}}-<br />
{{Description|8|text=<br />
Bridget's DP. Bridget does a trick in which he uses not one, but two yo-yos and swings them around.<br />
}}<br />
}}<br />
====== ======<br />
{{MoveData<br />
|name=Roger Rush<br />
|input=Yoyo Set -> 236H air OK<br />
|image=GGAC_Bridget_236H.png<br />
|caption="Come at me bro"<br />
|data=<br />
{{AttackDataHeader-GGACR|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground}}<br />
{{#lsth:GGACR/Bridget/Data|236H}}<br />
{{!}}-<br />
{{AttackVersion|name=Air}}<br />
{{#lsth:GGACR/Bridget/Data|j.236H}}<br />
{{!}}-<br />
{{Description|8|text=<br />
Bridget summons Roger ready to punch people's faces. Roger will appear wherever the yo-yo is set and will make his way back to Bridget while punching. Roger Rush will end once either he or Bridget is hit, he makes it back to Bridget, the move's duration expires, or if hits to a max of 3 times. The FRC window is at 16-17F.<br />
}}<br />
}}<br />
====== ======<br />
{{MoveData<br />
|name=Jagged Roger<br />
|input=Yoyo Set -> 214H air OK<br />
|image=GGAC_Bridget_214H.png<br />
|data=<br />
{{AttackDataHeader-GGACR|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground}}<br />
{{#lsth:GGACR/Bridget/Data|214H}}<br />
{{!}}-<br />
{{AttackVersion|name=Air}}<br />
{{#lsth:GGACR/Bridget/Data|j.214H}}<br />
{{!}}-<br />
{{Description|8|text=<br />
Bridget summons Roger equipped with a saw around its body. Like in Roger Rush, or any of Bridget's moves that involve a yo-yo set for that matter, Roger will appear wherever the yo-yo is set and make its way back to Bridget while the saw blade spins. As opposed to Roger Rush, Jagged Roger returns to Bridget at a slower speed and stays out even when Bridget is hit after 22F. Jagged Roger will end once he is hit, he makes it back to Bridget, or if it hits to a max of 3 times. The FRC window is a 22-23F.<br />
}}<br />
}}<br />
====== ======<br />
{{MoveData<br />
|name=Roger Hug<br />
|input=Yoyo Set -> 623H<br />
|image=GGAC_Bridget_623H.png<br />
|data=<br />
{{AttackDataHeader-GGACR}}<br />
{{!}}-<br />
{{#lsth:GGACR/Bridget/Data|623H}}<br />
{{!}}-<br />
{{Description|7|text=<br />
The Yo-Yo becomes a sort of mechanism and homes in on the the opponent for a set distance. If it connects, it will stick with the opponent. The mechanism acts just like a set yo-yo (i.e. any yo-yo move will occur right where the opponent is). Roger Hug will end when 600F pass after sticking to opponent, Bridget is hit, or a yo-yo move other than Rolling Idou/214K is done.<br />
}}<br />
}}<br />
====== ======<br />
{{MoveData<br />
|name=Roger Get<br />
|input=Yoyo Set -> 421H air OK<br />
|image=GGAC_Bridget_421H.png<br />
|data=<br />
{{AttackDataHeader-GGACR|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground, Low Altitude}}<br />
{{#lsth:GGACR/Bridget/Data|421H}}<br />
{{!}}-<br />
{{AttackVersion|name=Air, Low Altitude}}<br />
{{#lsth:GGACR/Bridget/Data|j.421H}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground, High Altitute}}<br />
{{#lsth:GGACR/Bridget/Data|421H High}}<br />
{{!}}-<br />
{{AttackVersion|name=Air, High Altitude}}<br />
{{#lsth:GGACR/Bridget/Data|j.421H High}}<br />
{{!}}-<br />
{{Description|8|text=<br />
Bridget summons Roger who will then do a body slam and slide upon landing on the ground. Bear in mind that the direction which Roger drops depends on what direction you were facing when you set the yo-yo (i.e. if you set the yo-yo while facing the right side, Roger will drop towards the right side no matter what). Also, depending on the height at which the yo-yo is placed, the move will have different properties. The FRC window is at 20-21F.<br />
}}<br />
}}<br />
====== ======<br />
{{MoveData<br />
|name=Rolling Movement<br />
|input=Yoyo Set -> 214K air OK<br />
|image=GGAC_Bridget_214K.png<br />
|data=<br />
{{AttackDataHeader-GGACR}}<br />
{{!}}-<br />
{{#lsth:GGACR/Bridget/Data|214K}}<br />
{{!}}-<br />
{{Description|7|text=<br />
Bridget rolls to his yoyo, wherever it is. Despite what you might at first think, this is the most important tool in Bridget's arsenal. Aside from the obvious movement option this provides, this can also allow for very quick and low overheads since this leaves Bridget in an aerial state. What makes this move a cornerstone of Bridget's game, however, is that when immediately canceled into Faultless Defense, it provides a very fast "jump" that doesn't actually take up one of your aerial movement options when done in the air. Bridget's movement becomes very, very strong with this tool. Since it's a special move, all his normals (except 5D) can cancel into it. Thus, it can be used as a pseudo-jump cancel on moves that aren't normally jump cancelable (such as f.S). Canceling into it allows Bridget to extend pressure, confirm from situations he normally couldn't, and escape after a potentially unsafe poke. It can also be immediately canceled into a normal, making it extremely useful for extending combos.<br />
}}<br />
}}<br />
<br style="clear:both;"/><br />
<br />
== Force Breaks ==<br />
====== ======<br />
{{MoveData<br />
|name=FB Roger Rush<br />
|input=Yoyo Set -> 236D air OK<br />
|image=GGAC_Bridget_236H.png<br />
|data=<br />
{{AttackDataHeader-GGACR|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground}}<br />
{{#lsth:GGACR/Bridget/Data|236D}}<br />
{{!}}-<br />
{{AttackVersion|name=Air}}<br />
{{#lsth:GGACR/Bridget/Data|j.236D}}<br />
{{!}}-<br />
{{Description|8|text=<br />
*Active frames are: 10(10)10(18)16<br />
Roger will perform three punches in place. The first punch will stagger the opponent, the second knocks them airborne, and the third will wallstick them. Opens the way for some strong combos on hit, and for mixup opportunities on block. There's a window between the second and third punches where you can throw the opponent (or they can throw you), making the threat of a high/low/throw/no mixup mixup very real on block.<br />
}}<br />
}}<br />
====== ======<br />
{{MoveData<br />
|name=FB Jagged Roger<br />
|input=Yoyo Set -> 214D air OK<br />
|image=GGAC_Bridget_214H.png<br />
|data=<br />
{{AttackDataHeader-GGACR|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground}}<br />
{{#lsth:GGACR/Bridget/Data|214D}}<br />
{{!}}-<br />
{{AttackVersion|name=Air}}<br />
{{#lsth:GGACR/Bridget/Data|j.214D}}<br />
{{!}}-<br />
{{Description|8|text=<br />
Like Jagged Roger, this will not disappear if Bridget is hit. Unlike normal Jagged Roger, this version will quickly chase down the opponent, and persists for a long time. Is active for so long that it can (and often does) punish people who burst it. On block, it can potentially buy you a high/low mixup. A great option to throw out for 25% Tension. The opponent essentially has to respect it.<br />
}}<br />
}}<br />
<br style="clear:both;"/><br />
== Overdrives ==<br />
====== ======<br />
{{MoveData<br />
|image=GGAC_Bridget_632146S.png<br />
|name=Loop the Loop<br />
|input=632146S<br />
|data=<br />
{{AttackDataHeader-GGACR}}<br />
{{!}}-<br />
{{#lsth:GGACR/Bridget/Data|632146S}}<br />
{{!}}-<br />
{{Description|7|text=<br />
active frames are: 3(6)3(3)30(12)20. If you want to end your combo with a super, this is generally the one you use. Also a good round closer if they are low, as it is easily confirmed from most of Bridget's pokes.<br />
}}<br />
}}<br />
====== ======<br />
{{MoveData<br />
|image=GGAC_Bridget_4123641236S.png<br />
|name=Maintenance Disaster<br />
|input=4123641236S<br />
|caption="Bukkake Tsunami"<br />
|data=<br />
{{AttackDataHeader-GGACR}}<br />
{{!}}-<br />
{{#lsth:GGACR/Bridget/Data|4123641236S}}<br />
{{!}}-<br />
{{Description|7|text=<br />
Anti-Air/Reversal super where Bridget releases a set of explosions that rise up above him. Quite damaging, and used as a combo ender it does more damage than 632146S, if all this hits land. The super is quite hard to fit into a combo, as any hit you land that wold combo into this generally has better follow up options, meaning this mostly stays as a reversal.<br />
}}<br />
}}<br />
<br />
====== ======<br />
{{MoveData<br />
|image=GGAC_Bridget_632146H.png<br />
|name=Me and My Killing Machine<br />
|input=Yoyo Set -> 632146H or 412364H<br />
|data=<br />
{{AttackDataHeader-GGACR|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Normal|subtitle=632146H}}<br />
{{#lsth:GGACR/Bridget/Data|632146H}}<br />
{{!}}-<br />
{{AttackVersion|name=Delay|subtitle=412364H}}<br />
{{#lsth:GGACR/Bridget/Data|412364H}}<br />
{{!}}-<br />
{{Description|8|text= Bridget signals roger, who rides a flaming bycicle in his direction<br />
<br />
}}<br />
}}<br />
<br style="clear:both;"/><br />
<br />
== Instant Kill ==<br />
{{MoveData<br />
|image=GGAC_Bridget_IK1.png<br />
|image2=GGAC_Bridget_IK2.png<br />
|name=Shoot the Moon<br />
|input=in IK Mode: 236236H<br />
|caption2="Space, the final frontier."<br />
|data=<br />
{{AttackDataHeader-GGACR}}<br />
{{!}}-<br />
{{#lsth:GGACR/Bridget/Data|IK}}<br />
{{!}}-<br />
{{Description|7|text=<br />
Bridget wraps the opppnent with his yoyos and throws them offscreen. They somehow end up on the moon. You don't even see Bridget's victory pose, not worth it<br />
<br />
}}<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==[[Dustloop_Wiki:Roadmap/GGACR#Bridget|Roadmap]]==<br />
{{#lst:Dustloop_Wiki:Roadmap/GGACR|Bridget}}<br />
==Navigation==<br />
{{#lsth:GGACR/Bridget/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[GGACR/Bridget/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-GGACR}}<br />
[[Category:Guilty Gear XX Accent Core + R]]<br />
[[Category:Bridget]]</div>73.184.163.146https://www.dustloop.com/wiki/index.php?title=BBTag/Gordeau&diff=131293BBTag/Gordeau2019-10-18T13:41:19Z<p>73.184.163.146: /* 5B */</p>
<hr />
<div>{| class="wikitable" style="float:right; margin-left: 10px; width:400px"<br />
|-<br />
!Gordeau<br />
|-<br />
||<br />
[[File:BBTag_Gordeau_Portrait.png|350x500px|center]]<br />
|-<br />
||<br />
{{#lsth:BBTag/Gordeau/Data|SystemData}}<br />
;Movement Options<br />
* Double Jump, 1 Airdash, Dash Type: Run<br />
<br />
;Playstyle<br />
:Long-range, Aggressive, Mixup, Pressure<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 />
<br />
''"I'll teach you...how to fight."''<br />
<br />
===Backstory===<br />
<br />
Gordeau the Harvester was once a member of the Amnesia organization. One day during a war against the Bankikai, his friend Roger ends up getting turned into a fallen Void due to an unfortunate chain of events. Roger died that day at the hands of the Crimson Knight of Licht Kreis, Erika Wagner, and Gordeau, injured from the battle, could do nothing but watch it happen. After this, Gordeau leaves Amnesia to pursue revenge for his fallen friend instead. Since then, Gordeau has participated in many Hollow Nights, hoping to encounter the Crimson Knight of Licht Kreis again and avenge Roger.<br />
<br />
===Playstyle===<br />
<br />
Gordeau wields a scythe called the Demon Sickle "Devourer" that he can summon at will. The Scythe is very large and has a lot of reach. As a result, you'll find that Gordeau has normals, specials and partner skills that have a lot of reach and hit in wide arcs. This allows Gordeau to control a lot of ground space in neutral, making it difficult for others to approach him freely. <br />
<br />
Although Gordeau is capable of controlling a lot of space thanks to his scythe, whiffing these scythe normals put him at a severe disadvantage because they have a lot of recovery, often leaving him open to being punished. Gordeau also doesn't move very fast. To make the most of Gordeau, you'll need to learn to judge your spacing well and optimally make use of his long reaching options.<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 />
*Ludicrous range on his scythe normals.<br />
*Has a very simple game-plan that is easy to execute.<br />
*Reverse beat allows him to confirm most hits into a full combo or blockstring.<br />
*Excellent anti-air options with 2B, B Assimilation, and Aim Opening.<br />
*EXS attacks boosts his metergain while draining the opponents resources.<br />
*S-tier assists easily makes him one of the best "team players" in the whole game.<br />
*Above average health.<br />
| style="width: 50%;"|<br />
*Scythe normals are quite slow, unsafe on whiff, and greatly extend his hurtbox.<br />
*Slow reversals make him susceptible to baits and safe-jumps.<br />
*Precise Aim is his only air combo ender, meaning that for the most part he can't convert them into a ground combo via assists like most other characters.<br />
*Poor high-low mixups due to having very few overheads, all of which are very reactable.<br />
*Cannot use more than one EXS attack per combo without an assist or Resonance Blaze, limiting his meter steal potential.<br />
|-<br />
|}<br />
<br style="clear:both;"/><br />
<br />
===EXS of Greed : Snatcher===<br />
<br />
Gordeau EXS gives him the unique ability to form purple claws on his right hand that he can use to rip pieces of a person's soul from them. In Under Night in Birth, this unique ability was adapted into his gameplay by allowing his Assimilation command grabs to steal GRD. However, in BlazBlue Cross Tag Battle this ability allows Gordeau to steal a chunk of his opponent's Skill Gauge and add it to his own. His meter steal is static for each attack, meaning it is unaffected by the 180 frame meter-build cooldown that normally occurs after using Skill Gauge. This also makes it good at the end of long combos where normal meter build decreases.<br />
<br />
The following moves will steal some of the opponent's Skill Gauge on hit:<br />
* All versions of Rusty Nails (5AAAA and 6P)<br />
* All versions of Assimilation (5BBB and 214X)<br />
* Mortal Slide - Divest<br />
<br />
Note: While blocking or getting hit usually grants meter, Gordeau's EXS attacks don't grant any meter on top of the meter it steals from opponents.<br />
<br style="clear:both;"/><br />
{{#lst:BBTag/Gordeau/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_Gordeau_5A.png |caption=Punch to the gut.<br />
|image2=BBTag_Gordeau_5AA.png |caption2=Kick to the gut.<br />
|image3=BBTag_Gordeau_5AAA.png |caption3=Shoulder to the gut.<br />
|image4=BBTag_Gordeau_5AAAA.png |caption4=Rusty Nails<br />
|name=5A<br />
|data=<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=5A}}<br />
{{#lsth:BBTag/Gordeau/Data|5A}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Jump cancelable.<br />
* Throw cancelable.<br />
<br />
Old 5B. Gordeau steps forward before punching, giving this attack extra range. Has many cancel options which makes this move good for applying pressure and mix-ups. Generally used in combos to catch opponents after landing during relaunch combos or after Mortal Glide or Grim Reaper in the corner.<br />
<br />
}}<br />
{{!}}-<br />
{{AttackVersion|name=5AA}}<br />
{{#lsth:BBTag/Gordeau/Data|5AA}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Jump cancelable on hit.<br />
* Throw cancelable.<br />
* Lightly pushes airborne opponents away.<br />
<br />
Old 4B. Gordeau leans forward and kicks. Mostly used as combo and pressure filler. Only -1 on block, making this his safest ground attack and the best point to reset pressure.<br />
<br />
}}<br />
{{!}}-<br />
{{AttackVersion|name=5AAA}}<br />
{{#lsth:BBTag/Gordeau/Data|5AAA}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Jump cancelable on hit.<br />
* Launches opponents away on hit.<br />
<br />
Old 66C. Gordeau does a shoulder bash. Has good reach and damage but is very unsafe on block. Avoid using this move in blockstrings.<br />
<br />
}}<br />
{{!}}-<br />
{{AttackVersion|name=5AAAA}}<br />
{{#lsth:BBTag/Gordeau/Data|5AAAA}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Hits 3 times.<br />
* Drains 2.5% of opponent's meter per hit, gains 1% meter per hit.<br />
* Stuns grounded opponents on counter hit.<br />
<br />
Old Force Function. Gordeau claws opponents with his nails, creating energy slashes that steal their meter. Has very long disjointed range, is safe on block, and is a natural frame-trap from 5AAA. This is the only EXS attack Gordeau has that isn't a grab. Hitting both the opponent's point and assist character will double the amount of meter stolen, making this an excellent attack for happy birthday situations. As an autocombo ender, this move has no cancel options even in Resonance Blaze, requiring an assist for combo extensions. Can only follow-up a counter hit in the corner if it connects at close range.<br />
<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5B</font> ======<br />
{{MoveData<br />
|image=BBTag_Gordeau_5B.png |caption=''Vietnam Flashbacks Intensify''<br />
|image2=BBTag_Gordeau_5BB.png |caption2=Mortal Slide, Shade Harvest<br />
|image3=BBTag_Gordeau_5BBB.png |caption3=Assimilation<br />
|name=5B<br />
|data=<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=5B}}<br />
{{#lsth:BBTag/Gordeau/Data|5B}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Jump cancelable on hit.<br />
* Knocks down on hit.<br />
<br />
Old 5C. Gordeau summons his scythe and slams it into the ground. Has humongous range but also quite a bit of start-up so don't use this recklessly. This is his best scaling starter and thus should be used to begin punish combos whenever possible. Doesn't hit as high vertically as the animation implies, making this attack vulnerable to jump-ins.<br />
<br />
}}<br />
{{!}}-<br />
{{AttackVersion|name=5BB}}<br />
{{#lsth:BBTag/Gordeau/Data|5BB}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Shade Harvest follow-up is only done on hit.<br />
* Mortal Slide hits once on hit or block, hits twice on whiff, while Shade Harvest hits once.<br />
* Mortal Slide launches on its second hit.<br />
* Shade Harvest vacuums opponents on hit or block<br />
* Shade Harvest is jump cancelable on hit.<br />
* Values in [] are when Mortal Slide doesn't hit the opponent's point character.<br />
<br />
Old 236X > 6X. Gordeau reachs out with his scythe and, if he hits the opponent, pulls it back to drag them closer to him. Used to keep opponents close during pressure or combos. If Mortal Slide’s first hit missed the point character, he will go the second hit of Mortal Slide instead of Shade Harvest.<br />
<br />
}}<br />
{{!}}-<br />
{{AttackVersion|name=5BBB}}<br />
{{#lsth:BBTag/Gordeau/Data|5BBB}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Hits 2 times.<br />
* Second hit drains 5% of opponent's meter, gains 10% meter.<br />
* Can only be used if Shade Harvest (5BB(2)) hit the opponent's point character.<br />
* Only hits the opponent's point character.<br />
* Opponent is invincible to all other attacks until Gordeau releases them.<br />
* Opponents cannot burst during a throw.<br />
<br />
Old 6X follow-up after 236X > 6X. Autocombo version of assimilation that can hit both standing and airborne opponents. Drains the most meter out of any of Gordeau's EXS attacks. Never provides optimal damage as a combo ender and can only be followed-up with assists, making this move somewhat difficult to use. Can whiff after 5BB if 5B hit at near max range.<br />
<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5C</font> ======<br />
{{MoveData<br />
|image=BBTag_Gordeau_5C.png |caption=Doesn't have a deadzone anymore, but its still 'reactable'.<br />
|name=5C<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Gordeau/Data|5C}}<br />
{{!}}-<br />
{{Description|6|text=<br />
* Shares the same hitbox and animation as j.B.<br />
* Airborne on frame 7.<br />
* Knocks down airborne opponents.<br />
* On grounded hit, leads into a timed follow-up.<br />
* Follow-up damage, meter gain, oki, and timing changes if partner is available.<br />
<br />
While most characters generally only use 5C as a last resort, the fact that Gordeau has an arcing airdash (which is much slower and reactable than normal air dashes), has only two air overheads (j.A and j.B) with the first being prone to whiffing against crouching opponents, and has no other grounded overheads means that he actually relies quite a bit on 5C to mix-up opponents. His is an assault style 5C, meaning its safe on block but has longer start-up than normal 5C's.<br />
<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2A</font> ======<br />
{{MoveData<br />
|image=BBTag_Gordeau_2A.png |caption=They can't all be half-screen attacks.<br />
|name=2A<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Gordeau/Data|2A}}<br />
{{!}}-<br />
{{Description|6|text=<br />
* Jump cancelable.<br />
* Throw cancelable.<br />
* Can cancel into itself up to three times.<br />
<br />
Old 2A. Primarily used to interrupt an opponent's pressure or enact his own stagger pressure. Can be whiffed on purpose after some normals like 5B to make them safe or at least less unsafe. Gordeau's reversal action is quite slow so using this button on wake-up against poorly planned or timed oki may just prevent Gordeau from being safe-jumped.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2B</font> ======<br />
{{MoveData<br />
|image=BBTag_Gordeau_2B.png |caption=Its like 5B. Only vertical.<br />
|name=2B<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Gordeau/Data|2B}}<br />
{{!}}-<br />
{{Description|6|text=<br />
* 7-16f head attribute invulnerable.<br />
* Hits 2 times.<br />
* First hit is a low.<br />
* Second hit launches on hit.<br />
* Jump cancelable on hit, on either hit.<br />
<br />
Old 2C. Gordeau thrusts his scythe at the ground before swinging above his head in an arc. Used in neutral to stop air approaches, used in pressure to hit opponents low, and used in combos to launch opponents. The second hit covers above, ahead, and behind Gordeau, allowing it to stuff dashs, IADs, cross-ups, and teleports simultaneously.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2C</font> ======<br />
{{MoveData<br />
|image=BBTag_Gordeau_2C.png |caption=Your feet are open...be lucky I can't charge that shit up.<br />
|name=2C<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Gordeau/Data|2C}}<br />
{{!}}-<br />
{{Description|6|text=<br />
* Hits low.<br />
* Jump cancelable on hit.<br />
* Launches on hit.<br />
* Enters recovery on hit or block.<br />
<br />
Old 3C. Gordeau slides along the ground and sweeps opponents off their feet. Travels a third of the screen, shrinks his hurtbox, and has tons of active frames, making this a good move to use in neutral.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.A</font> ======<br />
{{MoveData<br />
|image=BBTag_Gordeau_jA.png |caption=Sadly, your best aerial approach.<br />
|name=j.A<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Gordeau/Data|j.A}}<br />
{{!}}-<br />
{{Description|6|text=<br />
* Hits 2 times.<br />
* Double jump cancelable.<br />
<br />
Old j.B. Gordeau does two kicks, first diagonal downward then horizontally. Primary air-to-air and air combo part. Also used in relaunch combos. Has weirdly placed hitboxes, low damage, and can only land both hits on grounded opponents out of an IAD. Use j.B for jump-ins instead.<br />
<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.B</font> ======<br />
{{MoveData<br />
|image=BBTag_Gordeau_jB.png |caption=5C with more utility.<br />
|name=j.B<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Gordeau/Data|j.B}}<br />
{{!}}-<br />
{{Description|6|text=<br />
* Double jump cancelable.<br />
<br />
Old j.C. Gordeau does an overhead kick. Primary jump-in attack and air combo part. Also used in relaunch combos. This is his best overhead as it does good damage and can lead into a full combo on a grounded hit.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.C</font> ======<br />
{{MoveData<br />
|image=BBTag_Gordeau_jC.png |caption=No-one's cheese like Gordeau, stuffs footsies like Gordeau.<br />
|name=j.C<br />
|input=Mortal Glide<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Gordeau/Data|j.C}}<br />
{{!}}-<br />
{{Description|6|text=<br />
* Launches on hit.<br />
<br />
Old j.236X. Gordeau slashes below himself while floating upward. Generally used mid-screen in air combos before Precise Aim or in the corner after jump-cancelable on hit normals to do relaunch combos. If this move scores a counter hit at point-blank range as close to the ground as possible, Gordeau can catch the opponent with a dashing 5A for a full conversion. Unsafe on block no matter what height its done at so never use this move in blockstrings.<br />
<br />
}}<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_Gordeau_GroundThrow.png |caption=Still good.<br />
|name=Ground Throw<br />
|input=5B+C<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Gordeau/Data|BC}}<br />
{{!}}-<br />
{{Description|6|text=<br />
* 100% minimum damage (2000)<br />
* If Gordeau isn't near an opponent, he will dash a short distance then grab.<br />
* Holding back when inputting the grab will result in Gordeau throwing his opponent behind him.<br />
* Wall-bounces midscreen.<br />
* Wall-sticks for 60 frames in corner.<br />
<br />
Gordeau tosses the opponent into the sides of the screen. This is his fastest grab as well as his most damaging but it can be teched unlike Assimilation. Can combo the wall bounce into most of his grounded normals (save for 5B and 5C), specials (not 214A), and all of his supers, meaning his combo paths off of throw are pretty diverse. Wall stick can combo into literally any attack. Combo directly into Assimilation for good unburstable meterless damage.<br />
<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Precise Aim/Aim Opening</font> ======<br />
{{MoveData<br />
|image=BBTag_Gordeau_AimOpening.png |caption=<br />
|image2=BBTag_Gordeau_AimOpening-air.png |caption2=Whirrrr...<br />
|name=Aim Opening/Precise Aim<br />
|input=5A+D (Air Ok)<br />
|data=<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground}}<br />
{{#lsth:BBTag/Gordeau/Data|AD}}<br />
{{!}}-<br />
{{AttackVersion|name=Air}}<br />
{{#lsth:BBTag/Gordeau/Data|j.AD}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Invincible on start-up.<br />
* Ground version starts with Aim Opening, air version goes directly into Precise Aim.<br />
* Follow-up attack is only done if Precise Aim hit the opposing point character at least once.<br />
* Aim Opening hits once, Precise Aim hits 6 times, and the follow-up hits once.<br />
* Follow-up attack knocks down on hit, all others launch on hit.<br />
* Aim Opening is air unblockable.<br />
* 5% minimum damage. (Ground) 60 + (15 X 6) + 80 = 240. (Air) (35 X 6) + 50 = 260.<br />
<br />
Old 22B into j.214B. Gordeau slams his scythe into the ground then jumps while spinning it above his head, following-up with an overhead slash back into the ground. One of the slowest shoryuken-like reversals in the game at 21 frames of start-up, making it highly susceptible to safe-jumps. While Aim Opening has a deceptively large hitbox, it isn't very good as an anti-air as it doesn't reach very high vertically and even if it does catch an opponent he will need a very slow assist that can pick them up after Gordeau does both Aim Opening and Precise Aim. If Precise Aim hits an opponent slightly below Gordeau they will reach the ground before he does the follow-up attack, leaving him negative on hit in an unburstable state. Not usually used in ground combos due to this move's poor oki options but this is his only choice for ending air combos. Has decent minimum damage which makes it good for finishing off opponents without burning meter.<br />
<br />
}}<br />
}}<br />
<br />
<br style="clear:both;"/><br />
<br />
==Skills==<br />
<br />
====== <font style="visibility:hidden" size="0">Grim Reaper</font> ======<br />
{{MoveData<br />
|image=BBTag_Gordeau_GrimReaper.png |caption=Is this neutral?<br />
|input=236A/B<br />
|name=Grim Reaper<br />
|data=<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=A}}<br />
{{#lsth:BBTag/Gordeau/Data|236A}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Hits 2 times.<br />
* Launches opponents away on hit.<br />
<br />
Old 623A. Gordeau spins with his scythe twice. Used in neutral alongside an assist to force opponents to block. Can link into 5A or 2B in the corner.<br />
<br />
}}<br />
{{!}}-<br />
{{AttackVersion|name=B}}<br />
{{#lsth:BBTag/Gordeau/Data|236B}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Hits 4 times.<br />
* Launches opponents away on hit.<br />
<br />
Old 623B. Gordeau spins with his scythe 4 times. Used in optimal damage combos by calling an assist afterwards. Very strong for active switch pressure, especially in sandwich situations.<br />
<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Assimilation</font> ======<br />
{{MoveData<br />
|image=BBTag_Gordeau_Assimilation.png |caption=He's especially good at assimilating.<br />
|image2=BBTag_Gordeau_Assimilation2.png |caption2= 'Scuse me!<br />
|input=214A/B<br />
|name=Assimilation<br />
|data=<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=A}}<br />
{{#lsth:BBTag/Gordeau/Data|214A}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Hits 2 times.<br />
* First hit is a command grab.<br />
* Second hit drains 2.5% of opponent's meter, gains 5% meter.<br />
* Works against standing or crouching opponents, even in hitstun.<br />
* Only hits the opponent's point character.<br />
* Opponent is invincible to all other attacks until Gordeau releases them.<br />
* Opponents cannot burst during a throw.<br />
<br />
Old 214A. Gordeau reaches out and grabs opponents with claws of energy, stealing meter from them. Used in pressure to mix-up opponents. Requires an assist to convert into a combo. Always provides safe-jump oki. <br />
<br />
}}<br />
{{!}}-<br />
{{AttackVersion|name=B}}<br />
{{#lsth:BBTag/Gordeau/Data|214B}}<br />
{{!}}-<br />
{{Description|7|text=<br />
* Hits 2 times.<br />
* Is head attribute invulnerable.<br />
* First hit is a command grab.<br />
* Second hit drains 2.5% of opponent's meter, gains 5% meter.<br />
* Works against airborne opponents, even in hitstun.<br />
* Only hits the opponent's point character.<br />
* Opponent is invincible to all other attacks until Gordeau releases them.<br />
* Opponents cannot burst during a throw.<br />
<br />
Old 214B. Gordeau snatches the opponent out of the sky, stealing meter from them. Used in neutral to anti-air opponents, even those who are air guarding. Also used to end most grounded combos. Requires an assist to convert into a combo. Always provides safe-jump oki. <br />
<br />
}}<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Extra Skills==<br />
====== <font style="visibility:hidden" size="0">EX Grim Reaper</font> ======<br />
{{MoveData<br />
|image=BBTag_Gordeau_GrimReaper.png |caption=Use raw if you want to die.<br />
|input=236C<br />
|name=EX Grim Reaper<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Gordeau/Data|236C}}<br />
{{!}}-<br />
{{Description|6|text=<br />
* Hits 6 times.<br />
* Launches opponents away on hit.<br />
* 10% minimum damage. (70 X 5) + 140 = 490.<br />
<br />
Old 623C. Gordeau spins with his scythe 6 times. Has massive range, damage, and travel distance. Used for optimal damage combos when assists are available.<br />
<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">EX Assimilation</font> ======<br />
{{MoveData<br />
|image=BBTag_Gordeau_EXAssimilation.png |caption= Steal meter for the price of meter.<br />
|input=214C<br />
|name=EX Assimilation<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Gordeau/Data|214C}}<br />
{{!}}-<br />
{{Description|6|text=<br />
* Hits 4 times.<br />
* First hit is a command grab.<br />
* Fourth hit drains 5% of opponent's meter, gains 5% meter.<br />
* Works against opponents in any state, even in hitstun.<br />
* Only hits the opponent's point character.<br />
* Opponent is invincible to all other attacks until Gordeau releases them.<br />
* Opponents cannot burst during a throw.<br />
* 10% minimum damage. 80 + 100 + 150 = 330.<br />
<br />
Old 214C. Gordeau's slowest grab but has the highest damage and range. Long animation on hit makes it difficult to extend combos with assists and also eats up a lot of the combo timer. Always provides safe-jump oki.<br />
<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_Gordeau_5AAAA.png |caption=Basically a projectile assist.<br />
|input=Rusty Nail<br />
|name=6P<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Gordeau/Data|6P}}<br />
{{!}}-<br />
{{Description|6|text=<br />
* Hits 3 times.<br />
* Drains 2.5% of opponent's meter per hit, gains 1% meter per hit.<br />
* Launches opponents on hit.<br />
<br />
Gordeau uses Rusty Nails. Somewhat slow but gives a decent amount of untechable stun on hit and can be done from a moderate range. Only assist that uses his EXS, making it vital for increasing metergain and keeping the opponent's resources low. Can be spammed in Cross Combo for masive metergain and meter steal.<br />
<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5P</font> ======<br />
{{MoveData<br />
|image=BBTag_Gordeau_GrimReaper.png |caption=They call that shit balanced in Japan.<br />
|input=Grim Reaper<br />
|name=5P <br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Gordeau/Data|5P }}<br />
{{!}}-<br />
{{Description|6|text=<br />
* Hits 2 times.<br />
* Launches opponents away on hit.<br />
<br />
Gordeau's A Grim Reaper. This is his most versatile assist thanks to its fast start-up speed, huge range, high damage, and long active frames. Can lock down opponents for mix-ups and can limit their movement options by controlling space.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">4P</font> ======<br />
{{MoveData<br />
|image=BBTag_Gordeau_AimOpening.png |caption= 'Sup<br />
|input=Aim Opening<br />
|name=4P <br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Gordeau/Data|4P }}<br />
{{!}}-<br />
{{Description|6|text=<br />
* Hits once.<br />
* Ground bounces on hit.<br />
<br />
Gordeau does Aim Opening. This move may be a tad situational, but it gives you a hard knockdown that makes combo extension a breeze.<br />
<br />
}}<br />
}}<br />
<br />
<br style="clear:both;"/><br />
<br />
==Distortion Skills==<br />
<br />
====== <font style="visibility:hidden" size="0">Mortal Slide</font> ======<br />
{{MoveData<br />
|image=BBTag_Gordeau_MortalSlide.png |caption=M O R T A L S L U T<br />
|input=236B+C<br />
|name=Mortal Slide - Divest<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Gordeau/Data|236BC}}<br />
{{!}}-<br />
{{Description|6|text=<br />
* Invincible on start up.<br />
* Hits 7 times on hit (10 times in RB), twice on block or whiff.<br />
* Only does follow-up attacks if the first hit connected against the opponent's point character.<br />
* Follow-up attacks can only hit the opponent's point character.<br />
* First hit restands opponents on hit.<br />
* Second hit vacuums opponents on block.<br />
* Fifth hit (Seventh in RB) drains 5% of opponent's meter, gains 10% meter.<br />
* Final hit launches opponents away (knocks down in RB).<br />
* 20%, 28%, 22% minimum damage. 200 + (280 X 4) + 506 = 1826.<br />
* (RB) 20%, 27%, 14% minimum damage. 200 + (135*3) + (270*4) + 336 = 2021.<br />
* Values in [] are for the Enhanced version, values in <> are for whiffed or blocked first hit.<br />
<br />
Old 236C. Gordeau does Mortal Slide into Shade Harvest. If Mortal Slide hit, he will continue into A Grim Reaper, a scythe uppercut, an air Assimilation (which drains meter), an aerial kick, Mortal Glide, and finally the follow-up hit of Precise Aim. If only Shade Harvest hit the opponent or either attack was blocked, they will be dragged towards him and Gordeau does nothing else. Has the same start up and frame disadvantage as Turbulence while having more horizontal range and being significantly safer on whiff, making this Gordeau's go-to reversal super. Grants safe-jump oki against 11 frame start-up reversals. Final frame advantage on hit becomes notably worse in RB, preventing any sort of safe set-ups. If either super will K.O. the opponent, use this one as it steals meter and refunds a small portion of the meter it used.<br />
<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Turbulence</font> ======<br />
{{MoveData<br />
|image=BBTag_Gordeau_Turbulence.png |caption=''"Come get some! You're lost in a dream."''<br />
|input=214B+C<br />
|name=Turbulence<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Gordeau/Data|214BC}}<br />
{{!}}-<br />
{{Description|6|text=<br />
* Invincible on start up.<br />
* Becomes full invulnerable for the duration of the super if the opponent's point character is hit.<br />
* Hits 9 times (18 times in RB).<br />
* Final attack wall bounces, all other launch opponents on hit.<br />
* 10%, 22% minimum damage. (100 X 8) + 1056 = 1856.<br />
* (RB) 10%, minimum damage. (100 X 5) + (50 X 10) + (360 X 3) = 2080.<br />
* Values in [] are for Enhanced version.<br />
<br />
Old Infinite Worth. Gordeau strikes 5 times before spinning his scythe above his head, ending with a powerful slash. Normal version grants safe-jump oki against 11 frame start-up reversals while the RB version grants safe-jump against all reversals. Has slightly better damage and oki than Mortal Slide - Divest, making it good for ending combos that will either end the match or won't result in taking out one of the opponent's characters. Gordeau does all of the attacks on block or whiff, making this move hilariously unsafe if it doesn't hit. Has a gap between the initial strikes and spin attack that can be reversal-ed through on block. The normal version has an additional gap between the spins and the final attack.<br />
<br />
}}<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Distortion Skill Duo==<br />
{{MoveData<br />
|image=BBTag_Gordeau_Turbulence.png |caption=Spin to Win<br />
|input=P during Main Character's Distortion Skill <br />
|name=Turbulence<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Gordeau/Data|Distortion Skill Duo}}<br />
{{!}}-<br />
{{Description|6|text=<br />
* Identical to Gordeau's solo version of Turbulence except it deals slightly higher minimum damage.<br />
* 100% minimum damage. (240 X 5) + (40 x 3) + 680 = 2000.<br />
* 100% minimum damage. (200 X 5) + (35 X ) + (200 x 2) + 750 = 2500.<br />
<br />
Gordeau's assist super is Turbulence, but it has faster start-up, a better final frame advantage, and higher damage, making this a good super for finishing off opponents. The enhanced version still has safe-jump oki so keep that in mind.<br />
<br />
}}<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Astral Heat==<br />
{{MoveData<br />
|image=BBTag_Gordeau_SoulExodus.png |caption=<br />
|image2=BBTag_Gordeau_SoulExodus2.png |caption2= You either vanish in the Japanese version, or see the exodus in the English dub. Your pick for death.<br />
|input=222B+C<br />
|name=Soul Vanish/Soul Exodus<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Gordeau/Data|222BC}}<br />
{{!}}-<br />
{{Description|6|text=<br />
* Requires 9 bars of meter, level 4 Resonance Blaze, and the opponent must have one character remaining.<br />
* Invincible on start-up.<br />
* Grants victory upon a successful hit.<br />
<br />
Old Infinite Worth EXS. Gordeau lunges about half-screen and thrusts out a clawed hand. If it hits, he follows up with a gut punch, an Assimilation-like grab, and a round house. He then summons his scythe and slashes the opponent, erasing them from existence. Should be used to end combos whenever possible. Can be used as a powerful reversal or projectile punish thanks to its invincibility and range but is very costly and unsafe on block.<br />
<br />
}}<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Navigation==<br />
{{#lsth:BBTag/Gordeau/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[BBTag/Gordeau/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:Gordeau]]</div>73.184.163.146https://www.dustloop.com/wiki/index.php?title=BBTag/Yosuke_Hanamura&diff=130303BBTag/Yosuke Hanamura2019-10-03T11:14:26Z<p>73.184.163.146: /* 5A */</p>
<hr />
<div>{| class="wikitable" style="float:right; margin-left: 10px; width:400px"<br />
|-<br />
!Yosuke Hanamura<br />
|-<br />
||<br />
[[File:BBTag_Yosuke_Portrait.png|350x500px|center]]<br />
|-<br />
||<br />
{{#lsth:BBTag/Yosuke Hanamura/Data|SystemData}}<br />
;Movement Options<br />
* Double Jump, 1 Airdash, Dash Type: Run<br />
<br />
;Playstyle<br />
:Tricky, Mixup, Hit and run<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 />
''"Leave it all to me, yeah!"''<br />
<br />
''"The important things are never far off... They're all around you."''<br />
<br />
===Backstory===<br />
<br />
Yosuke Hanamura is the first party member Yu Narukami bonds with during his time in Inaba. Due to his father's manager position at the Junes superstore, Yosuke was forced to move from the big city to "the boonies," leaving him resenting his feelings of boredom and isolation. After accepting his shadow, he tries his hardest to be the best 'partner' he can be.<br />
<br />
===Playstyle===<br />
Yosuke is a quick rushdown character. His Dash spring and auto combos provide quick actions to pressure opponents and catch them in unlikely situations. His air game is good with his j.C, allowing for a variety of cross up potential from that move alone. He is missing a projectile but his quickness allows for good offensive tools to get the job done. With Yosuke, you want to stay offensive and keep good pressure while crossing up your opponent to keep them on the defensive.<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 />
* Has great air mobility, as well as several air tools to help him out.<br />
* High solo damage, especially in the corner.<br />
* One of the fastest characters in the game.<br />
* Decent Assists.<br />
<br />
| style="width: 50%;"|<br />
* Lower than Average Health.<br />
* Normals are on the shorter side (even with Jiraya).<br />
* No projectile. Needs assists to help in neutral. <br />
* Limited Gatlings.<br />
|-<br />
|}<br />
<br />
<br />
====Persona: Jiraiya====<br />
===Air Actions===<br />
Yosuke is able to chain multiple specials while in the air. He can string these together during combos, to mix up his aerial approach or bait anti-airs. <br />
<br />
His air action system in BBTAG still exist but to a much lesser extent (compared to the Arena series) since he only has 2 air specials (Moonsault and V Slash). They work almost like rekkas now off Moonsault / Dash Spring.<br />
<br />
* Hitting '''A''' during Moonsault / Dash Spring will give you V Slash<br />
* Hitting '''B or C''' during Dash Spring will give you Moonsault or EX Crescent Slash<br />
* Hitting '''B or C''' during Moonsault will give you Crescent Slash<br />
* Hitting '''B or C''' AFTER Crescent Slash will give you another Moonsault<br />
* You can also do manual inputs or 6/4+Button to change directions<br />
* You are able to cancel the start up for jC into air actions also using manual inputs.<br />
<br />
3 Moonsaults and 1 V Slash can be used per jump. V Slash can’t be canceled into any air actions but you can manually moonsault/normals after recovery while in the air.<br />
<br style="clear:both;"/><br />
{{#lst:BBTag/Yosuke Hanamura/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_Yosuke_4A.png |caption= Anti-Airs, Neutral, Pressure, Confirms. This normal does it all!<br />
|image2=BBTag_Yosuke_4AA.png |caption2= Cool poses for hitconfirming a situation.<br />
|image3=BBTag_Yosuke_4AAA.png |caption3= Yosuke NEVER skips Leg Day.<br />
|image4=BBTag_Yosuke_4AAAA.png |caption4= What if we could do this as a special...<br />
|name=4A<br />
|data=<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=4A}}<br />
{{#lsth:BBTag/Yosuke Hanamura/Data|4A}}<br />
{{!}}-<br />
{{Description|7|text=* This is one of Yosuke's three jump cancelable on block ground normals. <br><br />
* You can cancel 4A into itself. This makes it useful for pressure or hit confirms.<br />
<br />
}}<br />
{{!}}-<br />
{{AttackVersion|name=4AA}}<br />
{{#lsth:BBTag/Yosuke Hanamura/Data|4AA}}<br />
{{!}}-<br />
{{Description|7|text=*Pressure tool<br />
<br />
}}<br />
{{!}}-<br />
{{AttackVersion|name=4AAA}}<br />
{{#lsth:BBTag/Yosuke Hanamura/Data|4AAA}}<br />
{{!}}-<br />
{{Description|7|text=* On block, this move sends Yosuke flying backwards, creating somewhat safe space.<br />
* Special cancelable on hit and block.<br />
<br />
<br />
}}<br />
{{!}}-<br />
{{AttackVersion|name=4AAAA}}<br />
{{#lsth:BBTag/Yosuke Hanamura/Data|4AAAA}}<br />
{{!}}-<br />
{{Description|7|text=* Yosuke’s Kunai special from P4A. As the only "projectile" Yosuke has it does cause him to suspend in-place briefly in the air, which can avoid some characters' anti-airs and even some Reversal Actions.<br />
<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5A</font> ======<br />
{{MoveData<br />
|image=BBTag_Yosuke_5A.png |caption= 3 times the hitboxes for 3 times the fun.<br />
|image2=BBTag_Yosuke_5AA.png |caption2= Why DO we have both of Yosuke's autocombos?<br />
|image3=BBTag_Yosuke_5AAA.png |caption3= It's like Yosuke's a frog or somethin'...<br />
|image4=BBTag_Yosuke_5AAAA.png |caption4= Give us Kunai as a special, please! EDIT: 2.0 gives us kunai special, Mori heard our prayers!<br />
|name=5A<br />
|data=<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=5A}}<br />
{{#lsth:BBTag/Yosuke Hanamura/Data|5A}}<br />
{{!}}-<br />
{{Description|7|text=* Jump cancelable on hit and block.<br />
<br />
Always try to let all 3 hits land. The 5A framedata here applies when the three hits of the move connect, in the case that the move only hits twice it will have less blockstun and hitstun.<br />
}}<br />
{{!}}-<br />
{{AttackVersion|name=5AA}}<br />
{{#lsth:BBTag/Yosuke Hanamura/Data|5AA}}<br />
{{!}}-<br />
{{Description|7|text=* Large forward hitbox<br />
* Jump cancelable on hit<br />
* If enemy is airbourne (5A off certain assist pick ups), 5AA will bring them back towards the ground allowing for more flexible combos<br />
<br />
}}<br />
{{!}}-<br />
{{AttackVersion|name=5AAA}}<br />
{{#lsth:BBTag/Yosuke Hanamura/Data|5AAA}}<br />
{{!}}-<br />
{{Description|7|text=* Special cancelable after the 3rd hit on hit and block.<br />
* Unsafe on block because it leaves Yosuke airborne (unless special canceled).<br />
* Jump cancelable on hit.<br />
* Can combo into Moonsault on hit except on small characters (e.g. Linne)<br />
<br />
}}<br />
{{!}}-<br />
{{AttackVersion|name=5AAAA}}<br />
{{#lsth:BBTag/Yosuke Hanamura/Data|5AAAA}}<br />
{{!}}-<br />
{{Description|7|text=* Yosuke’s Kunai special from P4A. As the only "projectile" Yosuke has it does cause him to suspend in-place briefly in the air, which can avoid some characters' anti-airs and even some Reversal Actions.<br />
<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5B</font> ======<br />
{{MoveData<br />
|image=BBTag_Yosuke_5B.png |caption= A pretty underrated poke. Send a Boot straight to their heads.<br />
|image2=BBTag_Yosuke_5BB.png |caption2= Objectively coolest looking normal.<br />
|image3=BBTag_Yosuke_5BBB.png |caption3= Tentarafoo's more useful as a normal than as a special... kinda sad.<br />
|name=5B<br />
|data=<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=5B}}<br />
{{#lsth:BBTag/Yosuke Hanamura/Data|5B}}<br />
{{!}}-<br />
{{Description|7|text=* Has a long range but suffers from being a Persona normal (i.e., it’s a good poke but you take red life damage if it’s hit).<br />
*Mainly used as combo filler or corner relaunching.<br />
*Jump cancelable on hit<br />
<br />
}}<br />
{{!}}-<br />
{{AttackVersion|name=5BB}}<br />
{{#lsth:BBTag/Yosuke Hanamura/Data|5BB}}<br />
{{!}}-<br />
{{Description|7|text=* Mainly used as combo filler<br />
* Jump cancelable on hit<br />
<br />
}}<br />
{{!}}-<br />
{{AttackVersion|name=5BBB}}<br />
{{#lsth:BBTag/Yosuke Hanamura/Data|5BBB}}<br />
{{!}}-<br />
{{Description|7|text=* Yosuke's special called '''Tentarafoo''' (doesn't cause confusion in this game)<br />
* Disables Cross Burst on hit similar to a throw.<br />
* Pops opponent up fairly high on hit making it possible to combo into 236B but only from a close enough distance. Use 236A/C from farther away.<br />
<br />
The long animation time and launch makes it easy to extend combos with an assist move or even an Active Switch into follow-up combo with the incoming character.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5C</font> ======<br />
{{MoveData<br />
|image=BBTag_Yosuke_5C.png |caption= #NetplayUnblockables<br />
|name=5C<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Yosuke Hanamura/Data|5C}}<br />
{{!}}-<br />
{{Description|6|text=* Airborne during the hop<br />
<br />
Even though Yosuke's 5C is in the "fast startup unsafe on block" category, it does leap forward a short distance, giving him slightly more range compared to many others in the same category.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2A</font> ======<br />
{{MoveData<br />
|image=BBTag_Yosuke_2A.png |caption= It's like Yosuke 4A, except it hits LOW!<br />
|name=2A<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Yosuke Hanamura/Data|2A}}<br />
{{!}}-<br />
{{Description|6|text=* Hits low<br />
* Good forward hitbox.<br />
* Great for stagger pressure and punishing opponents for not blocking low.<br />
* Great to use to set up tick throws.<br />
<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2B</font> ======<br />
{{MoveData<br />
|image=BBTag_Yosuke_2B.png |caption= Remember when Hazama 5C was jump cancellable on block?<br />
|name=2B<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Yosuke Hanamura/Data|2B}}<br />
{{!}}-<br />
{{Description|6|text=* Amazing anti-air as the hitbox extends behind his head as well as having tremendous vertical range, at the cost of having a shorter forward horizontal range than other 2Bs<br />
* Jump cancelable on hit and block<br />
<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2C</font> ======<br />
{{MoveData<br />
|image=BBTag_Yosuke_2C.png |caption= Slides under moves like sliding into their DMs.<br />
|name=2C<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Yosuke Hanamura/Data|2C}}<br />
{{!}}-<br />
{{Description|6|text=* Good for low profiling long range pokes.<br />
* Special cancelable on hit / block<br />
* Very unsafe on block (unless special canceled)<br />
<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.A</font> ======<br />
{{MoveData<br />
|image=BBTag_Yosuke_jA.png |caption= The Jump In everyone learned to hate.<br />
|image2=BBTag_Yosuke_jAA.png |caption2= Just mash the A button, he'll keep on swingin.<br />
|name=j.A<br />
|data=<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=j.A}}<br />
{{#lsth:BBTag/Yosuke Hanamura/Data|j.A}}<br />
{{!}}-<br />
{{Description|7|text=* Can tag crouching opponents if performed low enough from a distance.<br />
* Really long forward range to catch opponents from a fair distance away<br />
* Can be used to perform safe jumps with.<br />
* Jump cancelable on hit and block<br />
<br />
}}<br />
{{!}}-<br />
{{AttackVersion|name=j.AA}}<br />
{{#lsth:BBTag/Yosuke Hanamura/Data|j.AA}}<br />
{{!}}-<br />
{{Description|7|text=* Jump cancelable on hit and block<br />
<br />
Combo filler.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.B</font> ======<br />
{{MoveData<br />
|image=BBTag_Yosuke_jB.png |caption= #ThePssychSpecial<br />
|name=j.B<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Yosuke Hanamura/Data|j.B}}<br />
{{!}}-<br />
{{Description|6|text=* Hits 3 times<br />
* Not an overhead<br />
* The blockstun and hitstun of j.B depends on the height: the higher Yosuke from the opponent, the higher the blockstun and hitstun are.<br />
* Even though j.B has 3F of recovery after landing, Jiraya covers those 3 frames with blockstun so it feels like the move doesn’t have any recovery at all.<br />
<br />
Very active and safe on block, but just like any other Persona normal takes extra red life damage if interrupted. <br />
<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.C</font> ======<br />
{{MoveData<br />
|image=BBTag_Yosuke_jC.png |caption= Either hit the floor, or flip out! Be that annoying fly everyone can't hit.<br />
|name=j.C<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Yosuke Hanamura/Data|j.C}}<br />
{{!}}-<br />
{{Description|6|text=* Can cancel the start up into other aerial specials to bait antiairs or to cross up.<br />
* Travels a short distance. <br />
* Special cancelable on hit and block.<br />
<br />
}}<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_Yosuke_GroundThrow.png |caption= What if this throw poisoned again... But special cancels are nice!<br />
|name=Ground Throw<br />
|input=5B+C<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Yosuke Hanamura/Data|BC}}<br />
{{!}}-<br />
{{Description|6|text=* Special cancelable<br />
* Super cancellable<br />
* Can be followed by normals<br />
<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Dodge</font> ======<br />
{{MoveData<br />
|image=BBTag_Yosuke_Dodge.png |caption= "Come get som---YIKES!".<br />
|name=Dodge<br />
|input=5A+D<br />
|data=<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Taunt}}<br />
{{#lsth:BBTag/Yosuke Hanamura/Data|AD}}<br />
{{!}}-<br />
{{AttackVersion|name=Kick}}<br />
{{#lsth:BBTag/Yosuke Hanamura/Data|AD Attack}}<br />
{{!}}-<br />
{{Description|7|text=Yosuke’s Reversal Action has 2 parts, “Taunt” and “Kick”. “Taunt” is the initial action when the DP is pressed (Kunai Swing) where Yosuke is in his counter state. “Kick” is when Yosuke’s Reversal Action is triggered causing Jiraiya to come out and kick the opponent away. If it’s not triggered, Yosuke sighs and becomes punishable.<br />
<br />
When activated, Yosuke briefly stops the opponent in place allowing Jiraiya to come out and quickly kick the opponent away with almost no interruptions.<br />
<br />
* Jiraiya’s kick is not air unblockable like most reversal actions.<br />
* Jiraiya can appear behind Yosuke during activation if he’s crossed up with proper timing<br />
* When triggered, Jiraiya will target the active character.<br />
<br />
<br />
DP Triggers on:<br />
* Normals<br />
* Throws<br />
* Command Throws<br />
* Burst<br />
*Assist<br />
*Projectiles<br />
<br />
}}<br />
}}<br />
<br />
<br style="clear:both;"/><br />
<br />
==Skills==<br />
====== <font style="visibility:hidden" size="0">Dash Spring</font> ======<br />
{{MoveData<br />
|image=BBTag_Yosuke_DashSpring.png |caption= Don't use this as a command dash. That ALWAYS ends poorly.<br />
|input=236A/B<br />
|name=Dash Spring<br />
|data=<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=A}}<br />
{{#lsth:BBTag/Yosuke Hanamura/Data|236A}}<br />
{{!}}-<br />
{{AttackVersion|name=B}}<br />
{{#lsth:BBTag/Yosuke Hanamura/Data|236B}}<br />
{{!}}-<br />
{{Description|7|text=* Referred to as '''Run'''.<br />
* A Version goes a little over half screen and slightly bounces the opponent<br />
* B Version goes 3/4th screen, has a slow start up but bounces the opponent higher allowing for moonsault followups.<br />
* Allows Yosuke to cancel into Flying Flash Cut using '''A''' or Moonsault using '''B'''<br />
* You can late cancel into moonsault to negate the landing recovery<br />
<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Flying Flash Cut</font> ======<br />
{{MoveData<br />
|image=BBTag_Yosuke_FlyingFlashCut.png |caption= V SLASH!! Now an actual knockdown.<br />
|input=j.236A or j.214A<br />
|name=Flying Flash Cut<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Yosuke Hanamura/Data|j.236A}}<br />
{{!}}-<br />
{{Description|6|text=* Referred to as '''V Slash'''.<br />
* Send the opponent all the way to the ground on hit regardless of height.<br />
* Can’t directly cancel into other air actions.<br />
* Can extend combos from with when paired with an assist.<br />
* Direction depends on input.<br />
If j.236A/j.214A is blocked on the ground Yosuke gets pushed back enough for the second hit to whiff. The framedata here it’s when the move is blocked or hits on a grounded opponent. It’s punishable on both cases.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Moonsault</font> ======<br />
{{MoveData<br />
|image=BBTag_Yosuke_Moonsault.png |caption= The fact that this STILL crosses up in the corner is pretty hilarious.<br />
|input=j.236B or j.214B<br />
|name=Moonsault<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Yosuke Hanamura/Data|j.236B}}<br />
{{!}}-<br />
{{Description|6|text=* Has a wide travel arc.<br />
* Can cross up in the corner.<br />
* Direction depends on input.<br />
* Used in air combos after 236B<br />
* Has invul during the first half of the flip<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Crescent Slash</font> ======<br />
{{MoveData<br />
|image=BBTag_Yosuke_CrescentSlash.png |caption= I heard that the EX version of Crescent makes for a rather nasty surprise overhead.<br />
|input=(during Moonsault) A/B/C<br />
|name=Crescent Slash<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Yosuke Hanamura/Data|j.236B > X}}<br />
{{!}}-<br />
{{Description|6|text=The optional follow up for Moonsault<br />
* Hitting C will do the Moonsault / Crescent combo<br />
* Hits overhead.<br />
* Long vertical hitbox.<br />
* The third Crescent Slash hit in an air action set will cause a Hard Knockdown.<br />
<br />
<br />
}}<br />
}}<br />
<br />
==Extra Skills==<br />
<br />
====== <font style="visibility:hidden" size="0">EX Dash Spring</font> ======<br />
{{MoveData<br />
|image=BBTag_Yosuke_DashSpring.png |caption= Remember when this was projectile invuln??<br />
|input=236C<br />
|name=EX Dash Spring<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Yosuke Hanamura/Data|236C}}<br />
{{!}}-<br />
{{Description|6|text=* EX Version goes full screen, has a slightly slower start up but the bounce of B Version allowing for moonsault followups.<br />
<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">EX Moonsault</font> ======<br />
{{MoveData<br />
|image=BBTag_Yosuke_Moonsault.png |caption= When you want to flip in place instead of everywhere at once.<br />
|image2=BBTag_Yosuke_CrescentSlash.png |caption2= This comes out automatically! No timing required!<br />
|input=j.236C or j.214C<br />
|name=EX Moonsault<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Yosuke Hanamura/Data|j.236C}}<br />
{{!}}-<br />
{{Description|6|text=* EX Version performs an auto Crescent Slash.<br />
* Doesn't switch sides<br />
<br />
}}<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_Yosuke_5D.png |caption= Now everyone can find out how much of a bro Jiraiya actually is.<br />
|name=6P <br />
|input=5D<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Yosuke Hanamura/Data|6P }}<br />
{{!}}-<br />
{{Description|6|text=* Jiraiya rushes forward with his fist extended. Goes full screen. If it connects with the point character, Jiraiya does an uppercut launching the opponent into the air.<br />
<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">6P</font> ======<br />
{{MoveData<br />
|image=BBTag_Yosuke_DashSpring.png |caption= Green Streak. Speeds By. Yosuke the Frog.<br />
|name=5P <br />
|input=Dash Spring<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Yosuke Hanamura/Data|5P }}<br />
{{!}}-<br />
{{Description|6|text=* Works the same as the A version of Dash Spring<br />
<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">4P</font> ======<br />
{{MoveData<br />
|image=BBTag_Yosuke_5AAA.png |caption= YOSUKE UPPAH!!!<br />
|name=4P<br />
|input=5AAA<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Yosuke Hanamura/Data|4P}}<br />
{{!}}-<br />
{{Description|6|text=* Launching or Anti-Air assist<br />
<br />
}}<br />
}}<br />
<br />
<br style="clear:both;"/><br />
<br />
==Distortion Skills==<br />
====== <font style="visibility:hidden" size="0">Garudyne</font> ======<br />
{{MoveData<br />
|image=BBTag_Yosuke_Garudyne.png |caption= A Giant Spinny Projectile. What could POSSIBLY go wrong??<br />
|input=236B+C (air OK) <br />
|name=Garudyne<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Yosuke Hanamura/Data|236BC}}<br />
{{!}}-<br />
{{Description|6|text=*Homes in on the opponent, even on block. <br />
Everything could go wrong.<br />
However, it works well as a Distortion Duo Skill follow up, since the move doesn't scale as much as other supers. Plus it drags opponents to the corner. Very unsafe as a DHC on block, though.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Shippu - Nagareboshi</font> ======<br />
{{MoveData<br />
|image=BBTag_Yosuke_ShippuNagareboshi.png |caption= Also known as, "That super where Yosuke goes WHOO!!"<br />
|image2=BBTag_Yosuke_ShippuNagareboshi2.png |caption2= Yosuke now saying "Woohoo!" was the worst possible nerf.<br />
|input=214B+C (air OK)<br />
|name=Shippu - Nagareboshi<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Yosuke Hanamura/Data|214BC}}<br />
{{!}}-<br />
{{Description|6|text=* Referred to as '''Whoo'''.<br />
* Decent Invincibility.<br />
* Travels slightly over half screen.<br />
* This move has a stupidly large hitbox making it easy to hit from awkward angles.<br />
* Since this move doesn't scale as much as the other super, as well as being a lot stronger, it is considered to be a good (but dangerous) reversal and combo ender.<br />
<br />
}}<br />
}}<br />
<br />
<br style="clear:both;"/><br />
<br />
==Distortion Skill Duo==<br />
{{MoveData<br />
|image=BBTag_Yosuke_Garudyne.png |caption=<br />
|input=P during Main Character's Distortion Skill <br />
|name=Garudyne<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Yosuke Hanamura/Data|Distortion Skill Duo}}<br />
{{!}}-<br />
{{Description|6|text=* 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_Yosuke_BraveBlade.png |caption= EVERYDAY'S GREAT AT JUNES!!<br />
|image2=BBTag_Yosuke_BraveBlade2.png |caption2= "At Junes, everyday is Customer Appreciation Day. Come see for yourself, and get in touch with our products! Every day's great at your Junes!"<br />
|input=222B+C<br />
|name=Brave Blade<br />
|data=<br />
{{AttackDataHeader-BBTag}}<br />
{{!}}-<br />
{{#lsth:BBTag/Yosuke Hanamura/Data|222BC}}<br />
{{!}}-<br />
{{Description|6|text=* 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 />
==Navigation==<br />
{{#lsth:BBTag/Yosuke Hanamura/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[BBTag/Yosuke Hanamura/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:Yosuke Hanamura]]</div>73.184.163.146