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;Movement Options | ;Movement Options | ||
* Double Jump, 1 Airdash, Dash Type: Run | * Double Jump, 1 Airdash, Dash Type: Run | ||
;Playstyle | |||
:Passive, Neutral-focused | |||
;Team Role: | |||
:Support | |||
|} | |} | ||
<div style="float:left; margin-right:25px;"> | <div style="float:left; margin-right:25px;"> | ||
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*Her j.C is one of the best and most useful aerial moves in the game. | *Her j.C is one of the best and most useful aerial moves in the game. | ||
| style="width: 50%;"| | | style="width: 50%;"| | ||
*Below-average start-up on certain moves, specifically in her 5B and 214A. | *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. | *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 attack have high recover frame on whiff and block, such as her 2B, 214C, 214A so try your best to not whiff her attack too much | |||
|- | |- | ||
|} | |} | ||
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{{#lsth:BBTag/Es/Data|4A}} | {{#lsth:BBTag/Es/Data|4A}} | ||
{{!}}- | {{!}}- | ||
{{Description|6| | {{Description|6|text= | ||
* Es fastest normal | * Es fastest normal | ||
* Can cancel into itself several times, and to pretty much any other move. | * Can cancel into itself several times, and to pretty much any other move. | ||
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{{#lsth:BBTag/Es/Data|5A}} | {{#lsth:BBTag/Es/Data|5A}} | ||
{{!}}- | {{!}}- | ||
{{Description|7| | {{Description|7|text= | ||
Big and fast and is your best friend as Es | Big and fast and is your best friend as Es | ||
}} | }} | ||
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{{#lsth:BBTag/Es/Data|5AA}} | {{#lsth:BBTag/Es/Data|5AA}} | ||
{{!}}- | {{!}}- | ||
{{Description|7| | {{Description|7|text= | ||
Used mostly as combo and blockstring filler | Used mostly as combo and blockstring filler | ||
}} | }} | ||
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{{#lsth:BBTag/Es/Data|5AAA}} | {{#lsth:BBTag/Es/Data|5AAA}} | ||
{{!}}- | {{!}}- | ||
{{Description|7| | {{Description|7|text= | ||
* At certain distance, this move will whiff even if 5AA connects | * At certain distance, this move will whiff even if 5AA connects | ||
* Off of air hit, you can combo 5B after this move | * Off of air hit, you can combo 5B after this move | ||
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{{#lsth:BBTag/Es/Data|5AAAA}} | {{#lsth:BBTag/Es/Data|5AAAA}} | ||
{{!}}- | {{!}}- | ||
{{Description|7| | {{Description|7|text= | ||
* Standard autocombo ender | * Standard autocombo ender | ||
* Cannot follow up this normal with other normals, specials, or supers | * Cannot follow up this normal with other normals, specials, or supers | ||
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{{#lsth:BBTag/Es/Data|5B}} | {{#lsth:BBTag/Es/Data|5B}} | ||
{{!}}- | {{!}}- | ||
{{Description|7| | {{Description|7|text= | ||
* Big, but slow startup. Puts a crest on the field that detonates near immediately. | * Big, but slow startup. Puts a crest on the field that detonates near immediately. | ||
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{{#lsth:BBTag/Es/Data|5BB}} | {{#lsth:BBTag/Es/Data|5BB}} | ||
{{!}}- | {{!}}- | ||
{{Description|7| | {{Description|7|text= | ||
* Jump cancellable on hit | * Jump cancellable on hit | ||
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{{#lsth:BBTag/Es/Data|5C}} | {{#lsth:BBTag/Es/Data|5C}} | ||
{{!}}- | {{!}}- | ||
{{Description|6| | {{Description|6|text= | ||
* Her old 6A | * Her old 6A | ||
* Combos from 5B and 5BB in the corner | * Combos from 5B and 5BB in the corner | ||
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{{#lsth:BBTag/Es/Data|2A}} | {{#lsth:BBTag/Es/Data|2A}} | ||
{{!}}- | {{!}}- | ||
{{Description|6| | {{Description|6|text= | ||
* Cannot be cancelled into itself | * Cannot be cancelled into itself | ||
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{{#lsth:BBTag/Es/Data|2B}} | {{#lsth:BBTag/Es/Data|2B}} | ||
{{!}}- | {{!}}- | ||
{{Description|6| | {{Description|6|text= | ||
* Anti-Air with a lot of vertical reach | * Anti-Air with a lot of vertical reach | ||
* Jump cancellable on block | * Jump cancellable on block | ||
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{{#lsth:BBTag/Es/Data|2C}} | {{#lsth:BBTag/Es/Data|2C}} | ||
{{!}}- | {{!}}- | ||
{{Description|6| | {{Description|6|text= | ||
* On hit, makes opponent airborne and leads to a ground tech | * On hit, makes opponent airborne and leads to a ground tech | ||
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{{MoveData | {{MoveData | ||
|image=BBTag_Es_jA.png |caption= | |image=BBTag_Es_jA.png |caption= | ||
|image2=BBTag_Es_jAA.png |caption2= | |||
|name=j.A | |name=j.A | ||
|data= | |data= | ||
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{{#lsth:BBTag/Es/Data|j.A}} | {{#lsth:BBTag/Es/Data|j.A}} | ||
{{!}}- | {{!}}- | ||
{{Description|7| | {{Description|7|text= | ||
* Really big air normal, good for both air-to-airs and air-to-grounds. | * Really big air normal, good for both air-to-airs and air-to-grounds. | ||
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{{#lsth:BBTag/Es/Data|j.AA}} | {{#lsth:BBTag/Es/Data|j.AA}} | ||
{{!}}- | {{!}}- | ||
{{Description|7| | {{Description|7|text= | ||
* Can be done even if jA whiffs | * Can be done even if jA whiffs | ||
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{{#lsth:BBTag/Es/Data|j.B}} | {{#lsth:BBTag/Es/Data|j.B}} | ||
{{!}}- | {{!}}- | ||
{{Description|6| | {{Description|6|text= | ||
* Good for jump ins, mixups and ending air combos | * Good for jump ins, mixups and ending air combos | ||
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{{#lsth:BBTag/Es/Data|j.C}} | {{#lsth:BBTag/Es/Data|j.C}} | ||
{{!}}- | {{!}}- | ||
{{Description|6| | {{Description|6|text= | ||
* Good for oki | * Good for oki | ||
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{{AttackDataHeader-BBTag}} | {{AttackDataHeader-BBTag}} | ||
{{!}}- | {{!}}- | ||
{{#lsth:BBTag/Es/Data| | {{#lsth:BBTag/Es/Data|BC}} | ||
{{!}}- | {{!}}- | ||
{{Description|6| | {{Description|6|text= | ||
* Standard throw | * Standard throw | ||
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{{AttackDataHeader-BBTag|version=yes}} | {{AttackDataHeader-BBTag|version=yes}} | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name= | {{AttackVersion|name=Ground}} | ||
{{#lsth:BBTag/Es/Data| | {{#lsth:BBTag/Es/Data|AD}} | ||
{{!}}- | {{!}}- | ||
{{Description|7| | {{AttackVersion|name=Air}} | ||
{{#lsth:BBTag/Es/Data|j.AD}} | |||
{{!}}- | |||
{{Description|7|text= | |||
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. | 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. | ||
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{{!}}- | {{!}}- | ||
{{AttackVersion|name=Crest Followup}} | {{AttackVersion|name=Crest Followup}} | ||
{{#lsth:BBTag/Es/Data| | {{#lsth:BBTag/Es/Data|AD > A/B/C}} | ||
{{!}}- | {{!}}- | ||
{{Description|7| | {{Description|7|text= | ||
* Important points go here | * Important points go here | ||
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{{#lsth:BBTag/Es/Data|Followup Breunor}} | {{#lsth:BBTag/Es/Data|Followup Breunor}} | ||
{{!}}- | {{!}}- | ||
{{Description|7| | {{Description|7|text= | ||
* A version projectile moves almost immediately after the projectile comes out, but doesn't travel fullscreen | * 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 | * B version projectile lingers at Es for a little bit, then moves forward | ||
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{{#lsth:BBTag/Es/Data|Powered Up Shot}} | {{#lsth:BBTag/Es/Data|Powered Up Shot}} | ||
{{!}}- | {{!}}- | ||
{{Description|7| | {{Description|7|text= | ||
* This is done by doing the B version followed by the A version quickly | * This is done by doing the B version followed by the A version quickly | ||
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{{#lsth:BBTag/Es/Data|Followup Air Breunor}} | {{#lsth:BBTag/Es/Data|Followup Air Breunor}} | ||
{{!}}- | {{!}}- | ||
{{Description|7| | {{Description|7|text= | ||
* A version is sent diagonally down | * A version is sent diagonally down | ||
* B version is sent horizontally forward | * B version is sent horizontally forward | ||
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{{#lsth:BBTag/Es/Data|214A}} | {{#lsth:BBTag/Es/Data|214A}} | ||
{{!}}- | {{!}}- | ||
{{Description|6| | {{Description|6|text= | ||
* Command grab | * Command grab | ||
* Whiffs on crouching and airborne | * Whiffs on crouching and airborne | ||
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{{#lsth:BBTag/Es/Data|214B}} | {{#lsth:BBTag/Es/Data|214B}} | ||
{{!}}- | {{!}}- | ||
{{Description|6| | {{Description|6|text= | ||
* Overhead | * Overhead | ||
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{{#lsth:BBTag/Es/Data|214C }} | {{#lsth:BBTag/Es/Data|214C }} | ||
{{!}}- | {{!}}- | ||
{{Description|7| | {{Description|7|text= | ||
* Important points go here | * Important points go here | ||
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{{#lsth:BBTag/Es/Data|Mordred > A/B/C }} | {{#lsth:BBTag/Es/Data|Mordred > A/B/C }} | ||
{{!}}- | {{!}}- | ||
{{Description|7| | {{Description|7|text= | ||
* Does a followup hit after the first hit of 214C | * Does a followup hit after the first hit of 214C | ||
* Launches the opponent on hit | * Launches the opponent on hit | ||
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{{#lsth:BBTag/Es/Data|236C}} | {{#lsth:BBTag/Es/Data|236C}} | ||
{{!}}- | {{!}}- | ||
{{Description|7| | {{Description|7|text= | ||
* Makes a powered up shot without having to do both B and A fireballs | * Makes a powered up shot without having to do both B and A fireballs | ||
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{{#lsth:BBTag/Es/Data|j.236C}} | {{#lsth:BBTag/Es/Data|j.236C}} | ||
{{!}}- | {{!}}- | ||
{{Description|7| | {{Description|7|text= | ||
* Throws a B version of the air fireball, then the A version of the air fireball, much quicker than normal | * Throws a B version of the air fireball, then the A version of the air fireball, much quicker than normal | ||
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{{#lsth:BBTag/Es/Data|5P}} | {{#lsth:BBTag/Es/Data|5P}} | ||
{{!}}- | {{!}}- | ||
{{Description|6| | {{Description|6|text= | ||
* Good for extending combos | * Good for extending combos | ||
* On block or whiff, it will only do the first hit | * On block or whiff, it will only do the first hit | ||
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{{#lsth:BBTag/Es/Data|6P}} | {{#lsth:BBTag/Es/Data|6P}} | ||
{{!}}- | {{!}}- | ||
{{Description|6| | {{Description|6|text= | ||
* Great for covering approaches | * Great for covering approaches | ||
* Somewhat useful for pressure | * Somewhat useful for pressure | ||
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{{#lsth:BBTag/Es/Data|4P}} | {{#lsth:BBTag/Es/Data|4P}} | ||
{{!}}- | {{!}}- | ||
{{Description|6| | {{Description|6|text= | ||
* 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. | * 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. | ||
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{{#lsth:BBTag/Es/Data|j.236BC}} | {{#lsth:BBTag/Es/Data|j.236BC}} | ||
{{!}}- | {{!}}- | ||
{{Description|7| | {{Description|7|text= | ||
* Ignore the picture, there are not two version of this super in BBTAG. It will always be the "A" version. | * Ignore the picture, there are not two version of this super in BBTAG. It will always be the "A" version. | ||
* Big projectile super that hits fullscreen | * Big projectile super that hits fullscreen | ||
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{{#lsth:BBTag/Es/Data|214BC}} | {{#lsth:BBTag/Es/Data|214BC}} | ||
{{!}}- | {{!}}- | ||
{{Description|6| | {{Description|6|text= | ||
* Es dashes forward and, if she connects, lunges through them | * Es dashes forward and, if she connects, lunges through them | ||
* Full invul on startup | * Full invul on startup | ||
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{{#lsth:BBTag/Es/Data|Distortion Skill Duo}} | {{#lsth:BBTag/Es/Data|Distortion Skill Duo}} | ||
{{!}}- | {{!}}- | ||
{{Description|6| | {{Description|6|text= | ||
* Important points go here | * Important points go here | ||
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{{#lsth:BBTag/Es/Data|222BC}} | {{#lsth:BBTag/Es/Data|222BC}} | ||
{{!}}- | {{!}}- | ||
{{Description|6| | {{Description|6|text= | ||
* Important points go here | * Important points go here | ||
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==Navigation== | ==Navigation== | ||
{{#lsth:BBTag/Es/Data|Links}} | {{#lsth:BBTag/Es/Data|Links}} | ||
{{notice|To edit frame data, edit values in [[BBTag/Es/Data]]. Be sure to update both the <code>move</code> and the <code>move Full</code> sections. One is shown on the character page, while the other is shown on the frame data page.}} | |||
{{Navbar-BBTag}} | {{Navbar-BBTag}} | ||
[[Category:BlazBlue Characters]] | [[Category:BlazBlue Characters]] | ||
[[Category: Es]] | [[Category: Es]] | ||
[[Category:BlazBlue Cross Tag Battle]] | [[Category:BlazBlue Cross Tag Battle]] |
Revision as of 16:57, 15 March 2019
Es |
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|
Overview
"If this is one of the "possibilities", then I'll perform my duty to the fullest"
Backstory
The main heroine of the XBlaze series. Es, short for Embyro Storage, was created by Soichiro Unomaru to be a vessel for the Embryo. She was once a member of the Mitsurugi Agency's Sleipnir unit, tasked with hunting down Unions and capturing them for rehabiliation. At the end of the events of XBlaze, Es leaves her world and timeline and later returns in the main BlazBlue series during the events of BlazBlue Central Fiction. Having lost all memories of her previous life, Es now only exists to protect the gates to the Azure.
Playstyle
Es is a character that specializes in controlling the flow of the match in neutral. She has moderately fast movement and her big broadsword gives her normals with a lot of reach, allowing her to rushdown very well. Her Breunor projectile is a powerful ranged option for controlling space that when used properly it'll force your opponent to approach more cautiously and in certain ways that you can exploit.
Strengths/Weaknesses
Strengths | Weaknesses |
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Drive: Crest Arts
In the BlazBlue series, Es drive buttons left a crest on the screen after she would perform the normal. After a certain amount of time that varied by the drive normal, the crest will activate and hit anything in the space it covers. This mechanic has returned in BlazBlue Cross Tag Battle but the timing on when the crests will activate has changed. Crests will now activate soon after they are placed, much like her original 5D crest.
Normal Moves
4A
4A | Template:AttackDataHeader-BBTag | ||||
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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. |
5A
5A | Template:AttackDataHeader-BBTag |
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5B
5B | Template:AttackDataHeader-BBTag |
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5C
5C | Template:AttackDataHeader-BBTag | ||||
---|---|---|---|---|---|
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 |
2A
2A | Template:AttackDataHeader-BBTag | ||||
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Es's fastest low, with good range. |
2B
2B | Template:AttackDataHeader-BBTag | ||||
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Used mostly as an anti-air, but on block it can be jump cancelled, which can open up instant overheads with jB |
2C
2C | Template:AttackDataHeader-BBTag | ||||
---|---|---|---|---|---|
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 |
j.A
j.A | Template:AttackDataHeader-BBTag |
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j.B
j.B | Template:AttackDataHeader-BBTag | ||||
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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 |
j.C
j.C | Template:AttackDataHeader-BBTag | ||||
---|---|---|---|---|---|
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. |
Universal Mechanics
Ground Throw
Ground Throw 5B+C |
Template:AttackDataHeader-BBTag | ||||
---|---|---|---|---|---|
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 |
Type:Slasher "Griflet"
Type:Slasher "Griflet" 5A+D (Air OK) |
Template:AttackDataHeader-BBTag |
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Skills
Type:Shooter "Breunor"
Type:Shooter "Breunor" 236A/B (Air OK) |
Template:AttackDataHeader-BBTag |
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Type:Assaulter "Erec"
Type:Assaulter "Erec" 214A |
Template:AttackDataHeader-BBTag
| ||||
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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. |
Type:Slasher "Gawain"
Type:Slasher "Gawain" 214B (Chargeable) |
Template:AttackDataHeader-BBTag | ||||
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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. |
Type:Slasher "Mordred"
Type:Slasher "Mordred" 214C |
Template:AttackDataHeader-BBTag |
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Extra Skills
EX Type:Shooter "Breunor"
EX Type:Shooter "Breunor" 236C (Air OK) |
Template:AttackDataHeader-BBTag |
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Partner Skills
6P
5P Type: Slasher "Mordred" |
Template:AttackDataHeader-BBTag | ||||
---|---|---|---|---|---|
Used mostly for combo extensions, can be useful in neutral since it moves pretty far and fast and can catch people off guard. |
5P
6P Type: Shooter "Breunor" |
Template:AttackDataHeader-BBTag | ||||
---|---|---|---|---|---|
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. |
4P
4P BBCF 6D |
Template:AttackDataHeader-BBTag
| ||||
---|---|---|---|---|---|
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. |
Distortion Skills
Type:Shooter "Palamedes"
Type:Shooter "Palamedes" 236B+C (Air OK) |
Template:AttackDataHeader-BBTag |
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Type:Slasher "Galahad"
Type:Slasher "Galahad" 214B+C |
Template:AttackDataHeader-BBTag | ||||
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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. |
Distortion Skill Duo
Type:Slasher "Galahad" P during Main Character's Distortion Skill |
Template:AttackDataHeader-BBTag | ||||
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Detailed description of the usefulness of the move go here |
Astral Heat
Type: Exterminator "Artorius" 222B+C |
Template:AttackDataHeader-BBTag
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Detailed description of the usefulness of the move go here |
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 •