BBTag/Es: Difference between revisions

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{{CharData-BBTag|Es}}
{{#lsth:BBTag/Es/Data|SystemData}}
;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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|}
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<br style="clear:both;"/>


===Drive: Crest Arts===
===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.
In the mainline Blazblue series, a crest would appear at Es's position after performing a drive move. After a certain amount of time, which varies from move to move, the crest would activate and hit anything in the space it covered. This mechanic has returned in Blazblue Cross Tag Battle but the activation timing of the crests have changed, remaining on the screen for less time.
<br clear=all/>


'''Attacks that create crests:''' 5B, j.C, and 6P.


{{CharLinks-BBTag|Es}}
<br style="clear:both;"/>
<br clear=all/>
 
 
{{#lst:BBTag/Es/Data|Links}}
<br style="clear:both;"/>


==Normal Moves==
==Normal Moves==
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|name=4A
|name=4A
|data=
|data=
  {{AttackData-BBTag
  {{AttackDataHeader-BBTag}}
|damage=1000 |guard=All
{{!}}-
|startup=6 |active= |recovery= |frameAdv=-1
{{#lsth:BBTag/Es/Data|4A}}
|description=
{{!}}-
{{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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|name=5A
|name=5A
|data=
|data=
  {{AttackData-BBTag
  {{AttackDataHeader-BBTag|version=yes}}
|version=5A
{{!}}-
|damage=1500 |guard=All
{{AttackVersion|name=5A}}
|startup=8 |active= |recovery= |frameAdv=-6
{{#lsth:BBTag/Es/Data|5A}}
|description=
{{!}}-
{{Description|7|text=
Big and fast and is your best friend as Es  
Big and fast and is your best friend as Es  
  }}
  }}
  {{AttackData-BBTag
  {{!}}-
|header=no
{{AttackVersion|name=5AA}}
|version=5AA
{{#lsth:BBTag/Es/Data|5AA}}
|damage= |guard=All
{{!}}-
|startup=12 |active= |recovery= |frameAdv=-7
{{Description|7|text=  
|description=  
Used mostly as combo and blockstring filler  
Used mostly as combo and blockstring filler  
  }}
  }}
  {{AttackData-BBTag
  {{!}}-
|header=no
{{AttackVersion|name=5AAA}}
|version=5AAA
{{#lsth:BBTag/Es/Data|5AAA}}
|damage= |guard=All
{{!}}-
|startup=13 |active= |recovery= |frameAdv=-4
{{Description|7|text=
|description=
* 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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Also mostly combo and blockstring filler, but is very useful in grounded combos to gatling 5B when the opponent is in the air  
Also mostly combo and blockstring filler, but is very useful in grounded combos to gatling 5B when the opponent is in the air  
  }}
  }}
  {{AttackData-BBTag
  {{!}}-
|header=no
{{AttackVersion|name=5AAAA}}
|version=5AAAA
{{#lsth:BBTag/Es/Data|5AAAA}}
|damage= |guard=All
{{!}}-
|startup=17 |active= |recovery= |frameAdv=-7
{{Description|7|text=
|description=
* 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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|name=5B
|name=5B
|data=
|data=
  {{AttackData-BBTag
  {{AttackDataHeader-BBTag|version=yes}}
|version=5B
{{!}}-
|damage=1700 |guard=All
{{AttackVersion|name=5B}}
|startup=24 |active= |recovery= |frameAdv=-8
{{#lsth:BBTag/Es/Data|5B}}
|description=
{{!}}-
}}
{{Description|7|text=
{{AttackData-BBTag
|header=no
|version=5B Crest
|damage= |guard=All
|startup= |active= |recovery= |frameAdv=
|description=
* 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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As a starter on a standing opponent, can connect a 214A afterwards to do a full combo
As a starter on a standing opponent, can connect a 214A afterwards to do a full combo
  }}
  }}
  {{AttackData-BBTag
  {{!}}-
|header=no
{{AttackVersion|name=5BB}}
|version=5BB
{{#lsth:BBTag/Es/Data|5BB}}
|damage= |guard=All
{{!}}-
|startup=27 |active= |recovery= |frameAdv=-12
{{Description|7|text=
|description=
}}
{{AttackData-BBTag
|header=no
|version=5BB Crest
|damage= |guard=All
|startup= |active= |recovery= |frameAdv=
|description=
* Jump cancellable on hit
* Jump cancellable on hit


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|name=5C
|name=5C
|data=
|data=
  {{AttackData-BBTag
  {{AttackDataHeader-BBTag}}
|damage=800 |guard=High
{{!}}-
|startup=22 |active= |recovery= |frameAdv=-10
{{#lsth:BBTag/Es/Data|5C}}
|description=
{{!}}-
{{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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|name=2A
|name=2A
|data=
|data=
  {{AttackData-BBTag
  {{AttackDataHeader-BBTag}}
|damage=1250 |guard=Low
{{!}}-
|startup=10 |active= |recovery= |frameAdv=-9
{{#lsth:BBTag/Es/Data|2A}}
|description=
{{!}}-
{{Description|6|text=
* Cannot be cancelled into itself
* Cannot be cancelled into itself


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|name=2B
|name=2B
|data=
|data=
  {{AttackData-BBTag
  {{AttackDataHeader-BBTag}}
|damage=1500 |guard=All
{{!}}-
|startup=10 |active=3 |recovery= |frameAdv=-18
{{#lsth:BBTag/Es/Data|2B}}
|description=
{{!}}-
{{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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|name=2C
|name=2C
|data=
|data=
  {{AttackData-BBTag
  {{AttackDataHeader-BBTag}}
|damage= |guard=Low
{{!}}-
|startup=13 |active= |recovery= |frameAdv=-10
{{#lsth:BBTag/Es/Data|2C}}
|description=
{{!}}-
{{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=
  {{AttackData-BBTag
  {{AttackDataHeader-BBTag|version=yes}}
|version=j.A
{{!}}-
|damage= |guard=High
{{AttackVersion|name=j.A}}
|startup=9 |active= |recovery= |frameAdv=
{{#lsth:BBTag/Es/Data|j.A}}
|description=
{{!}}-
{{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.


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.  
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.  
  }}
  }}
  {{AttackData-BBTag
  {{!}}-
|header=no
{{AttackVersion|name=j.AA}}
|version=j.AA
{{#lsth:BBTag/Es/Data|j.AA}}
|damage= |guard=High
{{!}}-
|startup= |active= |recovery= |frameAdv=
{{Description|7|text=
|description=
* Can be done even if jA whiffs
* Can be done even if jA whiffs


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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_Es_jB.png |caption=
|image=BBTag_Es_jB.png |caption=Yo check out my sweet Gordeau impression
|name=j.B
|name=j.B
|data=
|data=
  {{AttackData-BBTag
  {{AttackDataHeader-BBTag}}
|damage= |guard=High
{{!}}-
|startup=12 |active= |recovery= |frameAdv=
{{#lsth:BBTag/Es/Data|j.B}}
|description=
{{!}}-
{{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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====== <font style="visibility:hidden" size="0">j.C</font> ======
====== <font style="visibility:hidden" size="0">j.C</font> ======
{{MoveData
{{MoveData
|image=BBTag_Es_jC.png |caption=
|image=BBTag_Es_jC.png |caption= Spin your sword round and round, do-se-do your partner 'round...
|name=j.C
|name=j.C
|data=
|data=
  {{AttackData-BBTag
  {{AttackDataHeader-BBTag}}
|version=j.C
{{!}}-
|damage= |guard=High
{{#lsth:BBTag/Es/Data|j.C}}
|startup=23 |active= |recovery= |frameAdv=
{{!}}-
|description=
{{Description|6|text=
}}
{{AttackData-BBTag
|header=no
|version=j.C Crest
|damage= |guard=All
|startup= |active= |recovery= |frameAdv=
|description=
* Good for oki
* Good for oki


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  }}
  }}
}}
}}
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<br style="clear:both;"/>


==Universal Mechanics==
==Universal Mechanics==
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|input=5B+C
|input=5B+C
|data=
|data=
  {{AttackData-BBTag
  {{AttackDataHeader-BBTag}}
|damage= |guard=Throw
{{!}}-
|startup= |active= |recovery= |frameAdv=
{{#lsth:BBTag/Es/Data|BC}}
|description=
{{!}}-
{{Description|6|text=
* Standard throw
* Standard throw


For forward throw, it makes the opponent airborne and you can link a 5AAA into a good combo
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
For back throw, you can cancel into a 214A which leads into a standard 214A combo
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|input=5A+D (Air OK)
|input=5A+D (Air OK)
|data=
|data=
  {{AttackData-BBTag
  {{AttackDataHeader-BBTag|version=yes}}
|version=Attack
{{!}}-
|damage= |guard=Air Unblockable
{{AttackVersion|name=Ground}}
|startup=13 |active= |recovery= |frameAdv=-41
{{#lsth:BBTag/Es/Data|AD}}
|description=
{{!}}-
{{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.  


You can press another button on hit to activate the followup, but the followup isn't available on block or whiff.  
You can press another button on hit to activate the followup, but the followup isn't available on block or whiff.  
  }}
  }}
  {{AttackData-BBTag
  {{!}}-
|header=no
{{AttackVersion|name=Crest Followup}}
|version=Crest Followup
{{#lsth:BBTag/Es/Data|AD > X}}
|subtitle=Press A, B or C during Griflet
{{!}}-
|damage= |guard=All
{{Description|7|text=
|startup= |active= |recovery= |frameAdv=
|description=
* Important points go here
* Important points go here


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==Skills==
==Skills==
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{{MoveData
{{MoveData
|image=BBTag_Es_Breunor.png |caption=
|image=BBTag_Es_Breunor.png |caption=
|image2=BBTag_Es_BreunorAir.png |caption2=
|input=236A/B
|input=236A/B (Air OK)
|name=Type:Shooter "Breunor"
|name=Type:Shooter "Breunor"
|data=
|data=
  {{AttackData-BBTag
  {{AttackDataHeader-BBTag|version=yes}}
|version=Ground A
{{!}}-
|damage= |guard=All
{{AttackVersion|name=Ground A}}
|startup=15 |active= |recovery= |frameAdv=-8 ~ +18
{{#lsth:BBTag/Es/Data|236A}}
|description=
{{!}}-
}}
{{AttackVersion|name=Ground B}}
{{AttackData-BBTag
{{#lsth:BBTag/Es/Data|236B}}
|header=no
{{!}}-
|version=Ground B
{{AttackVersion|name=Additional Breunor A/B}}
|damage= |guard=All
{{#lsth:BBTag/Es/Data|Followup Breunor}}
|startup=27 |active= |recovery= |frameAdv=0 ~ +36
{{!}}-
|description=
{{Description|7|text=
}}
{{AttackData-BBTag
|header=no
|version=Additional Breunor A/B
|damage= |guard=All
|startup=15 |active= |recovery= |frameAdv=-8
|description=
* 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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  }}
  }}
{{AttackData-BBTag
{{!}}-
|header=no
{{AttackVersion|name=Powered Up Shot}}
|version=Powered Up Shot
{{#lsth:BBTag/Es/Data|Powered Up Shot}}
|damage= |guard=All
{{!}}-
|startup=20 |active= |recovery= |frameAdv=-3
{{Description|7|text=
|description=
* 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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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.
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.
 
}}
}}
}}
{{AttackData-BBTag
====== <font style="visibility:hidden" size="0">Air Type:Shooter "Breunor"</font> ======
|header=no
{{MoveData
|version=Air A
|image2=BBTag_Es_BreunorAir.png |caption2=
|damage= |guard=All
|input=j.236A/B
|startup= |active= |recovery= |frameAdv=
|name=Air Type:Shooter "Breunor"
  |description=
|data=
}}
  {{AttackDataHeader-BBTag|version=yes}}
{{AttackData-BBTag
{{!}}-
|header=no
{{AttackVersion|name=Air A}}
|version=Air B
{{#lsth:BBTag/Es/Data|j.236A}}
|damage= |guard=All
{{!}}-
|startup= |active= |recovery= |frameAdv=
{{AttackVersion|name=Air B}}
|description=
{{#lsth:BBTag/Es/Data|j.236B}}
}}
{{!}}-
{{AttackData-BBTag
{{AttackVersion|name=Additional Air Breunor A/B}}
|header=no
{{#lsth:BBTag/Es/Data|Followup Air Breunor}}
|version=Additional Air Breunor A/B
{{!}}-
|damage= |guard=All
{{Description|7|text=
|startup= |active= |recovery= |frameAdv=
|description=
* 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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|name=Type:Assaulter "Erec"
|name=Type:Assaulter "Erec"
|data=
|data=
  {{AttackData-BBTag
  {{AttackDataHeader-BBTag}}
|damage=0, 2000 |guard=Throw
{{!}}-
|startup=27 |active= |recovery= |frameAdv= N/A
{{#lsth:BBTag/Es/Data|214A}}
|description=
{{!}}-
{{Description|6|text=
* Command grab
* Command grab
* Whiffs on crouching and airborne
* Whiffs on crouching and airborne
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|name=Type:Slasher "Gawain"
|name=Type:Slasher "Gawain"
|data=
|data=
  {{AttackData-BBTag
  {{AttackDataHeader-BBTag}}
|version=Uncharged
{{!}}-
|damage=1700 |guard=High
{{#lsth:BBTag/Es/Data|214B}}
|startup=27 |active= |recovery= |frameAdv=-3
{{!}}-
|description=
{{Description|6|text=
}}
{{AttackData-BBTag
|header=no |version=Charged
|damage=2700 |guard=High
|startup=36 |active= |recovery= |frameAdv=+3
|description=
* Overhead
* Overhead


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|name=Type:Slasher "Mordred"
|name=Type:Slasher "Mordred"
|data=
|data=
  {{AttackData-BBTag
  {{AttackDataHeader-BBTag|version=yes}}
|version=Attack |subtitle=214C
{{!}}-
|damage= |guard=
{{AttackVersion|name=Attack|subtitle=214C}}
|startup=17 |active= |recovery= |frameAdv=-7
{{#lsth:BBTag/Es/Data|214C}}
|description=
{{!}}-
{{Description|7|text=
* Important points go here
* Important points go here


Line 493: Line 475:


  }}
  }}
{{AttackData-BBTag
{{AttackVersion|name=Followup|subtitle=214C>A/B/C}}
|header=no
{{#lsth:BBTag/Es/Data|214C > X }}
|version=Followup Attack |subtitle=Mordred > A/B/C
{{!}}-
|damage= |guard=
{{Description|7|text=
|startup=9 |active= |recovery= |frameAdv=-22
|description=
* 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  


Cannot continue a combo after hitting with this solo, unlike in CF
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.  
On block, is extremely minus and is not recommended in blockstrings without an assist, and even with an assist, 214C is probably just better.  
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}}
}}


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==Extra Skills==
==Extra Skills==
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{{MoveData
{{MoveData
|image=BBTag_Es_Breunor.png |caption=
|image=BBTag_Es_Breunor.png |caption=
|image2=BBTag_Es_BreunorAir.png |caption2=
|input=236C
|input=236C (Air OK)
|name=EX Type:Shooter "Breunor"
|name=EX Type:Shooter "Breunor"
|data=
|data=
{{AttackData-BBTag
{{AttackDataHeader-BBTag}}
|version=Ground C
{{!}}-
|damage= |guard=All
{{#lsth:BBTag/Es/Data|236C}}
|startup=20 |active= |recovery= |frameAdv=-3 ~ +11
{{!}}-
|description=
{{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
* 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. It also leads to a knockdown that can be followed up off of in the corner.  
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.
 
}}
}}
}}
{{AttackData-BBTag
====== <font style="visibility:hidden" size="0">Air EX Type:Shooter "Breunor"</font> ======
|header=no
{{MoveData
|version=Air C
|image=BBTag_Es_BreunorAir.png |caption=
|damage= |guard=All
|input=j.236C
|startup= |active= |recovery= |frameAdv=
|name=Air EX Type:Shooter "Breunor"
|description=
|data=
{{AttackDataHeader-BBTag}}
{{!}}-
{{#lsth:BBTag/Es/Data|j.236C}}
{{!}}-
{{Description|6|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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  }}
  }}
}}
}}
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<br style="clear:both;"/>


==Partner Skills==
==Partner Skills==
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|name=5P
|name=5P
|data=
|data=
  {{AttackData-BBTag
  {{AttackDataHeader-BBTag}}
|damage= |guard=All
{{!}}-
|startup=35 |active=N/A |recovery=N/A |frameAdv=+30
{{#lsth:BBTag/Es/Data|5P}}
|description=
{{!}}-
{{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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|name=6P
|name=6P
|data=
|data=
  {{AttackData-BBTag
  {{AttackDataHeader-BBTag}}
|damage= |guard=All
{{!}}-
|startup=34 |active=N/A |recovery=N/A |frameAdv=+39
{{#lsth:BBTag/Es/Data|6P}}
|description=
{{!}}-
{{Description|6|text=
* Great for covering approaches  
* Great for covering approaches  
* Somewhat useful for pressure
* Somewhat useful for pressure
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|name=4P
|name=4P
|data=
|data=
  {{AttackData-BBTag
  {{AttackDataHeader-BBTag}}
|damage= |guard=All
{{!}}-
|startup=35 |active=N/A |recovery=N/A |frameAdv=+30
{{#lsth:BBTag/Es/Data|4P}}
|description=
{{!}}-
{{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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}}
}}


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<br style="clear:both;"/>


==Distortion Skills==
==Distortion Skills==
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|name=Type:Shooter "Palamedes"
|name=Type:Shooter "Palamedes"
|data=
|data=
  {{AttackData-BBTag
  {{AttackDataHeader-BBTag|version=yes}}
|damage=4000 |guard=All
{{!}}-
|startup=3+6 |active= |recovery= |frameAdv=-10 ~ -1
{{AttackVersion|name=Ground}}
|description=
{{#lsth:BBTag/Es/Data|236BC}}
{{!}}-
{{AttackVersion|name=Air}}
{{#lsth:BBTag/Es/Data|j.236BC}}
{{!}}-
{{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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|name=Type:Slasher "Galahad"
|name=Type:Slasher "Galahad"
|data=
|data=
  {{AttackData-BBTag
  {{AttackDataHeader-BBTag}}
|damage=2500, 2880 |guard=All
{{!}}-
|startup=4+9 |active= |recovery= |frameAdv=-11 ~ -7
{{#lsth:BBTag/Es/Data|214BC}}
|description=
{{!}}-
{{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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  }}
  }}
}}
}}
<br style="clear:both;"/>
==Distortion Skill Duo==
{{MoveData
|image=BBTag_Es_Galahad.png |caption=
|input=P during Main Character's Distortion Skill
|name=Type:Slasher "Galahad"
|data=
{{AttackDataHeader-BBTag}}
{{!}}-
{{#lsth:BBTag/Es/Data|Distortion Skill Duo}}
{{!}}-
{{Description|6|text=
* Important points go here


<br clear=all/>
Detailed description of the usefulness of the move go here
 
}}
}}
<br style="clear:both;"/>


==Astral Heat==
==Astral Heat==
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|name=Type: Exterminator "Artorius"
|name=Type: Exterminator "Artorius"
|data=
|data=
  {{AttackData-BBTag
  {{AttackDataHeader-BBTag}}
|damage= |guard=All
{{!}}-
|startup= |active= |recovery= |frameAdv=-30
{{#lsth:BBTag/Es/Data|222BC}}
|description=
{{!}}-
{{Description|6|text=
* Important points go here
* Important points go here


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  }}
  }}
}}
}}
<br clear=all/>
<br style="clear:both;"/>
----
==Navigation==
{{CharLinks-BBTag|Es}}
{{#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 22:08, 13 September 2019

Es
BBTag Es Portrait.png
Movement Options
  • Double Jump, 1 Airdash, Dash Type: Run
Playstyle
Passive, Neutral-focused
Team Role
Support

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
  • 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 her 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 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


Drive: Crest Arts

In the mainline Blazblue series, a crest would appear at Es's position after performing a drive move. After a certain amount of time, which varies from move to move, the crest would activate and hit anything in the space it covered. This mechanic has returned in Blazblue Cross Tag Battle but the activation timing of the crests have changed, remaining on the screen for less time.

Attacks that create crests: 5B, j.C, and 6P.




Normal Moves

4A
4A
BBTag Es 4A.png
Template:AttackDataHeader-BBTag
4A
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1000 All 6 3 10 -1 B - - 100
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
70 1 11 12 12 16 23 9 +0 +0
BBCF Es 5A.png
BBTAG Es 4A Hitbox.png
  • 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.

5A
5A
BBTag Es 5A.png
BBTag Es 5AA.png
BBTag Es 5AAA.png
BBTag Es 5AAAA.png
Template:AttackDataHeader-BBTag
5A


5A
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1500 All 9 5 25 -13 B - - 100
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
80 3 16 17 17 22 31 11 +0 +2
BBCF Es 5B.png
BBTAG Es 5A Hitbox.png

Big and fast and is your best friend as Es

5AA


5AA
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1500 All 12 3 21 -7 B - - 100
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
80 3 16 17 17 22 31 11 +0 +2
BBCF Es 5C.png
BBTAG Es 5AA Hitbox.png

Used mostly as combo and blockstring filler

5AAA


5AAA
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1500 All 13 3 18 -4 B - - 100
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
80 3 16 17 24 22 38 11 +0 +2
BBCF Es 6C.png
BBTAG Es 5AAA Hitbox.png
  • 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


5AAAA
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1700 All 17 1 25 -7 B - - 100
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
85 4 18 Launch 60 Launch 75 12 +0 +5
BBTag Es 5AAAA.png
BBTAG Es 5AAAA Hitbox.png
  • 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.

5B
5B
BBTag Es 5B.png
BBTag Es 5BB.png
Template:AttackDataHeader-BBTag
5B


5B
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1700, 1000 All 18 5 27 -2 B, P1 - - 100, 70
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
85, 90 4,1 18, 11 19, 17 19 + Slide + Down 10, 21 24, 21 34 + Slide + Down 10, 32 12, 0/+6 +0, 0/+6 +5, +6
  • 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
BBCF Es 5D.png
BBTAG Es 5B1 Hitbox.pngBBTAG Es 5B2 Hitbox.png
  • Big, but slow startup. Puts a crest on the field that detonates near 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 afterwards to do a full combo

5BB


5BB
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1700, 1000 All 27 6 30 -12 B, P1 - - 100, 70
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
85, 90 4,1 18, 11 22, 17 40, 21 27, 21 55, 32 12, 0/+6 +0, 0/+6 +5, +6
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
BBCF Es 2D.png
BBTAG Es 5BB1 Hitbox.pngBBTAG Es 5BB2 Hitbox.png
  • 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.

5C
5C
BBTag Es 5C.png
Template:AttackDataHeader-BBTag
5C
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
800 High 22 3 24 -10 B - - -
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
- 3 16 - 17 + Down 23 - 31 + Down 23 11 +0 +2
BBCF Es 6A.png
BBTAG Es 5C Hitbox.png
  • 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

2A
2A
BBTag Es 2A.png
Template:AttackDataHeader-BBTag
2A
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1250 Low 10 3 15 -4 F - - 90
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
75 2 13 15 14 19 26 10 +0 +1
BBCF Es 2B.png
BBTAG Es 2A Hitbox.png
  • Cannot be cancelled into itself

Es's fastest low, with good range.

2B
2B
BBTag Es 2B.png
Template:AttackDataHeader-BBTag
2B
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1500 All 10 3 32 -18 B 10~12 H - 90
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
80 3 16 17 22 22 36 11 +0 +2
BBCF Es 2C.png
BBTAG Es 2B Hitbox.png
  • 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 cancelled, which can open up instant overheads with jB

2C
2C
BBTag Es 2C.png
Template:AttackDataHeader-BBTag
2C
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1500 Low 13 3 24 -10 F - - 90
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
80 3 16 Launch 40 Launch 54 11 +0 +2
BBCF Es 3C.png
BBTAG Es 2C Hitbox.png
  • 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

j.A
j.A
BBTag Es jA.png
BBTag Es jAA.png
Template:AttackDataHeader-BBTag
j.A


j.A
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1000 High 9 3 18 - H - - 80
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
85 2 13 14 17 18 29 10 +0 +1
BBCF Es jB.png
BBTAG Es JA Hitbox.png
  • 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


j.AA
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1000 High 7 3 18 - H - - 80
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
85 2 13 14 17 18 29 10 +0 +1
BBCF Es jBB.png
BBTAG Es JAA Hitbox.png
  • 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.

j.B
j.B
BBTag Es jB.png
Yo check out my sweet Gordeau impression
Template:AttackDataHeader-BBTag
j.B
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1500 High 12 4 26 - H - - 80
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
80 3 16 17 30 22 44 11 +0 +2
BBCF Es jC.png
Great all-purpose air button
BBTAG Es JB Hitbox.png
  • 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

j.C
j.C
BBTag Es jC.png
Spin your sword round and round, do-se-do your partner 'round...
Template:AttackDataHeader-BBTag
j.C
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1700, 1000 High, All 23 5 23+8L - H, P1 - - 80, 70
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
85, 90 4,1 18, 11 Launch, 17 25, 21 Launch, 21 40, 32 12, 0/+6 +0, +6 +5, +6
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
BBCF Es jD.png
BBTAG Es JC1 Hitbox.pngBBTAG Es JC2 Hitbox.png
  • 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.


Universal Mechanics

Ground Throw
Ground Throw
5B+C
BBTag Es GroundThrow.png
Template:AttackDataHeader-BBTag
BC
Forward Throw
other
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
0, 500×2, 1000 Throw 7-30 3 23 - T - - 100
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
50 - - Launch 60 - - - - 0, 2/-1×2, 8/-1 -
Minimum Damage: 0, 500×2, 1000 (2000)
BBCF Es FThrow.png
BBTAG Es Throw Hitbox.png
  • 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

Type:Slasher "Griflet"
Type:Slasher "Griflet"
5A+D (Air OK)
BBTag Es Griflet.png
Template:AttackDataHeader-BBTag
Ground


AD
Type: Slasher "Griflet"
other
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1400×2 Air Unblockable 13 3(12)9 Until L+19 -41 B 1~15 All - 80
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
60 4 18 19, Launch 55, 55 24, Launch 70 12 +0 +5
Minimum Damage 70×2 (140)
BBCF Es SlasherGriflet.png
BBTAG Es RA1 Hitbox.pngBBTAG Es RA2 Hitbox.png
Air


j.AD
Air Type: Slasher "Griflet"
other
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1400×2 All 10 3(12)1 Until L+19 - H 1~15 All - 80
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
60 4 18 19, Launch 55, 55 24, Launch 70 12 +0 +5
Minimum Damage 70×2 (140)
BBCF Es SlasherGriflet.png
BBTAG Es RA1 Hitbox.pngBBTAG Es RA2 Hitbox.png

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.

Crest Followup


AD > X
Griflet Followup
other
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1500 All 22 8 Total: Until L+19 - P1 - - 48
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
100 3 16 Launch 60 + GBounce 60 Launch 74 + GBounce 60 0/+11 +11 +13
Considered part of preceding attack, no additional damage scaling applied
Minimum Damage 75
BBCF Es SlasherGriflet.png
  • Important points go here

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 better advantage for you.



Skills

Type:Shooter "Breunor"
Type:Shooter "Breunor"
236A/B
BBTag Es Breunor.png
Template:AttackDataHeader-BBTag
Ground A


236A
A Type: Shooter "Breunor"
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1500 All 15 Until Hit Total: 42 -8 P1 - - 80
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
80 2 13 17 22 21 34 0/+8 +8 +9
Minimum Damage 75
BBCF Es ShooterBreunor.png
BBTAG Es 236A Hitbox.png
Ground B


236B
B Type: Shooter "Breunor"
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1500 All 27 Until Hit Total 48 0 P1 - - 80
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
80 2 13 17 22 21 34 0/+8 +8 +9
Minimum Damage 75
BBCF Es ShooterBreunor.png
BBTAG Es 236B Hitbox.png
Additional Breunor A/B


236A 236A
Followup Breunor
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1500 All 13 Until Hit Total 42 -8 P1 - - 80
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
80 2 13 17 22 21 34 0/+8 +8 +9
Minimum Damage 75
BBCF Es ShooterBreunor.png
BBTAG Es 236A Hitbox.png
  • 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.

Powered Up Shot
  • This is done by doing the B version followed by the A version quickly

The two fireballs become one really big one. It's larger than both the A and B versions, and while the A and B version will clash once with most regular projectiles, this one 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.

Air Type:Shooter "Breunor"
Air Type:Shooter "Breunor"
j.236A/B
BBTag Es BreunorAir.png
Template:AttackDataHeader-BBTag
Air A


j.236A
Air A Type: Shooter "Breunor"
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1500 All 17 Until Hit Total 47+9L - P1 - - 80
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
80 2 13 17 22 21 34 0/+8 +8 +9
Minimum Damage 75
BBCF Es ShooterBreunorAir.png
BBTAG Es J236A Hitbox.png
Air B


j.236B
Air B Type: Shooter "Breunor"
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1500 All 17 Until Hit Total 47+9L - P1 - - 80
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
80 2 13 17 22 21 34 0/+8 +8 +9
Minimum Damage 75
BBCF Es ShooterBreunorAir.png
BBTAG Es J236B Hitbox.png
Additional Air Breunor A/B


j.236A j.236A
Followup Air Breunor
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1500 All 10 Until Hit Total 39+9L - P1 - - 80
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
80 2 13 17 22 21 34 0/+8 +8 +9
Minimum Damage 75
BBCF Es ShooterBreunorAir.png
BBTAG Es J236A Hitbox.pngBBTAG Es J236B Hitbox.png
  • 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 :(

Type:Assaulter "Erec"
Type:Assaulter "Erec"
214A
BBTag Es Erec.png
Template:AttackDataHeader-BBTag
214A
Type: Assaulter "Erec"
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
0, 2500 Throw 26 9 Until L+24 - H - - 100
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
100, 75 3 - Launch 100 - - - - 0, 16/-1 -
Can only hit standing opponents not in blockstun (hitstun is ok)
Minimum Damage 0, 125 (125)
BBCF Es AssaulterErec.png
Occasionally useful, mostly bad
BBTAG Es 214A Hitbox.png


  • 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.

Type:Slasher "Gawain"
Type:Slasher "Gawain"
214B (Chargeable)
BBTag Es Gawain.png
Template:AttackDataHeader-BBTag
214B
Type: Slasher "Gawain"
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1700 High 27 4 5+13L -3 H 9~30 FT - 80
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
85 4 18 22 40 27 55 12 +0 +5
Minimum Damage 85
BBCF Es Gawain.png
BBTAG Es 214B Hitbox.png
  • 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.

Type:Slasher "Mordred"
Type:Slasher "Mordred"
214C
BBTag Es Mordred.png
BBTag Es Mordred2.png
Don't do this on block.
Template:AttackDataHeader-BBTag
Attack
214C


214C
Type: Slasher "Mordred"
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
2000 All 17-22 2 24 -7 B - - 80
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
85 4 18 24 40 29 55 12 +0 +5
Minimum Damage 100
BBCF Es SlasherMordred.png
BBTAG Es 214C1 Hitbox.png
  • Important points go here

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.

Followup
214C>A/B/C


214C > X
Mordred Followup
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
2000 All 11 4 24+13L -22 B - - 100
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
85 4 18 Launch 55 Launch 70 12 +0 +5
Minimum Damage 100
BBCF Es SlasherMordred2.png
BBTAG Es 214C2 Hitbox.png
  • Does a followup hit after the first hit of 214C
  • 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.


Extra Skills

EX Type:Shooter "Breunor"
EX Type:Shooter "Breunor"
236C
BBTag Es Breunor.png
Template:AttackDataHeader-BBTag
236C
Type: Shooter "Breunor"
ex
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
2500 All 20 Until Hit Total 50 -3 P2 - - 80
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
70 3 16 Launch 60 + Slide + WBounce Launch 74 + Slide + WBounce 0/+11 +11 +13
Minimum Damage 250
Maximum Slide duration 1F
BBCF Es ShooterBreunor.png
Instant enhanced Breunor
BBTAG Es 236C Hitbox.png
  • 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.

Air EX Type:Shooter "Breunor"
Air EX Type:Shooter "Breunor"
j.236C
BBTag Es BreunorAir.png
Template:AttackDataHeader-BBTag
j.236C
Air Type: Shooter "Breunor"
ex
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1500×2 All 12 P(11)P Total 38 - P1 - - 80
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
80×2 2 13 Launch 30 Launch 42 0/+6 +6 +7
Each P in active frames represents a projectile spawned
Minimum Damage 150×2 (300)
BBCF Es ShooterBreunorAir.png
BBTAG Es J236C Hitbox.png


  • 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.


Partner Skills

6P
5P
Type: Slasher "Mordred"
BBTag Es Mordred.png
Template:AttackDataHeader-BBTag
5P
Type: Slasher "Mordred"
assist
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1700×2 All (18)+17~22 2 [(13)4] 24 [25+16L] -7 B - - 70
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
85×2 4 18 24, Launch 40, 55 - - 12 +0 -
Minimum Damage 85×2 (170)
BBCF Es SlasherMordred.png
BBTAG Es 5P1 Hitbox.pngBBTAG Es 5P2 Hitbox.png
  • 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.

5P
6P
Type: Shooter "Breunor"
BBTag Es Breunor.png
Template:AttackDataHeader-BBTag
6P
Type: Shooter "Breunor"
assist
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
2000 All (18)+40 Until Hit Total: (18)+69 -2 P2 - - 70
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
80 3 16 Launch 60 + Slide + WBounce - - 0/+11 +11 -
Minimum Damage 100
Maximum Slide duration 20F
BBCF Es ShooterBreunor.png
Double Trouble
BBTAG Es 6P Hitbox.png
  • 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.

4P
4P
BBCF 6D
BBTag Es 6D.png
Template:AttackDataHeader-BBTag
4P
BBCF 6D
assist
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1700, 1000 All (18)+17 4(11)3 3+10L 0 B, P1 - - 70
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
85, 90 4, 1 18, 11 Launch, 17 46, 60 - - 12, 0/+4 +0, +4 -
Crest has startup 16F after 4P becomes active (unaffected by Es's hitstop). Active 3F
Minimum Damage 85, 50 (135)
BBCF Es 6D.png
BBTAG Es 4P1 Hitbox.pngBBTAG Es 4P2 Hitbox.png


  • 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.


Distortion Skills

Type:Shooter "Palamedes"
Type:Shooter "Palamedes"
236B+C (Air OK)
BBTag Es Palamedes.png
Would make the King of Knights jealous
Template:AttackDataHeader-BBTag
Ground


236BC
Type: Shooter "Palamedes"
super
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
4200 [5200] All 3+(50 Flash)+6 Until Hit Total: 32+12L -11 P2 1~12 All - 80
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
60 4 18 Launch 40 Launch 55 0/+6 +6 +11
Values in [] are for Enhanced version
Minimum Damage: 1400 [1750]
BBTag Es Palamedes.png
Fullscreen punish projectile super
BBTAG Es 236BC Hitbox.png
Air


j.236BC
Air Type: Shooter "Palamedes"
super
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
4200 [5200] All 3+6 Until Hit Until L+15L - P2 1~12 All - 80
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
60 4 18 Launch 40 Launch 55 0/+6 +6 +11
Values in [] are for Enhanced version
Minimum Damage: 1400 [1750]
BBTag Es Palamedes.png
BBTAG Es 236BC Hitbox.png
  • 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
  • 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.

Type:Slasher "Galahad"
Type:Slasher "Galahad"
214B+C
BBTag Es Galahad.png
Template:AttackDataHeader-BBTag
214BC
Type: Slasher "Galahad"
super
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
2500, 4300
[2500, 250×6, 4300]
All 4+(40 Flash)+9 9 24 -14 B 1~21 All - 80
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
100 4 18 60, Crumple [×7] Stand - - 12 12, 0 [×7] +5
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
BBCF Es SlasherGalahad.png
Fullscreen punish strike super
BBTAG Es 214BC Hitbox.png
  • 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.


Distortion Skill Duo

Type:Slasher "Galahad"
P during Main Character's Distortion Skill
BBTag Es Galahad.png
Template:AttackDataHeader-BBTag
Distortion Skill Duo
Type: Slasher "Galahad"
super
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
700, 1800
[700, 80×6, 1820]
All 1+(79 Flash)+1 9 24 -14 B 1~10 All - 100
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
100 4 18 60, Crumple [×7] Stand - - 12 12, 0 [×7] +5
Values in [] are for Enhanced version
Minimum Damage: 2500 [3000]
On Normal and CH, Crumple Duration 200F, Crumple Fall 73F
BBCF Es SlasherGalahad.png
BBTAG Es DSD Hitbox.png
  • Important points go here

Detailed description of the usefulness of the move go here


Astral Heat

Type: Exterminator "Artorius"
222B+C
BBTag Es Artorius.png
TECHNO-WIIIIIINGS
Template:AttackDataHeader-BBTag
222BC
Type: Exterminator "Artorius"
astral
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
- All 4+(55 Flash)+12 3 68 -30 B 1~18 All - -
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
- 5 20 - - - - 0/+20 - -
BBCF Es AH.pngBBCF Es astralexe1.pngBBCF Es astralexe2.png
File:BBTAG Es 222BC Hitbox.png


  • Important points go here

Detailed description of the usefulness of the move go here


Navigation

To edit frame data, edit values in BBTag/Es/Data. Be sure to update both the move and the move Full sections. One is shown on the character page, while the other is shown on the frame data page.