BBTag/Blitztank

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Overview

Overview

As a contender for one of the strangest fighting game characters to ever grace the genre, the Forbidden Living Battle Weapon is a slow, stationary fortress with powerful zoning and high damage. Blitztank can zone its opponents out with Elektro Auge, blow through your opponents' attacks with its armored normals, and escape pressure with A+D. It also hits like a truck (tank?), with very damaging corner combos and the highest damaging laser super in the game.

Where Blitztank truly shines, however, is in its support value. Its assists are all useful in their own rights, and it gets a lot of mileage from assists with high blockstun. With the right partner, Blitztank can help set up for numerous unblockables thanks to its j.C, making it very scary on offense.

Sadly, these upsides come at a hefty price. Blitztank's mobility is laughable, with a very sluggish walk speed, no backdash, a pitiful jump height, and no air dash or double jump. It also has no proper anti-air, meaning that it can't reliably challenge any character that fights from above its skull...gun...thing. These weaknesses lead to Blitztank having some of the most polarizing matchups in the entire game, forcing it to rely on its partners to even have a chance at catching its opponents (if at all).

Overall, Blitztank's unconventional tools and high damage potential can overwhelm the opponent when it is put in a position to succeed, and its ever present armor, piercing lasers, and A+D allows Blitztank to potentially turn the opponent's advantage on its head. If that sounds appealing to you, get behind the wheel.
Blitztank
BBTag Blitztank Portrait.png
Health
20,000
Prejump
6F
Backdash
23F (1~7F Inv All)
Unique Movement Options
No Run
No Double Jump
No Air Dash
Fastest Attack
2A (8F)
Reversals
A+D (Catch 1~25F)
214B+C (6F)

 Blitztank is a slow, stationary fortress specialized in zoning and setplay using his unblockable attack.

Pros
Cons
  • Numerous moves have Armor.
  • Very strong Reversal in the form of a Parry with Reflector
  • Access to a full screen and easy to set up unblockable in j.C.
  • Highly damaging and extremely fast Distortion Skills.
  • Strong Corner Carry in combos ending in Ansturm.
  • High Damage with Assists and very high Corner Damage.
  • It's a tank
  • Elektro Auge is a strong beam projectile to facilitate zoning and long range lockdown.
  • Large and versatile Assists.
  • With the aforementioned j.C and high damage, can capitalize and enable many teams to perform devastating unblockable setups.
  • Extremely slow and limited movement.
  • Massive hurtbox.
  • Only 1 jump with low height, to the point where it needs to super jump to jump over most of the cast.
  • Limited solo combo flexibility due to his restricted cancel options.
  • Although corner combos do huge damage, mid screen combos without an Assist are weak in comparison.
  • Lack of a proper Anti-Air forces Blitztank to rely on DP, j.A, 214C, 236C, or to simply block.
  • Zoning capabilities can't cover the air space above 236C, making Blitztank overall very weak to air approach and air zoning.
  • Only 2 overheads, with no standing overhead outside of Clash Assault.
  • Poor MU spread, will need a partner able to deal with near-unwinnable matchups like Nine and Rachel.


Unique Ability: Blitztank's Armor

All of Blitztank's normals(save 5c) have Armor. Armor is a mechanic that allows Blitztank to continue performing a move even if it is hit. What type of hit each Armor can take depends on the attribute, be it Head, Body, or Foot attribute. Armor as the following features:

  • Blitztank can't die from an Armor hit, even at 1 health.
  • Armor can take all hits of their intended attribute, regardless if it's a Normal move or a Distortion Skill.
  • Armor will reduce damage taken by 50%.
  • Armor will NOT scale multi hit attacks and subsequent moves.
  • Blitztank will experience unique hitstop while it is armoring an attack. Meaning, if 5B takes a multi hit attack during the 6th frame, it will stay on that 6th frame for subsequent hits. This also applies to a string of different moves as long as there's little to no gap in between the hits. For example, Elizabeth's 5AAA string.

Normal Moves

5A

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
5A 650×3 All 10 2,2,2 22 -7 B 4~11 Guard BP
5AA 650×3 All 1 2,2,2 25 -10 B
5AAA 650×3 All 1 2,2,2 25 -10 B
5AAAA 2500 All 7 3 36 -18 B
  • Has Armor against Body-Attribute attacks during frames 4-11.

Button can be held down to go through the entire string, even on whiff. Another press is needed for the final hit to trigger Cross Raid. 5A is also the only move of Blitztank that can be jump canceled, though only on hit.

Version Level P1 P2
5A 3 90 80
5AA 3 100 80
5AAA 3 100 80
5AAAA 5 100 90

5A:

  • On Guard Point, hitstop for Blitztank is 14F. Opponent hitstop is unchanged
  • On Guard Point, Blitztank takes 50% damage


5AA:

  • On Guard Point, hitstop for Blitztank is 14F. Opponent hitstop is unchanged
  • On Guard Point, Blitztank takes 50% damage


5AAA:

  • On Guard Point, hitstop for Blitztank is 14F. Opponent hitstop is unchanged
  • On Guard Point, Blitztank takes 50% damage


5AAAA:

  • On Guard Point, hitstop for Blitztank is 14F. Opponent hitstop is unchanged
  • On Guard Point, Blitztank takes 50% damage

5B

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
5B 1500 All 12 17 21 -19 B 4~14 Guard BP
5BB 2000 All 16 3 35 -19 B 4~18 Guard BP

5B is a fairly long range poke that leads into 5BB at any range. Very vulnerable to pushblock. Will most likely be your go-to move for many situations, as it leads into Blitztank's rather basic pressure game, and can lead into decent damage midscreen and high damage in the corner. Be careful, however, as this move has plenty of recovery, making it unsafe on block, and covers little vertical space.


5BB is a forward rushing attack that knocks the opponent upwards. Essential piece in Blitztank's combos, pressure, and conversions. Guarantees combos into 236C Laser, and allows for loops in the corner. On ground hit, it combos reliably into 2C. As with 5B, horrible recovery and unsafe on block. Strangely, despite being a launcher, it cannot be jump canceled.

Version Level P1 P2
5B 4 90 85
5BB 4 90 85

5B:

  • On Guard Point, hitstop for Blitztank is 14F. Opponent hitstop is unchanged
  • On Guard Point, Blitztank takes 50% damage


5BB:

  • On Guard Point, hitstop for Blitztank is 14F. Opponent hitstop is unchanged
  • On Guard Point, Blitztank takes 50% damage

5C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
800 High 26 3 18 -4 B

The standard slow but safe 5C. Due to the generous knock-up and hitstun on 5BB, it can easily be comboed into even in very long corner combos for a good knockdown. Do keep in mind however that the opponent needs to be decently close to the ground for the 5C to connect.

As far as overheads go, Blitz only has this and j.B as viable overheads, so you might be using this a little more than other characters might.

Level P1 P2
3


2A

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1000 Low 8 3 18 -4 F 4~10 Guard BP

Blitz fastest normal, making it your go-to abare button. As this move too has armor on it, it can be potentially used even when at a small frame disadvantage, but do remember that like all of his armored moves, will not armor foot attribute attacks.

Level P1 P2
3 90 80
  • On Guard Point, hitstop for Blitztank is 14F. Opponent hitstop is unchanged
  • On Guard Point, Blitztank takes 50% damage

2B

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1000×2 Low 12 3(3)3 20 -6 F 4~14 Guard BP

A 2 hit low that moves forward and has a lot of range. Both hits can be canceled.

Due to being much less unsafe compared to 5B and with 2 hits for confirming, 2B will most likely be your go-to meaty on someones wake-up if you have the time due to hitting low and having good active frames. If properly timed, can catch certain wake-up reversals.

Level P1 P2
3 90 80
  • On Guard Point, hitstop for Blitztank is 14F. Opponent hitstop is unchanged
  • On Guard Point, Blitztank takes 50% damage


2C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
2000 Low 25 3 17 +2 F 4~27 Guard BP

Very slow, but positive on block long range sweep. Can't normally be comboed into from any ground hit, with the exception being the launch from 5BB. Can frametrap into and from other normals, but be aware of Foot attribute abare options, and slow reversals.

Level P1 P2
4 90 85
  • On Guard Point, hitstop for Blitztank is 14F. Opponent hitstop is unchanged
  • On Guard Point, Blitztank takes 50% damage

j.A

Damage Guard Startup Active Recovery On-Block Attribute Invuln
650×3 All 7 2,2,2 9+11L H 4~8 Guard HP

This will be your Anti-Air, for most of the time. With relative quick start-up and air armor, it can work if your reactions are on point. However, please remember that Blitz has the jump height of a knocked over turtle and many air moves vastly out range its own.

j.A also has a peculiar property of all hits after the first one don't scale, no matter how long you hold it for. This is crucial for optimal combos.

Level P1 P2
3 80 80
  • On Guard Point, hitstop for Blitztank is 14F. Opponent hitstop is unchanged
  • On Guard Point, Blitztank takes 50% damage

j.B

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1800 High 14 3 Until L+11L H 4~16 Guard HP

This will be one of your more versatile options as it can be used as an instant overhead on the entire cast. In the corner Blitz can combo off it solo for a full combo, while midscreen it can get some additional damage and a super if you are willing to spend the bars. It also allows Blitz to get a pretty strong knockdown from corner loops to place a meaty Mine on their wake-up.

If Blitztank is launched sufficiently high up, it can act as a pseudo-jump and stall your air descent. However, this is hardly reliable.

Level P1 P2
4 80 85
  • On Guard Point, hitstop for Blitztank is 14F. Opponent hitstop is unchanged
  • On Guard Point, Blitztank takes 50% damage

j.C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
800 Air Until L 1 Total Until L+ 29L P1 4~(Until L) Guard HP
  • Begins falling on frame 25
  • Cannot hit pre-jump state

Unblockable full screen ground pound. Not only can it be canceled into specials and supers, with select assists you can get some decent combos off it. The damage scaling is harsh, but that's the price to pay for such a unique option. It is relatively fast, allowing just about any good lockdown Assist to guarantee it.

The shockwave upon landing on the ground counts as a projectile, meaning some characters can counter it if used outside of blockstrings. despite its small hitbox, it is possible to block while airborne, which sometimes is confused for blocking it while standing. However, the shockwave will not hit pre-jump frames.

Level P1 P2
5 60 90
  • On Guard Point, hitstop for Blitztank is 14F. Opponent hitstop is unchanged
  • On Guard Point, Blitztank takes 50% damage
  • Blitztank begins falling on 25F
  • Cannot hit opponents in pre-jump state


Universal Moves

Ground Throw

5B+C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
0, 300×5, 500 Throw 7~30 3 23 T

A rather below average throw due to Blitz poor movement speed, but it does give little over 5k midscreen, and Blitz always have the option to add in a bit extra damage with Supers. In the corner, it allows it to go straight into corner loops.

Level P1 P2
0, 3×5, 5 100 50
  • Minimum damage 2000
  • Crumple Duration 31, Crumple Fall 59F

Reflector

5A+D (Air OK)

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
AD 44 1~25 Guard All
AD Attack 750×7 Air Unblockable 20 1,2,2,2,2,2,2 23 -6 B 1~32 All
j.AD 44 1~25 Guard All
j.AD Attack 750×7 All 20 1,2,2,2,2,2,2 Until L H 1~32 All

A surprisingly strong counter-esque move, as it allows Blitz to act if the follow-up doesn't trigger. Useful to ignore the opponents projectiles, and will build you a small amount of meter. Be aware, however, that it still has the same weaknesses that all other A+D attacks in the game share.

The Parry has the following properties:

  • If successfully Parrying a physical hit that's within range automatically transition into the follow-up, Entladung.
  • If successfully Parrying a physical hit that's NOT within range Entladung will not come out and Blitztank is fully invul during the recovery.
  • The recovery can be canceled partway through into any option, including another Parry. When recovery can be canceled is based on the move being parried and when it was parried.
  • Projectiles and Assists can be freely Parried WITHOUT triggering follow-up and recovery can quickly be canceled, allowing for punishment and escape from setups and situations that would normally be very difficult to deal with.
  • Entladung comes out relatively slow after the counter, meaning the opponent may be able to block if they trigger this attack with a 'Persona'-type normal, as the reflector will not lock them into place.


Please refer to the following video detailing examples and usage of the Parry for both Blitztank and Akatsuki.

Version Level P1 P2
AD
AD Attack 4 80 60
j.AD
j.AD Attack 4 80 60

AD:

  • On successful parry of a strike and close to opponent, immediately cancels into Entladung
  • On successful parry of a strike, the opponent is forced into 20f of hitstop for the counter attack, except if the strike is a 'Persona' style normal

On successful parry of a projectile, assist, or a distant point character, Blitztank becomes invincible for the rest of the move and can cancel into any attack, including another parry On successful parry of a projectile, hitstop for Blitztank and projectile is unchanged

  • On successful parry of a projectile, hitstop for Blitztank and projectile is unchanged


AD Attack:

  • Minimum Damage 37×7 (259)


j.AD:

  • On successful parry of a strike, immediately cancels into Air Entladung if close to opponent
  • On successful parry of a strike, the opponent is forced into 20f of hitstop for the counter attack, except if the strike is a 'Persona' style normal

On successful parry of a projectile, assist, or a distant point character, Blitztank becomes invincible for the rest of the move and can cancel into any attack, including another parry

  • On successful parry of a projectile, hitstop for Blitztank and projectile is unchanged
  • Landing during this move does not cancel the attack. Instead it continues as if it were the ground version


j.AD Attack:

  • Minimum Damage 37×7 (259)


Skills

Elektro Auge

236A/B/C (Air OK)

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
236A 1500 All 16 3 Total: 47 -4 P1
236B 1500 All 16 3 Total: 53 -10 P1
236C 1500 All 16 3 Total: 38 +5 P1
j.236A 1500 All 13 3 Total: Until L+10L P1
j.236B 1500 All 13 3 Total: Until L+10L P1
j.236C 1500 All 13 3 Total: Until L+10L P1

With the sharpest angle, 236A's Blitztank go-to laser for ending combos and ending pressure safely. It hits anyone right roughly in front of Blitz.


236B is Blitztank's best grounded laser for sniping at full screen. It hits the entire screen in length at a relative shallow angle, ending slightly above the corner on the other side. Snipe the opponent's jump startup, hit the assist, you name it.

This move has the most recovery of Blitztank's lasers, potentially being unsafe on block. Opt to use the air lasers instead unless you are certain that the laser will make contact.


236C is the Anti-Air laser. It goes straight forward the entire screen, completely missing the entire cast except for standing Tager, Merkava, and an opponent Blitztank. It acts as Blitztank's best option to stop anyone from trying to jump too much at long ranges.

This laser also has the least amount of recovery, making it crucial for combos. From mid to full screen, you can tack on a bit extra with a second laser or 236BC. Close range, a Ansturm will hit nicely. In the corner, however, it's the second vital part of his corner loops, making 5BB 236C loop into itself for at least 6 times with a 5B starter.

This laser is plus on block, allowing tank to use the advantage gained to take space or begin pressure.


The air versions are mostly the same with varying angles, but the most important feature is that the recovery of air lasers is cut short when landing, making them potentially much safer on block to the point of possibly being + on block, AND making combos after them possible. When air laser is performed at the peak of Blitztank's normal jump it is -2 on block. Performing a TK air laser can be +3, and doing the air laser as close as possible to the ground can be +8.

This move is a key part of Blitztank's zoning, as it allows Blitztank to pressure opponents while repositioning.

Air laser needs to be delayed after j.B to get combos afterwards

Version Level P1 P2
236A 3 80 80
236B 3 80 80
236C 3 80 80
j.236A 3 80 80
j.236B 3 80 80
j.236C 3 80 80

236A:

  • Minimum Damage 75


236B:

  • Minimum Damage 75


236C:

  • Minimum Damage 75


j.236A:

  • Minimum Damage 75


j.236B:

  • Minimum Damage 75


j.236C:

  • Minimum Damage 75

Blitz Mine

214A/B (Air OK)

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
214A 0, 1500 All 22 Until Hit,3 Total: 50 P1
214B 0, 1500 All 22 Until Hit,3 Total: 50 P1
j.214A 0, 1500 All 22 Until Hit,3 Total Until L+6L [Total 51] P1
j.214B 0, 1500 All 22 Until Hit,3 Total Until L+6L [Total 51] P1

A 2 hit projectile that go in an arc from Blitztank. In the current state of the game, not particularly useful except for niche corner oki and even that is rather weak.

Version Level P1 P2
214A 2 100 100, 85
214B 2 100 100, 85
j.214A 2 100 100, 85
j.214B 2 100 100, 85

214A:

  • Values in [] are when Blitztank lands before attack
  • Minimum Damage 75


214B:

  • Values in [] are when Blitztank lands before attack
  • Minimum Damage 75


j.214A:

  • Values in [] are when Blitztank lands before attack becomes active
  • Minimum Damage 75


j.214B:

  • Values in [] are when Blitztank lands before attack becomes active
  • Minimum Damage 75


Ansturm

66

Damage Guard Startup Active Recovery On-Block Attribute Invuln
2000 All 7 12 27 -4 B 4~7 BP Guard

A fast, armored, and most importantly SAFE ON BLOCK, dash attack. Useful for end pressure safely, steal turns when combined with assists, or generally force your way into close range. However, this move has HORRIBLE whiff recovery, and is easily avoided by airborne opponents. It also only reaches around 3/4th screen, so you have to mind your spacing to make this attack a threat.

Hits the opponent far away, making it useful for corner push.

Level P1 P2
5 80 90
  • Immediately enters recovery on hit/block
  • On Guard Point, hitstop for Blitztank is 14F. Opponent hitstop is unchanged
  • On Guard Point, Blitztank takes 50% damage
  • Minimum Damage 100


Extra Skills

EX Blitz Mine

214C (Air OK)

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
214C (0, 1500)×3 All 15 Until Hit,3 Total: 37 P1
j.214C (0, 1500)×3 All 22 Until Hit,3 Total Until L+4L [Total 46] P1

Combos into itself for meme value. Most useful in using to confirm off of a lockdown assist + j.c unblockable, due to its long untech time. It can be used as an anti-air due to it's relative faster speed compared to the other Mines, but even this has niche use.

Version Level P1 P2
214C 2 100 (100, 85)×3
j.214C 2 100 (100, 85)×3

214C:

  • Minimum Damage 150 per mine


j.214C:

  • Values in [] are when Blitztank lands before attack becomes active
  • Minimum Damage 150 per mine


Partner Skills

5P

Ansturm

Damage Guard Startup Active Recovery On-Block Attribute Invuln
2200 All (18)+15 9 46 -28 B

No armor, but is relatively fast. Hits the opponent upwards, instead of away like its regular version does. The recovery is still long, however, making it a bit harder to use in CC compared to other similar assists like Tager's 5P.

Out of all Blitztank assists, this is the most generic one. It travels a decent amount of distance, but it is mostly just a regular conversion assist in combos. Due to it moving forward, it can be used to keep Blitztank close during CC pressure or to let it continue the combo.

Level P1 P2
4 70 85
  • Minimum Damage 110

6P

Electro Auge B

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1500 All (18)+30 3 Total: (18)+67 -10 P1

The B version of Electro Auge. Full screen laser for whenever you feel like the opponent has it too good over there. Decently fast for being a full screen projectile. It will not hit small opponents that are close to Blitztank.

The least applicable assist of Blitztank. While having a full screen laser is indeed useful, a feature that is relatively rare for assists, it covers a downward angle from Blitztank and it's speed makes it harder to use than many other projectile assists like Hyde 6P. The lack of lockdown too makes it fairly weak for anything more than screen coverage to facilitate the point character's zoning or to let them run in. It being a laser does make it strong at hitting the opponents assist however.

Level P1 P2
3 70 80
  • Minimum Damage 75


4P

Entladung

Damage Guard Startup Active Recovery On-Block Attribute Invuln
750×7 All (18)+10 1,2,2,2,2,2,2 39 -22 B

Fast, multihit, and an extremely large hitbox with plenty of hitstun. Easy to convert off in combos, and recovers relatively quickly. Has very bad P1 scaling, often reducing meterless damage down to below 5k if used as a starter.

The assist acts as a very strong real estate assist, and has multiple uses. It acts similar to how Hilda's 4P is used, but with faster startup and less screen coverage. It's speed and lockdown makes it very easy, but do be aware of Blitztank initial large hurtbox.

Level P1 P2
4 70 85×7
  • Minimum Damage 37×7 (259)


Distortion Skills

Gjallarhorn

236B+C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
600×26 [350×52] All 1+(80 Flash)+5 2×26 [2×52] Total 133 [Total 185] -39 P2 1~1 All

The signature full screen, very fast, extremely damaging Gjallarhorn. Makes Ziodyne look like a baby's first painting compared to this Mona Lisa of lasers.

As the highest damaging super laser in the game, it can be tacked on after just about every combo, and makes getting hit by any 236C or j.C no matter where the opponent is painful. However, for how good it is, it also comes with some issues. It has no invulnerability, with the exception being the first frame during the super flash. It's unsafe on block, but depending on the distance to the opponent that might be hard for them to take advantage of. But anyone with their own full screen option will be able to readily punish it. On top of that, it actually has less minimum damage than Blitzlauf, however in situations where that matters only really come up in very long and highly prorated combos.

Due to lasting a fairly long time, some fast DSD follow-ups allow for further combos afterwards, letting certain teams get high damage from long range snipes and confirms.

Level P1 P2
4 80 60
  • Values in [] are for Enhanced version
  • Minimum Damage 66×25 (1650) [38×52 (1976)]


Blitzlauf

214B+C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
4000×2 [4700×2] All 1+(115 Flash)+5 10 60 -49 B 1~15 All

Blitz second super, and the only one with full invulnerability on start-up. Goes full screen, and can hit the assist as well if needed. It's, however, very unsafe on block so use with caution.

As mentioned above, this super has higher minimum damage than Gjallarhorn, giving you a little bit more damage after long combos.

Level P1 P2
5 80 60×2
  • Values in [] are for Enhanced version
  • Minimum Damage 880×2 (1760) [1034×2 (2068)]
  • Crumple Duration 31, Crumple Fall 64


Distortion Skill Duo

Gjallarhorn

P during Partner's Distortion Skill

Damage Guard Startup Active Recovery On-Block Attribute Invuln
100×20 [50×50] All 1+(105 Flash)+1 2×20 [2×50] Total 150 [Total 210] -73 P2 1~4 All

Nothing particularly special about this DSD. It can hit the assist tho, which is nice.

Level P1 P2
4 100 100
  • Values in [] are for Enhanced version
  • Minimum Damage 2000 [2500]


Astral Heat

Ragnarok

222B+C when Astral Conditions are met

Damage Guard Startup Active Recovery On-Block Attribute Invuln
All 1+(85 Flash)+9 9 92 -74 B 1~18 All

Blitztank rarely uses meter for anything but Supers, and its corner combos do good damage without spending meter. If managed you will most likely have meter for it and it's speed and forward momentum makes it easy to combo into.

Level P1 P2
4
  • Immediately enters recovery on block


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To edit frame data, edit values in BBTag/Blitztank/Data.


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