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* Dash has a hitbox | * Dash has a hitbox | ||
* j.C (opens up unblockable setups that can be looped, has armor, is fullscreen unblockable, is super/special cancellable) | * j.C (opens up unblockable setups that can be looped, has armor, is fullscreen unblockable, is super/special cancellable) | ||
*Large corner carry by ending combos with dash | * Large corner carry by ending combos with dash | ||
*Large damage from supers | * Large damage from supers | ||
*Loops in corner | * Loops in corner | ||
*Large and versatile assists | * Large and versatile assists | ||
* | * Good oki game with mines | ||
* It's a tank | |||
| style="width: 50%;"| | | style="width: 50%;"| | ||
* Incredibly slow | * Incredibly slow | ||
* Massive hurtbox | * Massive hurtbox | ||
* Only 1 jump with low height, to the point where it needs to super jump to jump over most of the cast | * Only 1 jump with low height, to the point where it needs to super jump to jump over most of the cast | ||
* Cannot do jump-in combos (eg.: jA > 5A), as described on its speed above | * Cannot do jump-in combos (eg.: jA > 5A), as described on its speed above, which includes the landing speed | ||
*Although corner combos do huge damage, midscreen combos are weak in comparison | * Although corner combos do huge damage, midscreen combos are weak in comparison | ||
* Lack of anti-air outside of DP, 236C, and jA makes him weak to jump-ins and air-to-airs. | |||
|- | |- | ||
|} | |} | ||
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{{#lsth:BBTag/Blitztank/Data|5AAAA}} | {{#lsth:BBTag/Blitztank/Data|5AAAA}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= Button can be held down to go through the entire string. j.A works the same way. | ||
}} | }} | ||
}} | }} | ||
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{{MoveData | {{MoveData | ||
|image=BBTag_Blitztank_5B.png |caption= I hope you like l00ps | |image=BBTag_Blitztank_5B.png |caption= I hope you like l00ps | ||
|image2=BBTag_Blitztank_5BB.png |caption2= | |image2=BBTag_Blitztank_5BB.png |caption2=because a jump cancelable launcher would be too much | ||
|name=5B | |name=5B | ||
|data= | |data= | ||
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{{#lsth:BBTag/Blitztank/Data|5B}} | {{#lsth:BBTag/Blitztank/Data|5B}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text=A fairly long range poke that leads into 5BB at any range. 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. | |||
}} | |||
{{AttackVersion|name=5BB}} | {{AttackVersion|name=5BB}} | ||
{{#lsth:BBTag/Blitztank/Data|5BB}} | {{#lsth:BBTag/Blitztank/Data|5BB}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= | {{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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====== <font style="visibility:hidden" size="0">5C</font> ====== | ====== <font style="visibility:hidden" size="0">5C</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=BBTag_Blitztank_5C.png |caption= | |image=BBTag_Blitztank_5C.png |caption=Never thought I'd see a tank headbutt someone, but here we are. | ||
|name=5C | |name=5C | ||
|data= | |data= | ||
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{{#lsth:BBTag/Blitztank/Data|5C}} | {{#lsth:BBTag/Blitztank/Data|5C}} | ||
{{!}}- | {{!}}- | ||
{{Description|6|text= | {{Description|6|text=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. | |||
}} | }} | ||
}} | }} | ||
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====== <font style="visibility:hidden" size="0">2A</font> ====== | ====== <font style="visibility:hidden" size="0">2A</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=BBTag_Blitztank_2A.png |caption= | |image=BBTag_Blitztank_2A.png |caption=Is it just me or does this move look rather adorable? | ||
|name=2A | |name=2A | ||
|data= | |data= | ||
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{{#lsth:BBTag/Blitztank/Data|2A}} | {{#lsth:BBTag/Blitztank/Data|2A}} | ||
{{!}}- | {{!}}- | ||
{{Description|6|text= | {{Description|6|text=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. | ||
}} | }} | ||
}} | }} | ||
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====== <font style="visibility:hidden" size="0">2B</font> ====== | ====== <font style="visibility:hidden" size="0">2B</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=BBTag_Blitztank_2B.png |caption= | |image=BBTag_Blitztank_2B.png |caption=Look at him go! | ||
|name=2B | |name=2B | ||
|data= | |data= | ||
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{{#lsth:BBTag/Blitztank/Data|2B}} | {{#lsth:BBTag/Blitztank/Data|2B}} | ||
{{!}}- | {{!}}- | ||
{{Description|6|text= | {{Description|6|text=A 2 hit low that moves forward and has a lot of range. Both hits can be canceled. | ||
}} | }} | ||
}} | }} | ||
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====== <font style="visibility:hidden" size="0">2C</font> ====== | ====== <font style="visibility:hidden" size="0">2C</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=BBTag_Blitztank_2C.png |caption= | |image=BBTag_Blitztank_2C.png |caption= He's like a cat pouncing on a toy! | ||
|name=2C | |name=2C | ||
|data= | |data= | ||
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{{#lsth:BBTag/Blitztank/Data|2C}} | {{#lsth:BBTag/Blitztank/Data|2C}} | ||
{{!}}- | {{!}}- | ||
{{Description|6|text= | {{Description|6|text=Very slow, but safe on block long range sweep. Can't be comboed into from any ground hit, but combos from 5BB. | ||
}} | }} | ||
}} | }} | ||
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{{#lsth:BBTag/Blitztank/Data|j.A}} | {{#lsth:BBTag/Blitztank/Data|j.A}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text=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 have the jump height of a knocked over turtle and many air moves vastly out range his own. | ||
}} | }} | ||
}} | }} | ||
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====== <font style="visibility:hidden" size="0">j.B</font> ====== | ====== <font style="visibility:hidden" size="0">j.B</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=BBTag_Blitztank_jB.png |caption= | |image=BBTag_Blitztank_jB.png |caption=If an explosion of that size can launch a tank upwards, I wonder what it does to the opponent... | ||
|name=j.B | |name=j.B | ||
|data= | |data= | ||
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{{#lsth:BBTag/Blitztank/Data|j.B}} | {{#lsth:BBTag/Blitztank/Data|j.B}} | ||
{{!}}- | {{!}}- | ||
{{Description|6|text= | {{Description|6|text=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. | ||
}} | }} | ||
}} | }} | ||
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{{#lsth:BBTag/Blitztank/Data|j.C}} | {{#lsth:BBTag/Blitztank/Data|j.C}} | ||
{{!}}- | {{!}}- | ||
{{Description|6|text= | {{Description|6|text=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. | |||
}} | }} | ||
}} | }} | ||
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====== <font style="visibility:hidden" size="0">Ground Throw</font> ====== | ====== <font style="visibility:hidden" size="0">Ground Throw</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=BBTag_Blitztank_GroundThrow.png |caption= | |image=BBTag_Blitztank_GroundThrow.png |caption=Does this look like the face of mercy? | ||
|name=Ground Throw | |name=Ground Throw | ||
|input=5B+C | |input=5B+C | ||
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{{#lsth:BBTag/Blitztank/Data|BC}} | {{#lsth:BBTag/Blitztank/Data|BC}} | ||
{{!}}- | {{!}}- | ||
{{Description|6|text= | {{Description|6|text=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. | ||
}} | }} | ||
}} | }} | ||
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====== <font style="visibility:hidden" size="0">Reflector</font> ====== | ====== <font style="visibility:hidden" size="0">Reflector</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=BBTag_Blitztank_Reflector.png |caption= | |image=BBTag_Blitztank_Reflector.png |caption= | ||
|image2=BBTag_Blitztank_Entladung.png |caption2= | |image2=BBTag_Blitztank_Entladung.png |caption2= '''Bzzt''' | ||
|name=Reflector | |name=Reflector | ||
|input=5A+D (Air OK) | |input=5A+D (Air OK) | ||
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{{#lsth:BBTag/Blitztank/Data|j.AD Attack}} | {{#lsth:BBTag/Blitztank/Data|j.AD Attack}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text=A surprisingly strong counter-esque move, as it allows Blitz to act immediately 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's still has the same weaknesses that all other A+D attacks in the game. | ||
Also, some multihit moves in the game make the Parry portion act a little weird, such as Elizabeth's 5A and Yukiko's Persona 5A, and won't let you act immediately. | |||
}} | }} | ||
}} | }} | ||
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{{#lsth:BBTag/Blitztank/Data|236A}} | {{#lsth:BBTag/Blitztank/Data|236A}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text=With the sharpest angle, it's Blitztank go-to laser for ending combos and ending pressure safely. It hits anyone right roughly in front of Blitz. | |||
}} | |||
{{AttackVersion|name=236B}} | {{AttackVersion|name=236B}} | ||
{{#lsth:BBTag/Blitztank/Data|236B}} | {{#lsth:BBTag/Blitztank/Data|236B}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text=The go-to space control laser for Blitztank. It hits the entire screen in length at a relative shallow angle, ending slightly above the corner on the other side. Snipe the opponent for doing something, hit the assist, you name it. | |||
Do keep in mind that it has a decent amount of recovery, and thanks to Blitz height, making it weak to IADs. | |||
}} | |||
{{AttackVersion|name=236C}} | {{AttackVersion|name=236C}} | ||
{{#lsth:BBTag/Blitztank/Data|236C}} | {{#lsth:BBTag/Blitztank/Data|236C}} | ||
{{!}}- | |||
{{Description|7|text=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 his 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 and conversions. 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. unlike most c moves, it does not cost meter | |||
}} | |||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=j.236A}} | {{AttackVersion|name=j.236A}} | ||
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{{#lsth:BBTag/Blitztank/Data|j.236C}} | {{#lsth:BBTag/Blitztank/Data|j.236C}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= | {{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 simple TK j.236C is enough to make it in your favor. | ||
Delayed laser after j.B is needed to get combos afterwards | |||
}} | }} | ||
}} | }} | ||
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====== <font style="visibility:hidden" size="0">Ansturm</font> ====== | ====== <font style="visibility:hidden" size="0">Ansturm</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=BBTag_Blitztank_Ansturm.png |caption= | |image=BBTag_Blitztank_Ansturm.png |caption= '''GAS GAS GAS I'M GONNA STEP ON THE GAS''' | ||
|name=Ansturm | |name=Ansturm | ||
|input=66 | |input=66 | ||
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{{#lsth:BBTag/Blitztank/Data|66}} | {{#lsth:BBTag/Blitztank/Data|66}} | ||
{{!}}- | {{!}}- | ||
{{Description|6|text= | {{Description|6|text=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. | |||
}} | }} | ||
}} | }} | ||
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====== <font style="visibility:hidden" size="0">EX Blitz Mine</font> ====== | ====== <font style="visibility:hidden" size="0">EX Blitz Mine</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=BBTag_Blitztank_Blitzmine.png |caption= | |image=BBTag_Blitztank_Blitzmine.png |caption= ''Kocchi wo miro!'' | ||
|input=214C (air OK) | |input=214C (air OK) | ||
|name=EX Blitz Mine | |name=EX Blitz Mine | ||
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{{#lsth:BBTag/Blitztank/Data|j.214C}} | {{#lsth:BBTag/Blitztank/Data|j.214C}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= 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. | ||
}} | }} | ||
}} | }} | ||
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====== <font style="visibility:hidden" size="0">5P</font> ====== | ====== <font style="visibility:hidden" size="0">5P</font> ====== | ||
{{MoveData | {{MoveData | ||
|image= | |image=BBTag_Blitztank_Ansturm.png |caption= | ||
|input= | |input=Ansturm | ||
|name=5P | |name=5P | ||
|data= | |data= | ||
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{{#lsth:BBTag/Blitztank/Data|5P}} | {{#lsth:BBTag/Blitztank/Data|5P}} | ||
{{!}}- | {{!}}- | ||
{{Description|6|text= | {{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. 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. | ||
}} | }} | ||
}} | }} | ||
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====== <font style="visibility:hidden" size="0">6P</font> ====== | ====== <font style="visibility:hidden" size="0">6P</font> ====== | ||
{{MoveData | {{MoveData | ||
|image= | |image=BBTag_Blitztank_ElectroAuge_B.png |caption= | ||
|input= | |input=Electro Auge B | ||
|name=6P | |name=6P | ||
|data= | |data= | ||
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{{#lsth:BBTag/Blitztank/Data|6P}} | {{#lsth:BBTag/Blitztank/Data|6P}} | ||
{{!}}- | {{!}}- | ||
{{Description|6|text= | {{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 by. | ||
}} | }} | ||
}} | }} | ||
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{{#lsth:BBTag/Blitztank/Data|4P}} | {{#lsth:BBTag/Blitztank/Data|4P}} | ||
{{!}}- | {{!}}- | ||
{{Description|6|text= | {{Description|6|text=Multihit and an extremely large hitbox with plenty of hitstun. Easy to convert off in combos, and recovers relatively quickly. Also has bad scaling. | ||
}} | }} | ||
}} | }} | ||
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====== <font style="visibility:hidden" size="0">Gjallarhorn</font> ====== | ====== <font style="visibility:hidden" size="0">Gjallarhorn</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=BBTag_Blitztank_Gjallarhorn.png |caption= | |image=BBTag_Blitztank_Gjallarhorn.png |caption= I showed you my Gjallahorn, please respond | ||
|input=236B+C | |input=236B+C | ||
|name=Gjallarhorn | |name=Gjallarhorn | ||
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{{#lsth:BBTag/Blitztank/Data|236BC}} | {{#lsth:BBTag/Blitztank/Data|236BC}} | ||
{{!}}- | {{!}}- | ||
{{Description|6|text= | {{Description|6|text=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. | |||
}} | }} | ||
}} | }} | ||
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{{#lsth:BBTag/Blitztank/Data|214BC}} | {{#lsth:BBTag/Blitztank/Data|214BC}} | ||
{{!}}- | {{!}}- | ||
{{Description|6|text= | {{Description|6|text=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. | |||
}} | }} | ||
}} | }} | ||
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==Distortion Skill Duo== | ==Distortion Skill Duo== | ||
{{MoveData | {{MoveData | ||
|image=BBTag_Blitztank_Gjallarhorn.png |caption= | |image=BBTag_Blitztank_Gjallarhorn.png |caption= | ||
|input=P during Main Character's Distortion Skill | |input=P during Main Character's Distortion Skill | ||
|name=Gjallarhorn | |name=Gjallarhorn | ||
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==Astral Heat== | ==Astral Heat== | ||
{{MoveData | {{MoveData | ||
|image=BBTag_Blitztank_Ragnarok.png |caption= Déjà vu, I've seen this Ansturm before | |image=BBTag_Blitztank_Ragnarok.png |caption= Déjà vu, I've just seen this Ansturm before | ||
|image2=BBTag_Blitztank_Ragnarok2.png |caption2= NANI!? <br/> K-KANSEI DORIFTO??? | |image2=BBTag_Blitztank_Ragnarok2.png |caption2= NANI!? <br/> K-KANSEI DORIFTO??? | ||
|input=222B+C | |input=222B+C | ||
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{{#lsth:BBTag/Blitztank/Data|222BC}} | {{#lsth:BBTag/Blitztank/Data|222BC}} | ||
{{!}}- | {{!}}- | ||
{{Description|6|text= | {{Description|6|text= not a bad option, as tank generaly doesnt brn more than 2 or 3 meter in an RB combo, meaning that you can easily accumulate meter in LV4 blaze. | ||
}} | }} |
Revision as of 00:03, 7 December 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 |
---|---|
|
|
Normal Moves
5A
5A | Template:AttackDataHeader-BBTag |
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5B
5B | Template:AttackDataHeader-BBTag |
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5C
5C |
Template:AttackDataHeader-BBTag
| ||||
---|---|---|---|---|---|
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 | ||||
---|---|---|---|---|---|
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 | ||||
---|---|---|---|---|---|
A 2 hit low that moves forward and has a lot of range. Both hits can be canceled. |
2C
2C |
Template:AttackDataHeader-BBTag
| ||||
---|---|---|---|---|---|
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 |
---|
j.B
j.B |
Template:AttackDataHeader-BBTag
| ||||
---|---|---|---|---|---|
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 |
Template:AttackDataHeader-BBTag
| ||||
---|---|---|---|---|---|
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 |
Template:AttackDataHeader-BBTag
| ||||
---|---|---|---|---|---|
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) |
Template:AttackDataHeader-BBTag |
---|
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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not a bad option, as tank generaly doesnt brn more than 2 or 3 meter in an RB combo, meaning that you can easily accumulate meter in LV4 blaze. |
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
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Controls •
Frame Data & System Data •
Patch Notes •
• Movement/Canceling •
Offense •
Defense •
Damage/Combo •
Attack Attributes •
Gauges •
Misc •