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(Updated information and formatting on some moves.) |
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===Playstyle=== | ===Playstyle=== | ||
===Blitztank's Armor=== | |||
A large amount of Blitztank's moves have Armor. Armor is a mechanic that allows a move to take hits and still continue. What type of hit each Armor can take depends on the attribute, be it Head, Body, or Feet attribute. | |||
Armor as the following features: | |||
*Blitztank can't die from an Armor hit, even at 1 health. | |||
*Armor, regardless of attribute, can take all projectiles during their armored frames. | |||
*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. | |||
*Armor will stay on the frame it got hit until it's free to move on. Meaning, if 5B takes a multi hit attack during the 6th frame, it will stay on that 6th frame for subsequent hits. This also applies to a string of different moves as long as there's little to no gap in between the hits. For example, Elizabeth's 5AAA string. | |||
===Strengths/Weaknesses=== | ===Strengths/Weaknesses=== | ||
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* Zoning capabilities can't cover the air space above 236C, making Blitztank overall very weak to air approach and air zoning. | * Zoning capabilities can't cover the air space above 236C, making Blitztank overall very weak to air approach and air zoning. | ||
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{{#lst:BBTag/Blitztank/Data|Links}} | {{#lst:BBTag/Blitztank/Data|Links}} | ||
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====== <font style="visibility:hidden" size="0">5B</font> ====== | ====== <font style="visibility:hidden" size="0">5B</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=BBTag_Blitztank_5B.png |caption= | |image=BBTag_Blitztank_5B.png |caption= Your one and only way to start real combos. | ||
|image2=BBTag_Blitztank_5BB.png |caption2= Because a jump cancelable launcher would be too much. | |image2=BBTag_Blitztank_5BB.png |caption2= Because a jump cancelable launcher would be too much. | ||
<div class="mw-collapsible mw-collapsed" data-expandtext="Show Hitbox" data-collapsetext="Hide Hitbox"> | <div class="mw-collapsible mw-collapsed" data-expandtext="Show Hitbox" data-collapsetext="Hide Hitbox"> | ||
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{{#lsth:BBTag/Blitztank/Data|j.236C}} | {{#lsth:BBTag/Blitztank/Data|j.236C}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text=Mostly the same with varying angles, but the most important feature is that the recovery of air lasers is cut short when landing, making them potentially much safer on block to the point of possibly being + on block, AND making combos after them possible. A quick TK air Laser can be up to +3 on block, while a fully delayed air laser can be up to +8 on block. | {{Description|7|text=Mostly the same with varying angles, but the most important feature is that the recovery of air lasers is cut short when landing, making them potentially much safer on block to the point of possibly being + on block, AND making combos after them possible. A quick TK air Laser can be up to +3 on block, while a fully delayed air laser can be up to +8 on block. A very key part in Blitztank zoning, as he can keep the pressure going and stop other characters from retaliating. | ||
Delayed laser after j.B is needed to get combos afterwards | Delayed laser after j.B is needed to get combos afterwards | ||
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{{!}}- | {{!}}- | ||
{{Description|6|text=No armor, but is relative fast. Hits the opponent upwards, instead of away like his regular version does. The recovery is still long, however, making it a bit harder to use in CC compared to other similar assists like Tager's 5P. | {{Description|6|text=No armor, but is relative fast. Hits the opponent upwards, instead of away like his regular version does. The recovery is still long, however, making it a bit harder to use in CC compared to other similar assists like Tager's 5P. | ||
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 him continue the combo. | |||
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{{#lsth:BBTag/Blitztank/Data|6P}} | {{#lsth:BBTag/Blitztank/Data|6P}} | ||
{{!}}- | {{!}}- | ||
{{Description|6|text=The B version of Electro Auge. Full screen laser for whenever you feel like the opponent has it to good over there. Decently fast for being a full screen projectile. It will not hit small opponents that are close | {{Description|6|text=The B version of Electro Auge. Full screen laser for whenever you feel like the opponent has it to good over there. Decently fast for being a full screen projectile. It will not hit small opponents that are close 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. | |||
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{{!}}- | {{!}}- | ||
{{Description|6|text=Fast, multihit, and an extremely large hitbox with plenty of hitstun. Easy to convert off in combos, and recovers relatively quickly. Has very bad P1 scaling, often reducing meterless damage down to below 5k if used as a starter. | {{Description|6|text=Fast, multihit, and an extremely large hitbox with plenty of hitstun. Easy to convert off in combos, and recovers relatively quickly. Has very bad P1 scaling, often reducing meterless damage down to below 5k if used as a starter. | ||
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. | |||
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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. | 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. | 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. | |||
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{{#lsth:BBTag/Blitztank/Data|222BC}} | {{#lsth:BBTag/Blitztank/Data|222BC}} | ||
{{!}}- | {{!}}- | ||
{{Description|6|text= | {{Description|6|text= Blitztank rarely uses meter for anything but Supers, and his 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. | ||
}} | }} |
Revision as of 14:34, 27 January 2020
Blitztank |
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Overview
WHEEEN WHEEEN
Backstory
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.
Playstyle
Blitztank's Armor
A large amount of Blitztank's moves have Armor. Armor is a mechanic that allows a move to take hits and still continue. What type of hit each Armor can take depends on the attribute, be it Head, Body, or Feet attribute. Armor as the following features:
- Blitztank can't die from an Armor hit, even at 1 health.
- Armor, regardless of attribute, can take all projectiles during their armored frames.
- 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.
- Armor will stay on the frame it got hit until it's free to move on. Meaning, if 5B takes a multi hit attack during the 6th frame, it will stay on that 6th frame for subsequent hits. This also applies to a string of different moves as long as there's little to no gap in between the hits. For example, Elizabeth's 5AAA string.
Strengths/Weaknesses
- Numerous moves have Armor.
- Very strong Reversal in the form of a Parry with Reflector
- Access to a full screen and highly applicable 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.
- 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.
- High landing recovery on all of his moves, making the standard jump in Combos very inconsistent.
- Although corner combos do huge damage, mid screen combos without an Assist are weak in comparison.
- Lack of a proper Anti-Air forcing 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.
Normal Moves
5A
5A | Template:AttackDataHeader-BBTag |
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5B
5B | Template:AttackDataHeader-BBTag |
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5C
5C |
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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. |
2A
2A | Template:AttackDataHeader-BBTag | ||||
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Blitz fastest normal, making it your go-to abare button. As this move too has armor on it, it can be potentially used even when at a small frame disadvantage, but do remember that like all of his armored moves, it has no Low armor. |
2B
2B | Template:AttackDataHeader-BBTag | ||||
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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. |
2C
2C |
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Very slow, but positive on block long range sweep. Can't normally be comboed into from any ground hit, with the exception being the launch from 5BB. Can frametrap into and from other normals, but be aware of Low and Foot attribute abare options, and slow reversals. |
j.A
j.A | Template:AttackDataHeader-BBTag |
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j.B
j.B |
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This will be one of your more versatile options as it can be used as an instant overhead on the entire cast. In the corner Blitz can combo off it solo for a full combo, while midscreen he can get some additional damage and a super if you are willing to spend the bars. It also allows Blitz to get a pretty strong knockdown from corner loops to place a meaty Mine on their wake-up. If Blitztank is launched sufficiently high up, it can act as a pseudo-jump and stall your air descent. However, this is hardly reliable. |
j.C
j.C |
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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. |
Universal Moves
Ground Throw
Ground Throw 5B+C |
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A rather below average throw due to Blitz poor movement speed, but it does give little over 5k midscreen, and Blitz always have the option to add in a bit extra damage with Supers. In the corner, it allows him to go straight into corner loops. |
Reflector
Reflector 5A+D (Air OK) |
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Skills
Elektro Auge
Elektro Auge 236A/B/C (air OK) |
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Blitz Mine
Blitz Mine 214A/B (air OK) |
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Ansturm
Ansturm 66 |
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A fast, armored, and most importantly SAFE ON BLOCK, dash attack. Useful to make your pressure safe, go through the opponents projectiles, and in general whenever you feel like running the opponent down. However, this move has HORRIBLE whiff recovery. The opponent has plenty of time to do whatever punish of their choice if this move is not used with care. It also does not reach full screen, so you sadly can't punish the opponents full screen zoning with this. Hits the opponent far away, making it useful for corner push. |
Extra Skills
EX Blitz Mine
EX Blitz Mine 214C (air OK) |
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Partner Skills
5P
5P Ansturm |
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No armor, but is relative fast. Hits the opponent upwards, instead of away like his regular version does. The recovery is still long, however, making it a bit harder to use in CC compared to other similar assists like Tager's 5P. 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 him continue the combo. |
6P
6P Electro Auge B |
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The B version of Electro Auge. Full screen laser for whenever you feel like the opponent has it to good over there. Decently fast for being a full screen projectile. It will not hit small opponents that are close 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. |
4P
4P Entladung |
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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. |
Distortion Skills
Gjallarhorn
Gjallarhorn 236B+C |
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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. |
Blitzlauf
Blitzlauf 214B+C |
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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. |
Distortion Skill Duo
Gjallarhorn P during Main Character's Distortion Skill |
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Nothing particularly special about this DSD. It can hit the assist tho, which is nice. |
Astral Heat
Ragnarok 222B+C |
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Blitztank rarely uses meter for anything but Supers, and his 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. |
Roadmap
move
and the move Full
sections. One is shown on the character page, while the other is shown on the frame data page.- Azrael [★]
- Celica A. Mercury [★]
- Es [★]
- Hakumen [★]
- Hazama [★]
- Iron Tager [★]
- Izayoi [★]
- Jin Kisaragi [★]
- Jubei [★]
- Mai Natsume [★]
- Makoto Nanaya [★]
- Naoto Kurogane [★]
- Nine the Phantom [★]
- Noel Vermillion [★]
- Nu-13 [★]
- Platinum the Trinity [★]
- Rachel Alucard [★]
- Ragna the Bloodedge [★]
- Susano'o [★]
Click [★] for character's full frame data
• HUD •
Controls •
Frame Data & System Data •
Patch Notes •
• Movement/Canceling •
Offense •
Defense •
Damage/Combo •
Attack Attributes •
Gauges •
Misc •