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Revision as of 01:56, 15 December 2019 by Almkrona (talk | contribs) (Added hitbox images, added some informationon Armor, added Armor durations on moves, and changed some minor data and fluff text.)
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BBTag Blitztank Portrait.png

Health: 20,000
Prejump: 6F
Backdash Time 23F / Invul: 7F

Movement Options
  • 1 Jump, Dash Type: damaging step
Team role
Anchor, Support


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.


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.



Strengths Weaknesses
  • All normals except 5C have armor
  • Dash has a hitbox
  • j.C (opens up unblockable setups that can be looped, has armor, is fullscreen unblockable, is super/special cancelable)
  • Large corner carry by ending combos with dash
  • Large damage from supers
  • Loops in corner
  • Large and versatile assists
  • Good oki game with mines
  • It's a tank
  • Incredibly slow
  • Massive hurtbox
  • 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, which includes the landing speed
  • 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.

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 5AAAA string.

Normal Moves

BBTag Blitztank 5A.png
All except 5AAAA are the same, albeit you can move backwards or forwards during it
BBTag Blitztank 5AAAA.png
And with a magic trick, and summon my partner in a flash!
BBTag Blitztank 5A Hitbox.png
BBTag Blitztank 5A2 Hitbox.png
BBTag Blitztank 5A3 Hitbox.png
Version Damage Guard Startup Active Recovery Frame Adv.
5A 650*3 All 10 2,2,2 22 -7
5AA 650*3 All 1 2,2,2 25 -10
5AAA 650*3 All 1 2,2,2 25 -10
5AAAA 2500 All 7 3 36 -18
  • Has Armor against Body-Attribute attacks during frames 4-11. All subsequent As also has armor for specific periods of their active frames and start-up. Details in framedata tab.

Button can be held down to go through the entire string, and is whiffable, yet using Cross Raid requires press again normally. j.A works the same way. It's also the only move of Blitztank that can be jump canceled, but only on hit however.

BBTag Blitztank 5B.png
I hope you like l00ps
BBTag Blitztank 5BB.png
because a jump cancelable launcher would be too much
BBTag Blitztank 5B Hitbox.png
BBTag Blitztank 5BB Hitbox.png
Version Damage Guard Startup Active Recovery Frame Adv.
5B 1500 All 12 17 21 -19
  • Has Armor against Body-Attribute attacks during frames 4-14.

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.

5BB 2000 All 16 3 35 -19
  • Has Armor against Body-Attribute attacks during frames 4-18.

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.

BBTag Blitztank 5C.png
Never thought I'd see a tank headbutt someone, but here we are.
BBTag Blitztank 5C Hitbox.png
Damage Guard Startup Active Recovery Frame Adv.
- - - - - -

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.

BBTag Blitztank 2A.png
Is it just me or does this move look rather adorable?
BBTag Blitztank 2A Hitbox.png
Damage Guard Startup Active Recovery Frame Adv.
1000 Low 8 3 18 -4
  • Has Armor against Body-Attribute attacks during frames 4-10.

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.

BBTag Blitztank 2B.png
Look at him go!
BBTag Blitztank 2B Hitbox.png
BBTag Blitztank 2B2 Hitbox.png
Damage Guard Startup Active Recovery Frame Adv.
1000*2 Low 12 3(3)3 20 -6
  • Has Armor against Body-Attribute attacks during frames 4-14.

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

BBTag Blitztank 2C.png
He's like a cat pouncing on a toy!
BBTag Blitztank 2C Hitbox.png
Damage Guard Startup Active Recovery Frame Adv.
2000 Low 25 3 17 +2
  • Has Armor against Body-Attribute attacks during frames 4-27.

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.

BBTag Blitztank jA.png
BBTag Blitztank jA Hitbox.png
Version Damage Guard Startup Active Recovery Frame Adv.
j.A 650*3 All 7 2,2,2 9 -
  • Has Armor against Head-Attribute attacks during frames 4-8.

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.

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.

BBTag Blitztank jB.png
If an explosion of that size can launch a tank upwards, I wonder what it does to the opponent...
BBTag Blitztank jB Hitbox.png
Damage Guard Startup Active Recovery Frame Adv.
1800 High 14 3 25+11L -
  • Has Armor against Head-Attribute attacks during frames 4-16.

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.

BBTag Blitztank jC Stall.png
"I recommend don't block."
BBTag Blitztank jC Fall.png
“Too late.”
Damage Guard Startup Active Recovery Frame Adv.
800 Unblockable Until L 1 Total Until L+ 29L -
  • Has Armor against Head-Attribute attacks, unknown amount.

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.

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
BBTag Blitztank GroundThrow.png
Does this look like the face of mercy?
Damage Guard Startup Active Recovery Frame Adv.
0, 300*5, 500 Throw 7~30 3 23 -

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.

5A+D (Air OK)
BBTag Blitztank Reflector.png
Because armour isn't enough, here's a counter!
BBTag Blitztank Entladung.png
BBTag Blitztank ED Hitbox.png

No, I did not draw a red square around Blitztank. That's legit the hitbox.

Version Damage Guard Startup Active Recovery Frame Adv.
- - - - 44 -
750*7 Air Unblockable 6 1,2,2,2,2,2,2 23 -6
Air Catch
- - - - 44 -
Air Attack
750*7 All 6 1,2,2,2,2,2,2 Until L -

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 still has the same weaknesses that all other A+D attacks in the game share.

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.


Elektro Auge
Elektro Auge
236A/B/C (air OK)
BBTAG Blitztank Laser.png
Heard you like zoning
BBTag Blitztank AirElektroAuge.png
Is an "Imma firin mah lazer" meme too old of a joke to add?
BBTag Blitztank 236x Hitbox.png
Version Damage Guard Startup Active Recovery Frame Adv.
236A 1500 All 16 3 Total: 47 -4

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.

236B 1500 All 16 3 Total: 53 -10

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.

236C 1500 All 16 3 Total: 38 +5

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

j.236A 1500 All 13 3 Total: Until L+10L -
j.236B 1500 All 13 3 Total: Until L+10L -
j.236C 1500 All 13 3 Total: Until L+10L -

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

Blitz Mine
Blitz Mine
214A/B (air OK)
BBTag Blitztank BlitzMineAB.png
Who would've guessed the "B" in "B-Mine" stood for "Blitz"?
BBTag Blitztank 214x Hitbox.png

Does anyone feel as insulted as I do about that tiny thing?

BBTag Blitztank 214x2 Hitbox.png
Version Damage Guard Startup Active Recovery Frame Adv.
214A 0, 1500 All 22 Until Hit,3 Total: 50 -
214B 0, 1500 All 22 Until Hit,3 Total: 50 -
j.214A 0, 1500 All 22 Until Hit,3 Total Until L+6L [Total 51] -
j.214B 0, 1500 All 22 Until Hit,3 Total Until L+6L [Total 51] -

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.

BBTag Blitztank Ansturm.png
BBTag Blitztank 66 Hitbox.png
Damage Guard Startup Active Recovery Frame Adv.
2000 All 7 12 27 -4
  • Has Armor against Body-Attribute attacks during frames 4-7.

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)
BBTag Blitztank Blitzmine.png
Kocchi wo miro!
Version Damage Guard Startup Active Recovery Frame Adv.
Ground (0, 1500)*3 All 15 Until Hit,3 Total: 37 -
Air (0, 1500)*3 All 22 Until Hit,3 Total Until L+4L [Total 46] -

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.

Partner Skills

BBTag Blitztank Ansturm.png
When you need thots ran over on command
Damage Guard Startup Active Recovery Frame Adv.
2200 All (18)+15 9 46 -28

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.

Electro Auge B
BBTag Blitztank ElectroAuge B.png
When you need to fry an ant on command
Damage Guard Startup Active Recovery Frame Adv.
1500 All (18)+30 3 Total: (18)+67 -10

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.

BBTag Blitztank Entladung.png
When you need a Pikachu on command
Damage Guard Startup Active Recovery Frame Adv.
750*7 All (18)+10 1,2,2,2,2,2,2 39 -22

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

BBTag Blitztank Gjallarhorn.png
I showed you my Gjallahorn, please respond
BBTag Blitztank 236BC Hitbox.png

What else did you expect really?

Damage Guard Startup Active Recovery Frame Adv.
600*26 [350*52] All 1+5 2*26 [2*52] Total 133 [Total 185] -39
  • 1f of invul during super flash, rest has nothing.

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.

BBTag Blitztank Blitzlauf.png
For when you want Ansturm, BUT MORE.
BBTag Blitztank 214BC Hitbox.png
Damage Guard Startup Active Recovery Frame Adv.
4000*2 All 1+5 10 60 -49
  • 1-15f of invul.

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

P during Main Character's Distortion Skill
BBTag Blitztank Gjallarhorn.png
Damage Guard Startup Active Recovery Frame Adv.
100*20 [50*50] All 1+1 2*20 [2*50] Total 150 [Total 210] -73

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

Astral Heat

BBTag Blitztank Ragnarok.png
Déjà vu, I've just seen this Ansturm before
BBTag Blitztank Ragnarok2.png
BBTag Blitztank 222BC Hitbox.png
Damage Guard Startup Active Recovery Frame Adv.
- All 1+9 9 92 -74

not a bad option, as Blitztank generally doesn't burn more than 2 or 3 meter in an RB combo, meaning that you can easily accumulate meter in LV4 blaze.


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