BBCF/Es

From Dustloop Wiki
Es
BBCF Es Portrait.png
Play-style
Balanced - Slight emphasis on zoning

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

Pros Cons
  • Due to the range of her projectiles and normals, can control space from most distances.
  • Can get full corner carry from many starters, great carry overall.
  • Gets a lot of mileage from Crush Trigger, from fullscreen carry in normal combos to damaging conversions when used in tandem with a crest
  • Crests can allow you to keep your mixups plus on block, while also allowing you to continue pressure
  • Has limited mixup as her gatling routes are limited, cancels into specials and D buttons will always either leave a gap or put her vulnerable
  • Long recovery on ground buttons and not many ways to keep yourself safe if blocked, need to be careful about using them and choosing where to commit
  • Has a few character specific combo routes, advanced combos take some time to learn.
  • Damage output can be on the lower end without Bors, or if you're not using the "advanced" routes



Normal Moves

5A
5A
BBCF Es 5A.png
Terribly short range
Template:AttackDataHeader-BBCF
5A
normal
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
300 All 6 3 10 -1 +8 B CSJR 100
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
80 Normal 1 11 12 12 16 23 9 +0 +0
BBCF Es 5A.png
Incoming IOH
BBCF Es 5A hitbox.png


  • Chains into itself up to 3 times.
  • Short Range

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
BBCF Es 5B.png
Combo Filler
Template:AttackDataHeader-BBCF
5B
normal
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
600 Mid 8 5 18 -9 -4 B S(J)R 100
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
85 Long 2 13 14 16 18 28 10 +0 +1
BBCF Es 5B.png
Combo filler
BBCF Es 5B hitbox.png


  • Short Range
  • Common combo starter

Short ranged downward slash used primarily in combos. Shouldn't be used as a pressure or neutral tool.

5C
5C
BBCF Es 5C.png
Long recovery
Template:AttackDataHeader-BBCF
5C
normal
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
750 Mid 12 3 21 -7 -9 B S(J)R 100
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
89 Long 3 16 17 17 22 31 11 +0 +2
BBCF Es 5C.png
BBCF Es 5C hitbox.png


  • Good whiff punish tool
  • Good poke when you have a Bors buff

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
BBCF Es 2A.png
Same story as 5A
Template:AttackDataHeader-BBCF
2A
normal
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
300 All 7 3 9 (10) ±0 (-1) +8 (+7) F CSJR 100
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
80 Normal 1 11 12 12 16 23 9 +0 +0
BBCF Es 2A.png
The party starter
BBCF Es 2A hitbox.png
If cancelled into from itself specifically, has 1 extra frame of recovery


  • Chains into itself up to 3 times

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
BBCF Es 2B.png
Decent neutral poke
Template:AttackDataHeader-BBCF
2B
normal
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
530 Low 10 3 20 -9 -6 F SR 90
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
85 Long 2 13 14 14 18 26 10 +0 +1
BBCF Es 2B.png
Decent neutral poke
BBCF Es 2B hitbox.png


  • A good poke
  • Can be Kara canceled into throws or barrier
  • Dodgy-looking low hit

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
BBCF Es 2C.png
Combo Tool/Punish Starter
Template:AttackDataHeader-BBCF
2C
normal
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
800 Mid 10 3 32 -18 -18 B 10~12 H SJR 90
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
89 Long 3 16 17 22 Crumple 36 11 +0 +2
BBCF Es 2C.png
Secondary anti-air/best punish starter
BBCF Es 2C hitbox.png
On CH Crumple Duration 54F, Crumple Fall 78F


  • Optional anti-air.
  • Forces standing on Counter Hit.

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
BBCF Es 6A.png
Pretty decent overhead
Template:AttackDataHeader-BBCF
6A
normal
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
650 High 26 3 20 -6 -22 B 4~28 F SR 80
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
89 Normal 3 16 17 17 + Down 23 22 31 + Down 23 11 +0 +2
BBCF Es 6A.png
Pretty decent overhead
BBCF Es 6A hitbox.png
Bonus Proration 110%
Forces crouching on hit


  • Bonus Proration 110%.
  • Forces crouching on hit.
  • Good for an Overhead mixup.

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
BBCF Es 6B.png
Primary anti-air
Template:AttackDataHeader-BBCF
6B
normal
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
760 Mid 14 4 22 -9 -13 B 8~17 H S(J)R 90
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
79 Long 3 16 Launch 27 Launch 41 11 +0 +2
BBCF Es 6B.png
Primary anti-air
BBCF Es 6B hitbox.png


  • Good anti-air.
  • Floats, even on regular hit

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
BBCF Es 6C.png
Combo Filler
Template:AttackDataHeader-BBCF
Normal 6C


6C
Normal 6C
normal
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
700 Mid 17 3 18 -4 -11 B SR 90
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
89 Long 3 16 24 60 29 74 + WBounce 11 +0 +2
BBCF Es 6C.png
Combo filler
BBCF Es 6C hitbox.png
Dash 6C


66C
Dash 6C
normal
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
700 Mid 7 3 18 -4 B SR 90
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
89 Long 3 16 Launch 60 + WBounce Launch 77 + WBounce 11 +0 +2
BBCF Es 6C.png
Combo filler
BBCF Es 6C hitbox.png
Fatal Counter
Bonus Proration 110%
  • Great for for crouch confirms, midscreen Bors combos and corner combos.
  • Dash 6C Fatal Counters and has 110% Bonus Proration.
  • Dash 6C can blow back grounded opponents and give a small wall bounce only after you reach peak dash velocity.
  • On airborne opponents, 6C will always blowback and give a small wall bounce.

6C and dash 6C are both core combo tools in Es' more extensive combos, thanks to the blowback it causes on airborne opponents. It also sometimes used as a combo ender, that will even allow you to go for a safe jump j.D.

3C
3C
BBCF Es 3C.png
Combo Ender/Poke
Template:AttackDataHeader-BBCF
3C
normal
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
790 Low 13 3 24 -10 -13 F SR 90
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
79 Long 3 16 Launch 40 Launch 54 + Down 23 11 +0 +2
BBCF Es 3C.png
Combo ender/poke
BBCF Es 3C hitbox.png


  • Sometimes a good poke.
  • Good combo ender to get a Bors buff.
  • Knocks down. On Counter hit, the knockdown lasts long enough to pick up the combo with a dash up OTG 5B.

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
BBCF Es jA.png
Situational air to air
Template:AttackDataHeader-BBCF
j.A
normal
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
300 High/Air 7 4 9 H CSJR 80
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
80 Normal 1 11 12 12 16 23 9 +0 +0
BBCF Es jA.png
Situational air-to-air
BBCF Es jA hitbox.png


Mostly good for a fast air to air option up close.

j.B
j.B
BBCF Es jB.png
BBCF Es jBB.png
Great air to air
Template:AttackDataHeader-BBCF
j.B


j.B
normal
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
630 High/Air 9 3 18 H SJR 80
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
85 Long 2 13 14 17 18 29 10 +0 +1
BBCF Es jB.png
Great air-to-air
BBCF Es jB hitbox.png
Whiff cancellable into j.BB on frames 16-19
j.BB


j.BB
normal
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
770 High/Air 7 3 19 H SJR 80
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
85 Long 2 13 14 17 18 29 10 +0 +1
BBCF Es jBB.png
BBCF Es jBB hitbox.png
  • Great air to air poke.
  • Sometimes a good jump in
  • Can cancel into j.BB on whiff.

Mostly used as an air to air poke because of its horizontal reach. It also goes slightly upwards so it can be good for hitting someone higher up in the air than you are like Izanami floating at super jump height as an example.

j.B can also be a pretty good jump in as well. j.B is good against standing opponents and opponents at airdash heights, while j.BB is good against people on the ground both standing and crouching.

j.C
j.C
BBCF Es jC.png
Optional jump-in
Template:AttackDataHeader-BBCF
j.C
normal
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
850 High/Air 12 4 26 H SR 80
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
89 Long 3 16 17 19 22 33 11 +0 +2
BBCF Es jC.png
Instant mixup, just add meter
BBCF Es jC hitbox.png


  • Good for safe jumps
  • Sometimes good for mixups
  • Sometimes good as a jump in
  • Knocks the opponent downward on hit

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
BBCF Es 5D.png
Template:AttackDataHeader-BBCF
5D


5D
drive
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
730 Mid 25 [23] 5 29 0 -32 [-30] B SR 100
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
89 Long 3 16 17 17 22 31 + Down 23 11 +0 +2
BBCF Es 5D.png
BBCF Es 5D hitbox.png
Values in [] are during OD
Frame Adv listed assumes 5D Crest hits afterwards
If Crest does not hit, then Frame Adv -18
Crest


5D Crest
drive
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
740 [740×2] All 38 [36] 3 [3(7)3] Total: 58 [56] 0 [+10] P1 80
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
89 [89×2] Normal 1 11 17 21 21 32 0/+9 +9 +11
BBCF Es 5D.png
BBCF Es 5D hitbox.png
Values in [] are during OD
Startup is from start of 5D - hitstop
  • Good combo tool
  • Sometimes good for resetting pressure
  • Sometimes good for oki
  • Frame Advantage listed assumes the crest hits afterwards, If not, the frame advantage is -18

5D is mainly used as a common combo piece in Es' more extensive combo routes, 3C > 5D > 214[B] loop being the most notable place you'll see it used.

Also, while uncommon, microdash 5D oki after a midscreen Mordred ender can be a good way to catch no techs and people trying to delay tech. It also outranges many reversals.

2D
2D
BBCF Es 2D.png
Similar hitbox to 5D, but with a much more delayed crest
Template:AttackDataHeader-BBCF
2D


2D
drive
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
760 Mid 30 [27] 6 17 -6 -26 [-23] B SR 90
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
89 Long 3 16 Launch 30 Launch 44 11 +0 +2
BBCF Es 2D.png
Similar hitbox to 5D, but with a much more delayed crest
BBCF Es 2D hitbox.png
Values in [] are during OD
Crest


2D Crest
drive
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
740 [740×2] All 113 [110] 3 [3(7)3] P1 80
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
89 [89×2] Normal 1 11 17 21 21 32 0/+9 +9 +11
BBCF Es 2D.png
BBCF Es 2D hitbox.png
Values in [] are during OD
Startup is from start of 2D
  • Good combo tool
  • Sometimes a good way to reset pressure
  • Similar looking hitbox to 5D, but actually extends above and behind Es more, making it something of a slow anti-crossup.

2D sees most of its use in Es' corner to corner carry combos since 6C > delay 2D is a good way to carry the opponent almost a fullscreen distance while remaining close to continue the combo . It also sees some use in a variation of Es' corner combo routes where you can do 6C > 2D > sjc j.2BB > (2D Crest Hits) > j.D as a combo piece.

Less frequently used, Es' 2D Crest can be a good way to reset pressure in a blockstring by doing 2D > 236A > delay 236B to force the opponent into blockstun long enough to force them to block 2D's Crest, which will cover your dash forward to reset pressure. Much like 5D though, any gatling into 2D has a gap that players can mash or jump out of so you need to vary your pressure well to catch opponents off guard and make these options less reliable to use.

6D
6D
BBCF Es 6D.png
Template:AttackDataHeader-BBCF
6D


6D
drive
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
850 Mid 25 [23] 4 16+10L -11 -28 [-26] B 6~44 FT
[6~42 FT]
SR 90
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
92 Long 4 18 24 26 36 41 12 +0 +5
BBCF Es 6D.png
BBCF Es 6D hitbox.png
Values in [] are during OD
Airborne from frame 22
Invuln ends on landing
Recovery/invuln duration can be altered by external forces
Crest


6D Crest
drive
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
740 [740×2] All 78 [76] 3 [3(7)3] P1 80
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
89 [89×2] Normal 1 11 17 21 21 32 0/+9 +9 +11
BBCF Es 6D.png
BBCF Es 6D hitbox.png
Values in [] are during OD
Startup is from start of 6D
  • Good combo tool, especially in the corner
  • Sometimes a good pressure tool

Es' 6D sees most of its uses in corner combos in the infamous 6C > 6D > delay jc j.C > (6D Crest Hits) > j.D combo piece that her better corner combos always have. It's also used in some variations of midscreen combos

Though more rarely, you can also see 6D used in pressure sometimes to either catch backdashes, beat low mashing with its foot invuln or reset pressure, either by doing 6D > j.236A > air dash j.C or 6D > j.2B > 2B. However, much like her other grounded drives, any gatling into 6D has a gap that can be jumped out of or standing mashed out of so be sure to vary your pressure well to make these less reliable options for them.

j.D
j.D
BBCF Es jD.png
The mother of all hitboxes
Template:AttackDataHeader-BBCF
j.D


j.D
drive
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
800 High/Air 23 [21] 5 23+8L H SR 80
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
89 Long 3 16 Launch 35 Launch 49 11 +0 +2
BBCF Es jD.png
The mother of all hitboxes
BBCF Es jD hitbox.png
Values in [] are during OD
Landing recovery applies if move reaches frame 5
Crest


j.D Crest
drive
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
740 [740×2] All 141 [139] 3 [3(7)3] P1 80
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
89 [89×2] Normal 1 11 17 21 21 32 0/+9 +9 +11
BBCF Es jD.png
BBCF Es jD hitbox.png
Values in [] are during OD
Startup is from start of j.D
  • Good combo piece
  • Good for oki and pressure

Of all her drives, Es' j.D is probably the one with the most all around utility. j.D is useful in a lot of midscreen and corner combos because it's untech time makes it easy to combo from a low to the ground j.D juggle.

j.D is also pretty good for oki. The j.D attack itself can catch different tech options depending on the combo ender. At the same time, the j.D Crest that gets placed can be useful for either resetting pressure, limiting your opponent's options or making an instant overhead j.C safe/comboable without meter.

Universal Mechanics

Throw
Throw
BBCF Es FThrow.png
Forward
BBCF Es BThrow.png
Back
BBCF Es AThrow.png
Air
Template:AttackDataHeader-BBCF
Forward
  • 100% minimum damage

Launches the opponent. Can be picked up with 5B or 214[B].

Back
  • 100% minimum damage

Pushes the opponent behind her. Same pickup options as with Forward Throw.

Air

Knocksdown the opponent. You can pick it up by linking 5B or 6C but you can actually special it as well. The timing is a bit awkward though. You have to do it just a bit after the final of the air throw when she's slamming the opponent into the ground. It might take some practice to get used to but once you get a feel for the timing, you can special cancel into Bors, which will keep you close and give you a Bors buff and then pick up the combo with 2C > en623C

Counter Assault
Counter Assault
6A+B during blockstun
BBCF Es 5C.png
Template:AttackDataHeader-BBCF
  • Uses 5C's animation and hitbox.

Has a lot of horizontal range so it can catch characters from further away. Just be sure to watch out for situations where counter assaults can be baited with jump cancels as the counter assault is lacking vertical range.

Crush Trigger
Crush Trigger
5A+B
BBCF Es CT.png
Template:AttackDataHeader-BBCF
Uncharged
Charged
  • Can be charged.

Causes guard break on hit and can only be blocked with Barrier. Takes a lot of the Barrier Gauge, and can be charged to take more Barrier or increase damage in combos.

It doesn't really see much use in Es play since except for maybe the exception of a midscreen crouch confirm, Es Crush Trigger combos aren't very rewarding. In pressure, it can be an okay option to end a blockstring on a safe note if you try and go for a frame trap with 6C.


Specials

Type: Enchanter "Bors"
Type: Enchanter "Bors"
214D
BBCF Es EnchanterBors.png
Does not enhance her fireball attacks
Template:AttackDataHeader-BBCF
214D
Type: Enchanter "Bors"
special
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
36 -10
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
BBCF Es EnchanterBors.png
Extremely important buff. Makes pressure and combos much more rewarding


  • Goes away on being hit, and when a throw is teched.

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)
BBCF Es SlasherGriflet.png
Template:AttackDataHeader-BBCF
Ground


623C
Type: Slasher "Griflet"
special
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
880×2 All 13 3(12)9 32+12 (28) -34 B 1~15 All R 60
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
82 Very Short 4 18 19,Launch 45 24, Launch 60 12 +0 +5
BBCF Es 623C-1.pngBBCF Es SlasherGriflet.pngBBCF ES 623C-3.png
This is the invincible part • This bit is not, but has more range than you think • This only happens on enhanced hits
On hit, normal version has 28 recovery, recovers airborne
On hit, Enhanced version cancels into Griflet Followup on frame 49
Airborne on frame 28, recovery until landing (on block/whiff) plus landing animation
reversal
Air


j.623C
Air Type: Slasher "Griflet"
special
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
880×2 All 10 3 (12) 9 Until L+12 (28) H 1~12 All R 60
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
82 Very Short 4 18 19,Launch 45 24, Launch 60 12 +0 +5
BBCF Es 623C-1.pngBBCF Es SlasherGriflet.pngBBCF ES 623C-3.png
On hit, normal version has 28 recovery, recovers airborne
On hit, Enhanced version cancels into Griflet Followup on frame 46
Crest


623C Crest
Griflet Crest
special
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
800 All Ground: 42 {55}
Air: 39 {52}
6 Total Ground: 80 (64)
Total Air: - (61)
Ground: -18 {-5}
Air: -
P1 60
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
100 Normal 1 11 17 40 21 51 0/+9 +9 +9
BBCF Es SlasherGriflet.png
Values in {} are on 623C whiff
Startup is from start of 623C - hitstop
Crest appears on frame 28 of 623C (first active frame of second hit) on hit/block, or frame 29 on whiff
Startup from crest appearing is 27
Recovery in () is on hit
Enhanced Followup


623C Followup
Griflet Followup
special
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
600 22 8 40 Total P1 R 60
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
100 Long 4 16 Launch 60 + GBounce 60 Launch 75 + GBounce 60 0/+9 +9 +14
BBCF ES 623C-3.png
  • Good reversal.
  • Only invulnerable up to the first hit.
  • Buffed version is a good combo extender.

Es performs a crouching over the shoulder swing followed by a massive upward slash. It has a lot of reach in all directions, making it reliable as a reversal. That said, reversals like these are always a gamble so try to mostly use it when you have 50 meter to rapid cancel it or a burst to escape the punish combo you're going to take if your opponents baits your reversal. Beating this move is a little different to other reversals since the two-stage nature of the move will beat out a lot of backdashes. However it takes longer to perform and is only invulnerable for the first strike, so if it does miss or get blocked, your opponent has a long time to react with their best punish.

The enchanted version of Griflet has a third strike that knocks the opponent downwards and ground bounces. It can be picked up with falling j.D to keep the combo going, making it great as a combo extender, it doesn't make it safe on block however.

Type: Assaulter "Erec"
Type: Assaulter "Erec"
214A
BBCF Es AssaulterErec.png
Template:AttackDataHeader-BBCF
214A
Type: Assaulter "Erec"
special
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
0, 3000 Throw(70) 31 9 8+15+24L H R 80
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
100,70 Normal 0, 3 Launch 100 0 +0
BBCF Es AssaulterErec.png
Fatal leg twister
Minimum Damage 20%: 600
Airborne from frame 13
Bounces slightly off the ground after first landing, landing recovery (24) after second landing
Landing recovery is considered crouching


  • Command Grab mixup.
  • Whiffs on crouching opponents
  • First hit prevents the second hit from dealing base damage due to the character combo rate taking effect.

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
BBCF Es Gawain.png
Template:AttackDataHeader-BBCF
Gawain


214B
Type: Slasher "Gawain"
special
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
1000 High/Air 27 4 5+13L -3 -22 H 9~30 FT R 90
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
82 Normal 4 18 22 40 + GBounce 37 55 + GBounce 12 +0 +5
BBCF Es Gawain.png
Forces crouching on ground hit
Airborne from frame 13
Crest


214B Crest
Gawain (Crest)
special
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
800 All 32 {44} 6 Total: 48 +4 {+16} P1 70
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
100 Normal 1 11 17 40 21 51 0/+9 +9 +9
BBCF Es Gawain.png
Startup is from start of 214B - hitstop
Values in {} are on 214B whiff
Crest appears on first active frame of 214B, startup from crest appearing is 18
  • Good combo tool both uncharged and charged
  • Sometimes good for resetting pressure
  • Charged version can fatal counter
  • Crest Activates 12 frames after slash becomes active
  • [] = Charged version values

Gawain sees most of its use in combo. Charged Gawain sees the most frequent use in 3C > 5D > 214[B] loops but uncharged Gawain is also used from time to time in some midscreen routes.

The charged version of Gawain is also great for resetting pressure when you manage to get an opponent to block 5D as explained in 5D's section.

Type: Slasher "Mordred"
Type: Slasher "Mordred"
214C
BBCF Es SlasherMordred.png
BBCF Es SlasherMordred2.png
Template:AttackDataHeader-BBCF
214C


214C
Type: Slasher "Mordred"
special
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
1000 All 16~22 2 24 -7 -15~21 B R 90
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
82 Long 4 18 24 40 29 55 12 +0 +5
BBCF Es SlasherMordred.png
Cancellable into followup on 5th and 6th frames of recovery
214C Crest


214C Crest
Mordred Crest
special
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
800 All 24~30 6 Total: 41~47 +3 P1 70
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
100 Normal 1 11 17 40 21 51 0/+9 +9 +9
BBCF Es SlasherMordred.png
Startup is from start of 214C
Activates on 214C's 7th frame of recovery
If 214C is Rapid Cancelled, activates 21 (+ hitstop) frames from 214C's first active frame
Does not activate if 214C is cancelled into followup
  • Crest Activates as soon as 214C becomes active
214C->214C
  • Fatal Counters
214C > 214C Crest
  • Good combo ender midscreen when you don't want to go for a Bors buff
  • Good Combo Extender in the corner
  • [] = values for Enchanted version

Mostly used in combos, either as an ender or as an extension in the corner.

When you have a Bors buff, the first attack of Mordred becomes a pretty useful way of resetting pressure since it becomes + on block and the rush forward closes the gap between you and your opponent.

Type: Shooter "Breunor"
Type: Shooter "Breunor"
236A/B > 236A/B (Air OK)
BBCF Es ShooterBreunor.png
BBCF Es ShooterBreunorAir.png
Template:AttackDataHeader-BBCF
Ground
Additional Breunor A/B
  • If followup Breunor touches the previous Breunor, it will become a powered up shot
Powered Up


236A/B Powered Up
Powered Up Breunor
special
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
1200 All 103 P2 R 80
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
85 Long 3 16 Launch 36 + Slide Launch 50 + Slide 0/+11 +11 +12
BBCF Es ShooterBreunor.png
If followup shot touches first shot, it becomes a powered up shot
236B~236A has total startup 39, -2 on block
Maximum Slide duration 10F
Air A


j.236A
Air A Type:Shooter "Breunor"
special
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
800 All 17 Until Hit Total: 47 + 9L P1 R 80
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
85 Long 2 13 17 20 21 32 0/+8 +8 +9
BBCF Es ShooterBreunorAir.png
Cancellable into j.236A/B followup on frames 21~38
Air B


j.236B
Air B Type:Shooter "Breunor"
special
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
800 All 26 Until Hit Total: 47 + 9L P1 R 80
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
85 Long 2 13 17 20 21 32 0/+8 +8 +9
BBCF Es ShooterBreunorAir.png
Cancellable into j.236A/B followup on frames 30~38
Additional Air Breunor
  • Good for controlling space and helping cover approaches
  • Powered Up Shot is good for corner combos
  • Sometime helpful for resetting pressure
  • Can fire a followup up Breunor by inputting 236A/B again (Can not be followed up repeatedly).

Mostly used to control space and cover approaches. Throwing Breunors at the right heights and in the right situations can make it hard for your opponent to move freely and can compliment your rushdown and footsies by convincing the opponent to move at your pace or in ways that'll make them easier to predict. The Breunors are a high projectile level too and will beat or cancel out a good amount of other projectiles in the game. The B version of Breunor is also good to throw out ahead of you and then dash in after to have it help cover your approach.

In pressure, staggered Breunor projectiles can be good for ending pressure or if you're doing it from 2D, it can be good for helping to reset pressure

Additionally, the powered up Breunor shot is useful for some corner combos because the sliding knockdown it gives can either be used to go into dash 6C > 6D routes or be used as an ender that'll give you time to go for safe jumps.

Type: Assaulter "Tristan"
Type: Assaulter "Tristan"
BBCF Es j2B.png
BBCF Es j2BBB.png
Template:AttackDataHeader-BBCF
j.2B


j.2B
Type: Assaulter "Tristan" (1)
special
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
600 All 10 12 8 (19+4L) H R 80
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
90 Long 2 13 14 20 18 32 10 +0 +1
BBCF Es j2B.png
Twinkle toes
On hit/block, bounces off opponent, gains forced landing recovery and resets animation to after first active frame
j.2BB


j.2BB
Type: Assaulter "Tristan" (2)
special
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
600 All 10 6 7 (13+4L) H R 80
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
90 Long 2 13 19 25 23 37 10 +0 +1
BBCF Es j2B.png
On hit/block, bounces off opponent, gains forced landing recovery and resets animation to first active frame
j.2BBB


j.2BBB
Type: Assaulter "Tristan" (3)
special
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
900 All 15 4 12+8L H R 80
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
90 Long 3 16 Launch + Down 23 60 Launch + Down 23 74 11 +0 +2
BBCF Es j2BBB.png
  • Good air combo ender
  • Sometimes good combo extender

Tristan is mostly good to end air combos on since it knocks the opponent down to the ground. However, in some cases, ending the Tristan sequence at the second hit of Tristan can be good for extending a combo. Depending on the height of you and your opponent, you can link j.2BB into j.B in some air combos to extend the air combo are little more to either get more damage or better knockdown. Similarly, j.2BB is popular in some corner combo routes as a means to buy time for a 2D Crest to activate and extend your combo.

Distortion Drives

Type: Enchanter "Percival"
Type: Enchanter "Percival"
632146D
BBCF Es EnchanterPercival.png
Template:AttackDataHeader-BBCF
632146D
Type: Enchanter "Percival"
super
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
4+(109 Flash)+10 +12 4~End All
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
BBCF Es EnchanterPercival.png
Lasts for 450F, 900F during OD
Activating again refreshes duration
Becomes airborne during flash, recovers mid-air


  • Lasts 450Fs (7 1/2 Seconds).
  • Leaves Es Airborne at the end of the animation.
  • Has some invincibility
  • Timer depletes at half the speed during overdrive.
  • Activating the move again will refresh duration to max, it will not stack.
  • Using Type: Enchanter "Bors" during this move's effect will still perform the animation, but it will do nothing.

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)
BBCF Es ShooterPalamedes.png
Wave Super
Template:AttackDataHeader-BBCF
632146A/B
Type: Shooter "Palamedes"
super
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
2200
[2200, 220×N]
All 3+(50 Flash)+6 Until Hit 23+12L -10 -18 P2 1~12 P R 70
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
72 Very Short 4 18 Launch 40 Launch 55 0/+6 [0/+1] +6 [+0] +11 [+0]
BBCF Es ShooterPalamedes.png
Wave super
Values in [] are during OD
[First hit that hits/is blocked deals 2200 damage, subsequent hits deal 220]
[Hits every 3 frames]
Invul during super flash becomes only Projectile invuln 10F before super flash ends
Minimum Damage 30%: 660 [660 + 66*N]
Airborne from frame 5


  • Minimum Damage = 30% (660 {660 + 66*n})
  • The overdrive version does more addtional hits the more it travels. Midscreen you can get up to 9 additional hits. In the corner, you won't get any.
Air


j.632146A/B
Air Type: Shooter "Palamedes"
super
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
2200
[2200, 220×N]
All 3+(50 Flash)+6 Until Hit Until L+15 P2 1~12 P R 70
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
72 Very Short 4 18 Launch 40 Launch 55 0/+6 [0/+1] +6 [+0] +11 [+0]
BBCF Es ShooterPalamedes.png
Values in [] are during OD
[First hit that hits/is blocked deals 2200 damage, subsequent hits deal 220]
[Hits every 3 frames]
Invul during super flash becomes only Projectile invuln 10F before super flash ends
Minimum Damage 30%: 660 [660 + 66*N]
  • Minimum Damage = 30% (660 {660 + 66*n})
  • The overdrive version does more addtional hits the more it travels. Midscreen you can get up to 9 additional hits. In the corner, you won't get any.

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
BBCF Es SlasherGalahad.png
Reversal super
Template:AttackDataHeader-BBCF
632146C
Type: Slasher "Galahad"
super
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
1000, 2500
[1000, 150×6, 2500]
All 6+(40 Flash)+15 9 24 -14 -27 B 1~23 All R 100
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
100, 70 [100×7, 70] Very Short 4 18 Stagger 74 Stand Stagger 74 Stand 12, 0 +0 +5, +0
BBCF Es SlasherGalahad.pngBBCF Es SlasherGalahadexe.png
Reversal super • Leaves you reasonably far apart
Values in [] are during OD
Minimum Damage 30%: 1050 [1320]
Airborne from frame 12
reversal


  • Good round ender
  • Sometimes a good reversal
  • Crumples
  • Minimum Damage = 30% (1050 {1320})

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)
BBCF Es BraverLancelot.png
Template:AttackDataHeader-BBCF
  • Does not cost Heat, but immediately ends Overdrive if used.
  • Becomes stronger and flashier with Active Flow.

Es performs a vertical kick that sends the opponent into the air. If it connects, she jumps and slashes them twice, then dives downward and summons a large crest from the ground. Puts Es in Active Flow if she hasn't already been in it. On Active Flow, Es slashes the opponent four times, and finishes with a downward slash that summons a large, multi-hitting crest from the ground. Has full invuln and is safe on block, but it has a measly 5% minimal damage and cannot be rapid-canceled.

Es' Exceed Accel can be comboed into from many moves, most notably 3C, 5B, and 2C. Because it has a vertical kick as the start up animation, it doesn't have much of a horizontal hitbox making it unusable as a reversal in some suitations. However, it can instead act as a pseudo anti-air, since it hits a good height above her.


Astral Heat

Type: Exterminator "Artorius"
236236C
BBCF Es AH.png
DATA DRAIN
Template:AttackDataHeader-BBCF
236236C
Type: Exterminator "Artorius"
astral
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
30000 All 4+(55 Flash)+14 3 64 -26 -58 B 1~18 All
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
Long 5 20 0/+20
BBCF Es AH.pngBBCF Es astralexe1.pngBBCF Es astralexe2.png
• • DATA DRAIN


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


Navigation


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