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{{Description|7|text=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. | {{Description|7|text=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. | ||
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Revision as of 13:13, 28 November 2019
Blitztank |
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Overview
To those meme warring, stop. you can meme, but meme constructively! keep the memes in the captions, and try and add move info to any moves you edit. P.S we deleted all the memes to stop the war. follow the above rule and you will be fine.
- I got a document of move pics! i dont have an account yet but i am getting one, so in the meantime here yall go: https://drive.google.com/open?id=1CpPaYvwOjmxW99ErrUzOc_DK_i5_jndx - yellowslotcar
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
Strengths/Weaknesses
Strengths | Weaknesses |
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good oki game with mines
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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 for 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. Speculated to be 8f. 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. |
2C
2C |
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Very slow, but safe on block long range sweep. Can't be comboed into from any ground hit, but combos from 5BB. |
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. |
j.C
j.C |
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Unblockable fullscreen 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 also somehow 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 opponent throwing projectiles on reaction 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. This move has pretty bad damage proration so don’t go out of your way to squeeze an extra one of these into your 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 by. |
4P
4P Entladung |
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Multihit and an extremely large hitbox with plenty of hitstun. Easy to convert off in combos, and recovers relatively quickly. Also has bad scaling. |
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, or at least nothing after the Super Flash, making it impossible to use as a wake-up. 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. |
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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Astral Heat
Ragnarok 222B+C |
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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 •