Es |
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Overview
Es is the main heroine of XBlaze – Code: Embryo and a former Embryo Storage. She is the true protagonist of XBlaze Lost: Memories. She first made a cameo in BlazBlue: Central Fiction in Act II during Naoto's arcade mode. She is scheduled to be a console-exclusive character that will release in fall of 2016 for the console version of Central Fiction as a DLC character.
Drive: Crest Arts
When Es swings her sword, an "after image" appears called a Crest. Every Crest that appears after a sword attack has its own hitbox and works as a follow-up that activates after a period of time. The crests are often used in combos, mixups, and okizeme. The crests can disappear if Es gets hit, blocks an attack, or techs a throw. It should be noted that only one crest can be on screen at a time. So for example, if you place a j.D crest and then try to use a crest that activates immediately like 5D or 2D before the j.D crest activates: j.D's crest will disappear.
Overdrive: Amplifier "Avalon"
- Gives additional hits to Crests.
- Drive moves have faster startup, allowing Es to combo into them.
- The crest limit is removed entirely
- 632146D (Percival) lasts for about 9 seconds instead of 7(1/2) seconds. (This is with max health in mind, 623146D will decrease at a much slower rate for as long as OD is active)
- 623146A/B (Palamedes) deal multiple hits, allowing for new combos
- 623146C (Galahad) deals multiple hits and gains a great increase in damage
Es's Overdrive is primarily used to close out rounds, as the Galahad buff with it's increased minimum damage makes for an excellent round ender. If you're in the corner, the Palamedes buff also allows for you to chain into double super for even more damage (ex. 3C > 6D > Palamedes > Galahad). Overdrive has a few other uses too though. Landing a stray hit at round start and converting into Overdrive will easily net you close to 4K damage and fullscreen carry to the corner. If you're low on health, the increased timer on Percival can also prove usual in some situations.
Pros/Cons
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Normal Moves
5A
5A |
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Short ranged wrist slap. Good for setting up stagger pressure, tick grabs, and jump cancellable on block. Can try to reset pressure with a jump or go straight into j.C instant overhead. Be careful though, it can still be low profiled by things like Kokonoe's 2A or Izanami's 2B. |
5B
5B |
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Short ranged downward slash used primarily in combos. Shouldn't be used as a pressure or neutral tool. |
5C
5C |
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5C has a lot of reach but not a lot of reward on hit without a Bors buff so it's often best to use it as a whiff punish tool instead of a poking tool since 5C has a lot of recovery on whiff, making it risky to throw. If you have a Bors buff though, the risk and rewards balance out more and it becomes feasible to use as a poke in some situations. |
2A
2A |
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Mostly used at the beginning of pressure, similar to 5A. It's even on block and has little blockstun, making it a great for stagger pressure and tick throws. 2A can also be pretty good as a defensive tool to mash out of pressure as well since the pommel strike has a good amount of reach. |
2B
2B |
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2B is a good poke to go for since it has decent reach and the recovery on whiff isn't going to leave you too vulnerable to whiff punishment. Please note though that the hurtbox on 2B is not particularly great and might lead to some trades. For this reason, you don't want to outspace your opponent with your pokes. You mostly want to aim to hit opponent's out of the startup of their pokes or catch them trying to do something in neutral. 2B is also a low but it doesn't come up much currently in her mixups. As an interesting extra, 2B moves Es forward and be kara canceled into throws and barrier. The kara cancel can be good for some throws setups while the kara cancel into barrier is mostly useful for a crossunder left/right mixup on an opponent's neutral tech. |
2C
2C |
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A rising vertical swipe with the broadsword. Sees most of its use in combos, but it can also be used as an anti-air in situations where 6B isn't the best choice. 2C is also a good starter to use to punish a whiffed reversal, as it forces standing on counter hit which will allow you to link into command grab for a good combo. |
6A
6A |
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Es Overhead. It's slow but with the right variation of your pressure, you can open people up with it. The foot invuln also makes it great for beating people trying to mash out of 5A/2A stagger pressure with crouching jabs |
6B
6B |
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6B has incredible vertical and horizontal reach, making it Es' go to Anti-Air. As with most anti-airs though, make sure you aim to use this in situations where the opponent needs to commit to their jump in. Because of the high recovery on whiff, trying to use this against opponents dodging 6B by using additional air options or character specific tools is a good way to get yourself punished. 6B also sees some use in combos due to its ability to float an opponent, which can be useful for side swap combos. |
6C
6C | Template:AttackDataHeader-BBCF |
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3C
3C |
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For the most part, 3C is a common combo tool. Sometimes as a combo ender because of its knockdown, sometimes as a means to sweep an opponent off their feet to make them airborne and sometimes to keep the combo going. However, 3C can also be a rewarding frame trap in pressure and a good poke to hit people out of body invuln/guard point moves since it gives a hard knockdown you can pick up with microdash 2A or 5B. For similar reasons, 3C can also be a good button to poke someone out of trying to dash back in and reset their pressure with buttons. 3C has a pretty good amount of recovery on whiff though and is risky so you don't want to use 3C to poke too often . |
j.A
j.A |
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Mostly good for a fast air to air option up close. |
j.B
j.B | Template:AttackDataHeader-BBCF |
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j.C
j.C |
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j.C has a pretty huge hitbox, making it a great button for jump ins sometimes. You mostly want to use it from low to the ground air dashes and certain instances when you're falling down from a jump. j.C can't cancel into anything on block so using it at a low height is an absolute thing you must do in order to have enough blockstun/hitstun to stay safe or keep pick up the combo. Because j.C's hitbox hits so far below Es, you can also use it to do instant overheads. However, as mentioned in the previous paragraph concerning jump ins, you can't cancel into anything on block so it's a risky option and it's usually best used when you have 50 meter to rapid cancel to keep yourself safe and extending the combo into something more damaging. j.C can also be used for safe jumps on oki from certain enders |
Drive Moves
5D
5D | Template:AttackDataHeader-BBCF |
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2D
2D | Template:AttackDataHeader-BBCF |
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6D
6D | Template:AttackDataHeader-BBCF |
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j.D
j.D | Template:AttackDataHeader-BBCF |
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Universal Mechanics
Throw
Throw | Template:AttackDataHeader-BBCF |
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Counter Assault
Counter Assault 6A+B during blockstun |
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Crush Trigger
Crush Trigger 5A+B |
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Specials
Type: Enchanter "Bors"
Type: Enchanter "Bors" 214D |
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Es assumes a stance that powers up her next special attack. An icon will be displayed above your heat gauge when the buff is active. Bors is a very useful asset to have because it's going to make random confirms hit harder and carry the opponent to the corner no matter where you are as well as help with your mixup and pressure. You can safely get a Bors buff by special canceling a 3C or 6C combo ender but there are also opportunities in neutral to get a Bors buff once you've gotten used to playing neutral with Es. |
Type: Slasher "Griflet"
Type: Slasher "Griflet" 623C (Air OK) |
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Type: Assaulter "Erec"
Type: Assaulter "Erec" 214A |
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Mostly used in punish combos since Erec adds a lot of damage to combos when comboed into earlier on. It doesn't see much use as a mixup because it's very unsafe on whiff and you don't get to see its huge base damage anyway. |
Type: Slasher "Gawain"
Type: Slasher "Gawain" 214B |
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Type: Slasher "Mordred"
Type: Slasher "Mordred" 214C |
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Type: Shooter "Breunor"
Type: Shooter "Breunor" 236A/B > 236A/B (Air OK) |
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Type: Assaulter "Tristan"
Type: Assaulter "Tristan" | Template:AttackDataHeader-BBCF |
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Distortion Drives
Type: Enchanter "Percival"
Type: Enchanter "Percival" 632146D |
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After activating Percival, you will be allowed to use the enchanted version of Es' specials for as long as Perceival lasts. Unfortunately, this currently doesn't see much use in practical play. A lot of Perceival combo routes pretty much do the same or worse damage as meterless routes so it's often viewed as an inefficient use of meter. |
Type: Shooter "Palamedes"
Type: Shooter "Palamedes" 632146A/B (Air OK) |
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Air
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Es swings a large wave of energy forward that goes fullscreen. A version shoots straight forward, ground B version shoots diagonally upwards, air B version shoots diagonally downwards. For the most part, Palamedes is just used as a combo ender in the air when the extra damage will kill an opponent to finish the round. In some match up specific situations, reversal OD > Palamedes can be a good way to punish ranged projectile options in an opponent's pressure. |
Type: Slasher "Galahad"
Type: Slasher "Galahad" 632146C |
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Mostly used to end combos when the extra damage will kill an opponent to finish the round. However, because it has a good amount invuln from frame 1 and covers a good amount of ground, wakeup Galahad can be a great reversal against specific ranged oki options like Nu-13 5D oki or Lambda Sickle Storm oki. However, it's best used only for these scenarios where Griflet won't reach. On rapid cancel, you can even take advantage of the fact that Galahad crumples to pick up the combo with dash 6C to squeeze out more damage. |
Exceed Accel
Type: Braver "Lancelot" ABCD (In Overdrive) |
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Astral Heat
Type: Exterminator "Artorius" 236236C |
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Es performs a wide arcing slash in front of her. If it connects she will attack the opponent with three slashes before encasing the opponent inside a data stream, shattering them. Es' astral can be comboed into by using 3C or Throw |
External References
- Japanese Name: エス
- Japanese Wiki
- Japanese BBS
- Arcade Profile Dan Rankings
- Character Video Thread
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