BBTag/Es

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Overview

Overview
Es is a character that specializes in controlling the flow of the match in neutral. She has moderately fast movement and excellent air buttons, letting her control the skies. Her far-reaching, fast, low 2A and Instant Overhead jB allows her to force the opponent into a high-low 50/50 once she is able to get in. In neutral her Breunor projectile is a powerful ranged option for controlling space. She can vary the timing of these projectiles as well as use them in the air, letting her dictate the pace of certain matchups.
Es
BBTag Es Portrait.png
Health
17,000
Prejump
4F
Backdash
25F (1~7F Inv All)
Unique Movement Options
Arced Forward Air Dash
Fastest Attack
4A (6F)
Reversals
A+D (13F)
236B+C (9F)
214B+C (13F)

 Es

Pros
Cons
  • Solid range on her normals.
  • Hard hitting combos that last a lengthy amount of time, especially with an assist. This means that Es can carry you to either corner relatively easily.
  • Es can adapt to nearly any playstyle and heavily punish an opponent's weak defense in battle thanks to her range, two overheads, crest mechanic, and projectiles.
  • The lingering crests in Es's normals are incredibly useful for extending combos, blockstrings, and creating tricky cross-up situations thanks to her j.C.
  • Has one of the best projectiles in the game thanks to their speedy startup, quick recovery, multiple angles that they can be shot from in the air & ground, and Es's ability to shoot two projectiles in a single quarter-circle input.
  • Because of all this, Es possesses the tools to initiate an unrelenting offense, in conjunction with a keep-away game that is very bothersome to deal with.
  • Great reversal action which has a huge pillar-like hitbox.
  • Solid 2B.
  • Her j.C is one of the best and most useful aerial moves in the game.
  • Although she can deal solid damage she has Below-average start-up on certain moves, specifically in her 5B and 214A.
  • Due to her reliance on crest mechanics and assists to help her approaches at close range, Es has openings in her strings where she can be susceptible to reversal action and/or other counters.
  • A lot of her attacks have high recovery frames on whiff and block, such as her 2B, 214C, 214A so try your best to not whiff her attacks too much.


Drive: Crest Arts

Es has attacks that create an afterimage called a crest. After a delay, which varies from move to move, the crest detonates and hits anything in the space it covers.

Attacks that create crests: 5B, 5BB, j.C, and 4P.

Normal Moves

4A

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1000 All 6 3 10 -1 B
  • Es fastest normal
  • Can cancel into itself several times, and to pretty much any other move.
  • Like all A normals, it can be delayed canceled into a throw to create a tick throw setup
  • Can be jump canceled on block

The multiple cancel options can make this move useful at the start of an offensive blockstring. It can also be stuffed inside gaps in the opponent's pressure because of its sheer speed.

Level P1 P2
1 100 70

5A

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
5A 1500 All 9 5 25 -13 B
5AA 1500 All 12 3 21 -7 B
5AAA 1500 All 13 3 18 -4 B
5AAAA 1700 All 17 1 25 -7 B

5A: Big and fast and is your best friend as Es 5AA: Used mostly as combo and blockstring filler 5AAA: At certain distance, this move will whiff even if 5AA connects

  • Off of air hit, you can combo 5B after this move
  • Also mostly combo and blockstring filler, but is very useful in grounded combos to gatling 5B when the opponent is in the air

5AAAA: Standard autocombo ender

  • Cannot follow up this normal with other normals, specials, or supers
  • Mostly unused, very minus, and doesn't give much reward on hit either.
Version Level P1 P2
5A 3 100 80
5AA 3 100 80
5AAA 3 100 80
5AAAA 4 100 85

5A:
5AA:
5AAA:
5AAAA:

5B

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
5B 1700, 1000 All 18 5 27 -2 B, P1
5BB 1700, 1000 All 27 6 30 -12 B, P1
  • 5B is big, but slow startup. Puts a crest on the field that detonates nearly immediately.

This can be a good tool to frame trap during pressure. It's also useful because the crest lingers for a little bit, so if they pushblock this move, they can't run in immediately or they get hit by the exploding crest.

As a starter on a standing opponent, can connect a 214A afterward to do a full combo.


  • 5BB is jump cancellable on hit

Since this is jump cancellable on hit, you can do 5BB jB jC as a combo ender which, in the corner, covers all tech options and gives good oki

Otherwise, is mostly combo or blockstring filler.

Version Level P1 P2
5B 4,1 100, 70 85, 90
5BB 4,1 100, 70 85, 90

5B:

    • Frame advantage listed assumes crest hits opponent
  • Crest has startup 25F after 5B becomes active (unaffected by Es's hitstop). Active 3F
  • Crest disappears if Es gets hit or Active Changes
  • Maximum Slide duration 1F


5BB:

  • Frame advantage listed assumes crest hits opponent
  • Crest has startup 19F after 5B becomes active (unaffected by Es's hitstop). Active 3F
  • Crest disappears if Es gets hit or Active Changes

5C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
800 High 22 3 24 -10 B
  • Her old 6A
  • Combos from 5B and 5BB in the corner

Standard overhead, punishable on block

Feels very short and given Es's big range on all her other normals, is a bit difficult to fit into blockstrings.

Level P1 P2
3

2A

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1250 Low 10 3 15 -4 F
  • Cannot be canceled into itself

Es's fastest low, with good range.

Level P1 P2
2 90 75

2B

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1500 All 10 3 32 -18 B 10~12 H
  • Anti-Air with a lot of vertical reach
  • Jump cancellable on block
  • 10-12f head invulnerable

Used mostly as an anti-air, but on block it can be jump canceled, which can open up instant overheads with jB.

Level P1 P2
3 90 80

2C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1500 Low 13 3 24 -10 F
  • On hit, makes opponent airborne and leads to a ground tech

Commonly used near the end of blockstrings and combos. Very useful in solo combos since 2C>236C in the corner allows for a 5A followup and also makes the opponent airborne, opening up much better combo routes for Es in the corner.

Level P1 P2
3 90 80

j.A

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
j.A 1000 High 9 3 18 H
j.AA 1000 High 7 3 18 H
  • j.A is a really big air normal, good for both air-to-airs and air-to-grounds.

All of Es's buttons in the air are good. This is the fastest, which makes it useful for challenging people in the air. It hits overheads and still has a good hitbox, so it can be used for jump-ins as well.


  • j.AA can be done even if jA whiffs

This hit is angled a bit more downwards, making it a bit better for jump-ins. Is useful for confirming stray jA hits.

Version Level P1 P2
j.A 2 80 85
j.AA 2 80 85

j.A:
j.AA:

j.B

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1500 High 12 4 26 H
  • Good for jump-ins, mixups, and ending air combos

On certain characters, this move can be an instant overhead, although you need an assist to convert off of non-counterhit IOH jB

On counterhit, you can connect a jC after a jB on a grounded opponent

Level P1 P2
3 80 80

j.C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1700, 1000 High, All 23 5 23+8L H, P1
  • Good for oki

Probably her best jump normal. Very big, crest allows for this to still get hits even if the first hit whiffs, hits overhead and puts the opponent in an airborne state if it does hit and can be comboed off of with 5A.

Level P1 P2
4,1 80, 70 85, 90
  • Crest has startup 24F after j.C becomes active (unaffected by Es's hitstop). Active 3F
  • Crest disappears if Es gets hit or Active Changes


Universal Mechanics

Ground Throw

5B+C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
0, 500×2, 1000 Throw 7-30 3 23 T
  • Standard throw

For forward throw, it makes the opponent airborne and you can link a 5AAA into a good combo. You can also link into Gawain, although this might leave you with less options.

For back throw, you can cancel into a 214A which leads into a standard 214A combo

Level P1 P2
100 50
  • Minimum Damage: 0, 500×2, 1000 (2000)

Type:Slasher "Griflet"

5A+D (Air OK)

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
AD 1400×2 Air Unblockable 13 3(12)9 Until L+19 -41 B 1~15 All
j.AD 1400×2 All 10 3(12)1 Until L+19 H 1~15 All
AD > X 1500 All 22 8 Total: Until L+19 P1

Good vertical range and decent horizontal range. Hitbox does come up slower than some other DPs, which means this move might get blocked if you try to use it as an antiair.

You can press another button on hit to activate the followup, but the followup isn't available on block or whiff.

The followup can sometimes whiff even if the first part of the move hits. The followup has a very long recovery window as well, which can lead to you being punished if the first part hits but the followup whiffs, so be careful about doing the followup.

Generally, you want to use this though because it leads to a better advantage for you.

Version Level P1 P2
AD 4 80 60
j.AD 4 80 60
AD > X 3 48 100

AD:

  • Minimum Damage 70×2 (140)


j.AD:

  • Minimum Damage 70×2 (140)


AD > X:

  • Considered part of preceding attack, no additional damage scaling applied
  • Minimum Damage 75


Skills

Type:Shooter "Breunor"

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
236A 1500 All 15 Until Hit Total: 42 -8 P1
236B 1500 All 27 Until Hit Total 48 0 P1
236A 236A 1500 All 13 Until Hit Total 42 -8 P1
236B 236A 2500 All Until Hit -2 P2
  • A version projectile moves almost immediately after the projectile comes out, but doesn't travel fullscreen
  • B version projectile lingers at Es for a little bit, then moves forward

Very good fireballs. Pretty big and fast and can be really annoying for characters to get around.


  • If a followup Breunor touches the previous Breunor, They both combine into a single Powered Up shot.

The two fireballs become one really big one. It's larger than both the A and B versions. While the A and B versions will clash once with most regular projectiles, this one is a level 2 projectile and will pass through most projectiles or clash with EX projectiles.

Very strong and annoying tool for people to deal with. If you setup first, you can use this to invalidate zoners trying to do their thing fullscreen/midscreen.

Version Level P1 P2
236A 2 80 80
236B 2 80 80
236A 236A 2 80 80
236B 236A 3 80 80

236A:

  • Minimum Damage 75


236B:

  • Minimum Damage 75


236A 236A:

  • Minimum Damage 75


236B 236A:

  • Minimum Damage 125
  • Maximum Slide duration: 1F

Air Type:Shooter "Breunor"

j.236A/B

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
j.236A 1500 All 17 Until Hit Total 47+9L P1
j.236B 1500 All 17 Until Hit Total 47+9L P1
  • A version is sent diagonally down
  • B version is sent horizontally forward

Also a very annoying tool for people to deal with. The projectiles are still good and by mixing up the two, you can catch people either running in with the A version or people jumping at you with the B version.

This move can be TKed, but even TKed, this move will send Es pretty high up in the air. If you want to do the B versions close to the ground, you'll have to jump and then when coming down, input the special. No TK j236B sadly :(

Version Level P1 P2
j.236A 2 80 80
j.236B 2 80 80

j.236A:

  • Minimum Damage 75


j.236B:

  • Minimum Damage 75

Type:Assaulter "Erec"

214A

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
214A 0, 2500 Throw 26 9 Until L+24 H
  • Command grab
  • Whiffs on crouching and airborne

Very easy to react to, has a ton of recovery if whiffed, whiffs on crouchers and overall not a very strong tool that you won't see often and won't want to use often.

Note that, while you can combo 5B>214A, this combo will whiff in the 5B hit an opponent while crouching.

It does have a really cute animation when it whiffs though.

Version Level P1 P2
214A 3 100 100, 75

214A:

  • Can only hit standing opponents not in blockstun (hitstun is ok)
  • Minimum Damage 0, 125 (125)

Type:Slasher "Gawain"

214B (Chargeable)

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
214B 1700 High 27 4 5+13L -3 H 9~30 FT
214[B] 2200 High 36 3 13 +3 H 9~38 FT
  • Overhead

While it is an overhead, it is pretty reactable and it's uncharged version doesn't give much reward on hit. The uncharged version is not seen very often, even in combos.

The charged version does have some uses, since it causes a splat on air hit and allows for 5A to combo afterwards. The most common way of comboing this tool is 5B>214[B] on an airborne opponent. The charged version is also slightly plus, which makes it good for reseting pressure. Note, though, that it can be mashed out of.

Version Level P1 P2
214B 4 80 85
214[B] 4 80 75

214B:

  • Minimum Damage 85


214[B]:

  • Minimum Damage 110

Type:Slasher "Mordred"

214C

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
214C 2000 All 17-22 2 24 -7 B
214C > X 2000 All 11 4 24+13L -22 B

Es moves forward and does one slash. This can be useful if you've exhausted all your normal cancels on block so you can do this with an assist to continue pressure. Otherwise, isn't that useful for pressure.

Most combos that use an assist will have the assist be called during 214C~X, allowing for a pickup afterwards.


  • The followup hit launches the opponent on hit

Cannot continue a combo after hitting with this solo, unless you hit them very high in the air. You can get a safe jump off it (assuming they don't tech away).

On block, is extremely minus and is not recommended in blockstrings without an assist, and even with an assist, 214C is probably just better.

Version Level P1 P2
214C 4 80 85
214C > X 4 100 85

214C:

  • Minimum Damage 100


214C > X:

  • Minimum Damage 100


Extra Skills

EX Type:Shooter "Breunor"

236C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
2500 All 20 Until Hit Total 50 -3 P2
  • Makes a powered up shot without having to do both B and A fireballs
  • Wallbounces

This is a very useful tool in certain matchups since it makes a powered up shot much quicker than normally. This can be useful to catch people's jumps, or to go through a zoner's projectile.

Level P1 P2
3 80 70
  • Minimum Damage 250
  • Maximum Slide duration 1F

Air EX Type:Shooter "Breunor"

j.236C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1500×2 All 12 P(11)P Total 38 P1
  • Throws a B version of the air fireball, then the A version of the air fireball, much quicker than normal

Not quite as useful as the grounded version, but still has its uses. Can be good if you're unsure how an opponent will approach and want to be extra safe.

Level P1 P2
2 80 80×2
  • Each P in active frames represents a projectile spawned
  • Minimum Damage 150×2 (300)


Partner Skills

5P

Type:Slasher "Mordred"

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1700×2 All (18)+17~22 2 [(13)4] 24 [25+16L] -7 B
  • Good for extending combos
  • On block or whiff, it will only do the first hit
  • On hit, it'll automatically perform the followup attack

Used mostly for combo extensions, can be useful in neutral since it moves pretty far and fast and can catch people off guard.

Level P1 P2
4 70 85×2
  • Minimum Damage 85×2 (170)

6P

Type:Shooter "Breunor"

Damage Guard Startup Active Recovery On-Block Attribute Invuln
2000 All (18)+40 Until Hit Total: (18)+69 -2 P2
  • Great for covering approaches
  • Somewhat useful for pressure

This partner skill has Es fire the staggered version of her Breunor projectile. She does the A then B version, however unlike when used on point they do not combine. The two projectiles can severely limit your opponent's options on the ground and are perfect opportunity to approach and close the gap between you and your opponent. This can be very helpful to improve your partner's neutral, especially in some matchups and for some partner characters lacking neutral tools. However, it does have a bit of startup on it though so be wary about using this too close to your opponent. Try to aim to use this further out to avoid both Es and you getting pinned down by rushdown.

It can also be good for pressure. The 2 Breunor projectiles provide a good amount of blockstun for you to reset pressure or potentially go for a mixup depending on your character and the situation.

Level P1 P2
3 70 80
  • Minimum Damage 100
  • Maximum Slide duration 20F

4P

BBCF 6D

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1700, 1000 All (18)+17 4(11)3 3+10L 0 B, P1
  • Has two hits, similar to 5B and 5BB. First is a physical hit where the sword is, and then a crest is made, which then explodes shortly after it's made.

A pretty good anti air assist. It will always create the crest, which means it can help cover you even if the anti air whiffs.

If the first hit connects, the opponent will have a lot of untech time, allowing you to have a very easy followup.

Is a really reliable answer to bursts.

Level P1 P2
4, 1 70 85, 90
  • Crest has startup 16F after 4P becomes active (unaffected by Es's hitstop). Active 3F
  • Minimum Damage 85, 50 (135)


Distortion Skills

Type:Shooter "Palamedes"

236B+C (Air OK)

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
236BC 4200 [5200] All 3+(50 Flash)+6 Until Hit Total: 32+12L -11 P2 1~12 All
j.236BC 4200 [5200] All 3+6 Until Hit Until L+15L P2 1~12 All
  • Big projectile super that hits fullscreen
  • Is full invul on startup

This can be really useful in fullscreen situations where you read an airdash in or someone throwing a fireball. Can also be used to punish other certain fullscreen supers. Can be punished on block if done right next to someone, but can only be punished fullscreen by something like another fullscreen super.

Version Level P1 P2
236BC 4 80 60
j.236BC 4 80 60

236BC:

  • Values in [] are for Enhanced version
  • Minimum Damage: 1400 [1750]


j.236BC:

  • Values in [] are for Enhanced version
  • Minimum Damage: 1400 [1750]

Type:Slasher "Galahad"

214B+C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
2500, 4300
[2500, 250×6, 4300]
All 4+(40 Flash)+9 9 24 -14 B 1~21 All
  • Es dashes forward and, if she connects, lunges through them
  • Full invul on startup

Doesn't quite travel fullscreen, but does still move forward very far. Is not as minus as it seems, so people might drop their punishes on this move.

This move is also Es's DHC and is also very useful as one. It has very little recovery on block, which means you can do something like Gordeau's 214BC, DHC into Es, and Es will recover while Gordeau is still doing the super, allowing you to run mixups while Gordeau is doing his super.

Level P1 P2
4 80 100
  • Values in [] are for Enhanced version
  • Minimum damage: 500, 1419 (1919) [500, 62×6, 1290 (2162)]
  • On Normal and CH, Crumple Duration 200F, Crumple Fall 73F


Distortion Skill Duo

Type:Slasher "Galahad"

P during Partner's Distortion Skill

Damage Guard Startup Active Recovery On-Block Attribute Invuln
700, 1800
[700, 80×6, 1820]
All 1+(79 Flash)+1 9 24 -14 B 1~10 All
Level P1 P2
4 100 100
  • Values in [] are for Enhanced version
  • Minimum Damage: 2500 [3000]
  • On Normal and CH, Crumple Duration 200F, Crumple Fall 73F


Astral Heat

Type: Exterminator "Artorius"

222B+C when Astral Conditions are met

Damage Guard Startup Active Recovery On-Block Attribute Invuln
All 4+(55 Flash)+12 3 68 -30 B 1~18 All
Level P1 P2
5


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