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{{# | {{#lst:BBTag/Merkava/Data|SystemData}} | ||
;Movement Options | ;Movement Options | ||
* Glide, Dash Type: Run | * Glide, Dash Type: Run | ||
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|- | |- | ||
|} | |} | ||
<br clear | <br style="clear:both;"/> | ||
===FLS of The Basilisk: Jormungandr=== | ===FLS of The Basilisk: Jormungandr=== | ||
Merkava's FLS grants him the ability to stretch and morph his arms, allowing him to punch and grab from a long distance, turn them into whips to slap opponents, and sprout wings to fly. In gameplay, his FLS grants him the ability to fly whenever he double jumps or air dashes. Merkava can move up, down, forward, or backward and can cancel into his air dash until he starts his third and final wing flap. His air dash is actually a forward glide that lasts for about a second and has a hitbox, thus it can be used as an attack. Both his flight stance and his air dash can be cancelled into any air attack at any time. | |||
<br clear | <br style="clear:both;"/> | ||
{{#lst:BBTag/Merkava/Data|Links}} | {{#lst:BBTag/Merkava/Data|Links}} | ||
<br clear | <br style="clear:both;"/> | ||
==Normal Moves== | ==Normal Moves== | ||
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{{AttackDataHeader-BBTag|version=yes}} | {{AttackDataHeader-BBTag|version=yes}} | ||
{{!}}- | {{!}}- | ||
{{# | {{AttackVersion|name=5A}} | ||
{{#lst:BBTag/Merkava/Data|5A}} | |||
{{!}}- | {{!}}- | ||
{{Description|7|text=* Head invul | {{Description|7|text=* Head invul | ||
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{{!}}- | {{!}}- | ||
{{AttackVersion|name=5AA}} | {{AttackVersion|name=5AA}} | ||
{{# | {{#lst:BBTag/Merkava/Data|5AA}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text=* Important points go here | {{Description|7|text=* Important points go here | ||
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{{!}}- | {{!}}- | ||
{{AttackVersion|name=5AAA}} | {{AttackVersion|name=5AAA}} | ||
{{# | {{#lst:BBTag/Merkava/Data|5AAA}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text=* Very unsafe on block | {{Description|7|text=* Very unsafe on block | ||
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{{!}}- | {{!}}- | ||
{{AttackVersion|name=5AAAA}} | {{AttackVersion|name=5AAAA}} | ||
{{# | {{#lst:BBTag/Merkava/Data|5AAAA}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text=* Not able to be done if 5AAA is blocked. | {{Description|7|text=* Not able to be done if 5AAA is blocked. | ||
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{{!}}- | {{!}}- | ||
{{AttackVersion|name=5B}} | {{AttackVersion|name=5B}} | ||
{{# | {{#lst:BBTag/Merkava/Data|5B}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text=* Good Poke | {{Description|7|text=* Good Poke | ||
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{{!}}- | {{!}}- | ||
{{AttackVersion|name=5BB}} | {{AttackVersion|name=5BB}} | ||
{{# | {{#lst:BBTag/Merkava/Data|5BB}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
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{{!}}- | {{!}}- | ||
{{AttackVersion|name=5BBB}} | {{AttackVersion|name=5BBB}} | ||
{{# | {{#lst:BBTag/Merkava/Data|5BBB}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
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{{AttackDataHeader-BBTag}} | {{AttackDataHeader-BBTag}} | ||
{{!}}- | {{!}}- | ||
{{# | {{#lst:BBTag/Merkava/Data|5C}} | ||
{{!}}- | {{!}}- | ||
{{Description|6|text=* Universal Overhead | {{Description|6|text=* Universal Overhead | ||
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{{AttackDataHeader-BBTag}} | {{AttackDataHeader-BBTag}} | ||
{{!}}- | {{!}}- | ||
{{# | {{#lst:BBTag/Merkava/Data|2A}} | ||
{{!}}- | {{!}}- | ||
{{Description|6|text=* Does not hit low | {{Description|6|text=* Does not hit low | ||
* Jump and Grab cancelable | |||
Another one of Merkava’s safest moves on block, crouched Merkava slaps the floor twice. Use to end block strings. | Another one of Merkava’s safest moves on block, crouched Merkava slaps the floor twice. Use to end block strings. | ||
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{{AttackDataHeader-BBTag}} | {{AttackDataHeader-BBTag}} | ||
{{!}}- | {{!}}- | ||
{{# | {{#lst:BBTag/Merkava/Data|2B}} | ||
{{!}}- | {{!}}- | ||
{{Description|6|text= | {{Description|6|text= | ||
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{{AttackDataHeader-BBTag}} | {{AttackDataHeader-BBTag}} | ||
{{!}}- | {{!}}- | ||
{{# | {{#lst:BBTag/Merkava/Data|2C}} | ||
{{!}}- | {{!}}- | ||
{{Description|6|text=* Launches on second hit | {{Description|6|text=* Launches on second hit | ||
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{{!}}- | {{!}}- | ||
{{AttackVersion|name=j.A}} | {{AttackVersion|name=j.A}} | ||
{{# | {{#lst:BBTag/Merkava/Data|j.A}} | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=j.AA}} | {{AttackVersion|name=j.AA}} | ||
{{# | {{#lst:BBTag/Merkava/Data|j.AA}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
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{{AttackDataHeader-BBTag}} | {{AttackDataHeader-BBTag}} | ||
{{!}}- | {{!}}- | ||
{{# | {{#lst:BBTag/Merkava/Data|j.B}} | ||
{{!}}- | {{!}}- | ||
{{Description|6|text= | {{Description|6|text= | ||
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{{AttackDataHeader-BBTag}} | {{AttackDataHeader-BBTag}} | ||
{{!}}- | {{!}}- | ||
{{# | {{#lst:BBTag/Merkava/Data|j.C}} | ||
{{!}}- | {{!}}- | ||
{{Description|6|text=* | {{Description|6|text=* Advantage based on immediate j.C; Lowest possible j.C hit is -3 | ||
This move is actually an overhead, so j.C can be used as an instant overhead. There is a lot of landing recovery, but it can be special cancelled so it's not as unsafe as it seems, and you can actually combo off this solo with j.214C. If the opponent blocks this, your pressure is likely over. | This move is actually an overhead, so j.C can be used as an instant overhead. There is a lot of landing recovery, but it can be special cancelled so it's not as unsafe as it seems, and you can actually combo off this solo with j.214C. If the opponent blocks this, your pressure is likely over. | ||
}} | }} | ||
}} | }} | ||
<br clear | <br style="clear:both;"/> | ||
==Universal Moves== | ==Universal Moves== | ||
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{{AttackDataHeader-BBTag}} | {{AttackDataHeader-BBTag}} | ||
{{!}}- | {{!}}- | ||
{{# | {{#lst:BBTag/Merkava/Data|BC}} | ||
{{!}}- | {{!}}- | ||
{{Description|6|text=* | {{Description|6|text=* 100% minimum damage | ||
Hitstun after the opponent lands from throw is longer than it might seem at first glace, can easily combo off of it with a dash | |||
}} | }} | ||
}} | }} | ||
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{{!}}- | {{!}}- | ||
{{AttackVersion|name=Ground}} | {{AttackVersion|name=Ground}} | ||
{{# | {{#lst:BBTag/Merkava/Data|AD}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text=* | {{Description|7|text=* Usually at higher disadvantage due to earlier hits pushing back too much for final hit to connect | ||
Detailed description of the usefulness of the move go here | Detailed description of the usefulness of the move go here | ||
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{{!}}- | {{!}}- | ||
{{AttackVersion|name=Air}} | {{AttackVersion|name=Air}} | ||
{{# | {{#lst:BBTag/Merkava/Data|j.AD}} | ||
{{!}}- | {{!}}- | ||
{{Description|6|text=* Important points go here | {{Description|6|text=* Important points go here | ||
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}} | }} | ||
}} | }} | ||
<br clear | <br style="clear:both;"/> | ||
==Skills== | ==Skills== | ||
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{{AttackDataHeader-BBTag}} | {{AttackDataHeader-BBTag}} | ||
{{!}}- | {{!}}- | ||
{{# | {{#lst:BBTag/Merkava/Data|88}} | ||
{{!}}- | {{!}}- | ||
{{Description|6|text=*Merkava will do a small midair hop to indicate flight is about to end. | {{Description|6|text=*Flaps three times before automatically ending | ||
*Merkava will do a small midair hop to indicate flight is about to end. | |||
Fly that can be executed with any 2 jump motions before landing. A very good option for Merkava and has ton of uses for mixups, pressure, etc | Fly that can be executed with any 2 jump motions before landing. A very good option for Merkava and has ton of uses for mixups, pressure, etc | ||
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|input=44 or 66<br>44 or 66 after I, Spring to the Sky | |input=44 or 66<br>44 or 66 after I, Spring to the Sky | ||
|data= | |data= | ||
{{AttackDataHeader-BBTag}} | {{AttackDataHeader-BBTag|version=yes}} | ||
{{!}}- | |||
{{AttackVersion|name=Forward}} | |||
{{#lst:BBTag/Merkava/Data|j.66}} | |||
{{!}}- | {{!}}- | ||
{{# | {{AttackVersion|name=Backward}} | ||
{{#lst:BBTag/Merkava/Data|j.44}} | |||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|7|text=* Can be cancelled to a normal on whiff. Given the size of Merkava's air normals, this can let you take over a lot the screen. Ability to use this with the aerial backdash lets you attack while retreating. | ||
Merkava does his airdash while in flight. Travels very far and also has a hitbox. Used in combination with moves to apply pressure. Used both to approach and help zone. | Merkava does his airdash while in flight. Travels very far and also has a hitbox. Used in combination with moves to apply pressure. Used both to approach and help zone. | ||
}} | }} | ||
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{{!}}- | {{!}}- | ||
{{AttackVersion|name=A}} | {{AttackVersion|name=A}} | ||
{{# | {{#lst:BBTag/Merkava/Data|236A}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
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{{!}}- | {{!}}- | ||
{{AttackVersion|name=B}} | {{AttackVersion|name=B}} | ||
{{# | {{#lst:BBTag/Merkava/Data|236B}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
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{{!}}- | {{!}}- | ||
{{AttackVersion|name=A}} | {{AttackVersion|name=A}} | ||
{{# | {{#lst:BBTag/Merkava/Data|214A}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text=* | {{Description|7|text=* Enters recovery on block; adds a frame of recovery for every 2 frames spent active; additional 23 frames recovery on whiff | ||
Merkava extends his arm full screen and latches onto the opponent wherever they were on hit. On block, he does not travel to the opponent, but on hit he will do a lengthy animation that can be followed up with the help of your partner. Opponents cannot ground forward tech through Merkava after the knockdown, so it's useful in the corner to lock them down. }} | Merkava extends his arm full screen and latches onto the opponent wherever they were on hit. On block, he does not travel to the opponent, but on hit he will do a lengthy animation that can be followed up with the help of your partner. Opponents cannot ground forward tech through Merkava after the knockdown, so it's useful in the corner to lock them down. }} | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=B}} | {{AttackVersion|name=B}} | ||
{{# | {{#lst:BBTag/Merkava/Data|214B}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text=* | {{Description|7|text=* Enters recovery on block; adds a frame of recovery for every 2 frames spent active; additional 18 frames recovery on whiff | ||
Similar to the A version but this one hits at a 45 degree angle upward. }} | Similar to the A version but this one hits at a 45 degree angle upward. }} | ||
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{{!}}- | {{!}}- | ||
{{AttackVersion|name=A}} | {{AttackVersion|name=A}} | ||
{{# | {{#lst:BBTag/Merkava/Data|j.214A}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text=* | {{Description|7|text=* 8f forced landing recovery; Advantage based on lowest possible use | ||
Detailed description of the usefulness of the move go here | Detailed description of the usefulness of the move go here | ||
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{{!}}- | {{!}}- | ||
{{AttackVersion|name=B}} | {{AttackVersion|name=B}} | ||
{{# | {{#lst:BBTag/Merkava/Data|j.214B}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text=* | {{Description|7|text=* 4f forced landing recovery; Advantage based on lowest possible use | ||
Detailed description of the usefulness of the move go here | Detailed description of the usefulness of the move go here | ||
}} | }} | ||
}} | }} | ||
<br clear | <br style="clear:both;"/> | ||
==Extra Skills== | ==Extra Skills== | ||
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{{AttackDataHeader-BBTag}} | {{AttackDataHeader-BBTag}} | ||
{{!}}- | {{!}}- | ||
{{# | {{#lst:BBTag/Merkava/Data|236C}} | ||
{{!}}- | {{!}}- | ||
{{Description|6|text=* Important points go here | {{Description|6|text=* Important points go here | ||
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====== <font style="visibility:hidden" size="0">EX I, Capture and Devour</font> ====== | ====== <font style="visibility:hidden" size="0">EX I, Capture and Devour</font> ====== | ||
{{MoveData | {{MoveData | ||
|image= | |image=BBTag_Merkava_CaptureAndDevourEX.png |caption=pls no or "I, Devour Ass" | ||
|name=EX I, Capture and Devour | |name=EX I, Capture and Devour | ||
|input=214C | |input=214C | ||
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{{AttackDataHeader-BBTag}} | {{AttackDataHeader-BBTag}} | ||
{{!}}- | {{!}}- | ||
{{# | {{#lst:BBTag/Merkava/Data|214C}} | ||
{{!}}- | {{!}}- | ||
{{Description|6|text=* | {{Description|6|text=* Enters recovery on block; adds a frame of recovery for every 2 frames spent active; additional 23 frames recovery on whiff | ||
Detailed description of the usefulness of the move go here | Detailed description of the usefulness of the move go here | ||
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{{AttackDataHeader-BBTag}} | {{AttackDataHeader-BBTag}} | ||
{{!}}- | {{!}}- | ||
{{# | {{#lst:BBTag/Merkava/Data|j.214C}} | ||
{{!}}- | {{!}}- | ||
{{Description|6|text=* | {{Description|6|text=* 4f forced landing recovery; Advantage based on lowest possible use | ||
Detailed description of the usefulness of the move go here | Detailed description of the usefulness of the move go here | ||
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{{AttackDataHeader-BBTag}} | {{AttackDataHeader-BBTag}} | ||
{{!}}- | {{!}}- | ||
{{# | {{#lst:BBTag/Merkava/Data|5P}} | ||
{{!}}- | {{!}}- | ||
{{Description|6|text=* Important points go here | {{Description|6|text=* Important points go here | ||
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====== <font style="visibility:hidden" size="0">6P</font> ====== | ====== <font style="visibility:hidden" size="0">6P</font> ====== | ||
{{MoveData | {{MoveData | ||
|image= | |image=BBTag_Merkava_ExBreathOut.png |caption= | ||
|input=I, Breath Out | |input=I, Breath Out | ||
|name=6P | |name=6P | ||
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{{AttackDataHeader-BBTag}} | {{AttackDataHeader-BBTag}} | ||
{{!}}- | {{!}}- | ||
{{# | {{#lst:BBTag/Merkava/Data|6P}} | ||
{{!}}- | {{!}}- | ||
{{Description|6|text= | {{Description|6|text= | ||
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{{AttackDataHeader-BBTag}} | {{AttackDataHeader-BBTag}} | ||
{{!}}- | {{!}}- | ||
{{# | {{#lst:BBTag/Merkava/Data|4P}} | ||
{{!}}- | {{!}}- | ||
{{Description|6|text=* Hard knockdown on hit | {{Description|6|text=* Hard knockdown on hit | ||
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}} | }} | ||
<br clear | <br style="clear:both;"/> | ||
==Distortion Skills== | ==Distortion Skills== | ||
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{{AttackDataHeader-BBTag}} | {{AttackDataHeader-BBTag}} | ||
{{!}}- | {{!}}- | ||
{{# | {{#lst:BBTag/Merkava/Data|236BC}} | ||
{{!}}- | {{!}}- | ||
{{Description|6|text= | {{Description|6|text=* Minimum damage: 93*20 (1860) | ||
*Minimum Enhanced damage: 83*25 (2075) | |||
Merkava flails his arms around wildly, covering a large area but is super unsafe | Merkava flails his arms around wildly, covering a large area but is super unsafe. | ||
}} | }} | ||
}} | }} | ||
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{{!}}- | {{!}}- | ||
{{AttackVersion|name=Ground}} | {{AttackVersion|name=Ground}} | ||
{{# | {{#lst:BBTag/Merkava/Data|214BC}} | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=Air}} | {{AttackVersion|name=Air}} | ||
{{# | {{#lst:BBTag/Merkava/Data|j.214BC}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text=* Minimum damage: 200, 80*5, 300, 1054 (1954) | ||
* Minimum Enhanced damage: 200, 80*5, 200*3, 928 (2128) | |||
Merkava jumps into the air, grabs the opponent, jumps into the air and then slams them onto the ground. | Merkava jumps into the air, grabs the opponent, jumps into the air and then slams them onto the ground. Can be used in the air. Use to finish off combos from the air. | ||
}} | }} | ||
}} | }} | ||
<br clear | <br style="clear:both;"/> | ||
==Distortion Skill Duo== | ==Distortion Skill Duo== | ||
{{MoveData | {{MoveData | ||
|image=BBTag_Merkava_ResentfullyRage.png |caption= | |image=BBTag_Merkava_ResentfullyRage.png |caption= I, am '''''LATE TO THE PARTY SKREEEEEE''''' | ||
|input=P during Main Character's Distortion Skill | |input=P during Main Character's Distortion Skill | ||
|name=I, Resentfully Rage | |name=I, Resentfully Rage | ||
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{{AttackDataHeader-BBTag}} | {{AttackDataHeader-BBTag}} | ||
{{!}}- | {{!}}- | ||
{{# | {{#lst:BBTag/Merkava/Data|Distortion Skill Duo}} | ||
{{!}}- | {{!}}- | ||
{{Description|6|text=* | {{Description|6|text=* Minimum Damage: 2000 / 2500 during Resonance Blaze/Cross Combo | ||
Party hard if you think your opponent has less or around 2k (2.5k) HP. | |||
}} | }} | ||
}} | }} | ||
<br clear | <br style="clear:both;"/> | ||
==Astral Heat== | ==Astral Heat== | ||
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{{AttackDataHeader-BBTag}} | {{AttackDataHeader-BBTag}} | ||
{{!}}- | {{!}}- | ||
{{# | {{#lst:BBTag/Merkava/Data|222BC}} | ||
{{!}}- | {{!}}- | ||
{{Description|6|text= | {{Description|6|text=* Minimum damage 100% (49000) | ||
Merkava reaches forward to initiate the attack. After landing the attack he begins to eat the opponent. Can be used in most situations other supers would be used | Merkava reaches forward to initiate the attack. After landing the attack he begins to eat the opponent. Can be used in most situations other supers would be used | ||
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}} | }} | ||
}} | }} | ||
<br clear | <br style="clear:both;"/> | ||
==Navigation== | ==Navigation== | ||
{{# | {{#lst:BBTag/Merkava/Data|Links}} | ||
{{notice|To edit frame data, edit values in [[BBTag/Merkava/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.}} | {{notice|To edit frame data, edit values in [[BBTag/Merkava/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:Merkava ]] | [[Category:Merkava ]] | ||
[[Category:BlazBlue Cross Tag Battle]] | [[Category:BlazBlue Cross Tag Battle]] |
Revision as of 06:44, 6 March 2020
Merkava |
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Overview
Backstory
Merkava is a Void, a type of creature that resides within the "world" of the Hollow Night in the Under Night universe. They're typically mindless snake-like beasts that seek out and devour any living thing they can find for their EXS (if you survive a Void mauling, you become an in-birth). Merkava obviously stands out as being a Void who is capable of being able to think and talk like a human, owing to the fact he was an in-birth who gave up his human body in favor of a Void one, and capable of living in the real world, making the strongest and most intelligent Void. However, this is a decision that has caused him some angst, as he now has the animalistic urges and instincts of a Void with the conscious of a human. He is suspected as the Void responsible for killing and eating Orie's parents. He was targeted and trailed by a Ritter Schild member Londrekia Light, who then spare the intelligent Void’s life and now having a neutral friendly terms with him while swore to find a possibility to reverse the transformation from a Void back to human.
Playstyle
Merkava sports some pretty huge limbs that can be used to harass the opponent from a safe distance away, and his unique flight ability gives him a lot of room to move around and position himself. His 5A, 214B, and reversal action are all solid anti-airs that contribute to his dominance of the skies. As an assist, he has very somewhat standard but nonetheless good moves, with a flurry punch for general purpose, a fireball for zoning, and an anti-air that ground slams. On the other hand, his big size can easily lead to him being combo food for most opponents, and he doesn't have many options to get the opponent off of him. In addition, he is big and slow without having any traditional counter-balances, like increased backstep invulnerability or hard-hitting attacks.
Merkava is a character that likes to pressure his opponent from at least midrange, and when he gets a hitconfirm, get his reward through very technical combos.
Strengths/Weaknesses
Strengths | Weaknesses |
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|
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FLS of The Basilisk: Jormungandr
Merkava's FLS grants him the ability to stretch and morph his arms, allowing him to punch and grab from a long distance, turn them into whips to slap opponents, and sprout wings to fly. In gameplay, his FLS grants him the ability to fly whenever he double jumps or air dashes. Merkava can move up, down, forward, or backward and can cancel into his air dash until he starts his third and final wing flap. His air dash is actually a forward glide that lasts for about a second and has a hitbox, thus it can be used as an attack. Both his flight stance and his air dash can be cancelled into any air attack at any time.
Normal Moves
5A
5A | Template:AttackDataHeader-BBTag |
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5B
5B | Template:AttackDataHeader-BBTag |
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5C
5C | Template:AttackDataHeader-BBTag |
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2A
2A | Template:AttackDataHeader-BBTag |
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2B
2B | Template:AttackDataHeader-BBTag |
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2C
2C | Template:AttackDataHeader-BBTag |
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j.A
j.A | Template:AttackDataHeader-BBTag |
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j.B
j.B | Template:AttackDataHeader-BBTag |
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j.C
j.C | Template:AttackDataHeader-BBTag |
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Universal Moves
Ground Throw
Ground Throw 5B+C |
Template:AttackDataHeader-BBTag |
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I, Penetrate the Clear Skies
I, Penetrate the Clear Skies 5A+D (air OK) |
Template:AttackDataHeader-BBTag |
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Skills
I, Spring to the Sky
I, Spring to the Sky 88 |
Template:AttackDataHeader-BBTag |
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I, Soar the Sky
I, Soar the Sky 44 or 66 44 or 66 after I, Spring to the Sky |
Template:AttackDataHeader-BBTag |
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I, Drill Through
I, Drill Through 236A/B |
Template:AttackDataHeader-BBTag |
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I, Capture and Devour
I, Capture and Devour 214A/B |
Template:AttackDataHeader-BBTag |
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I, Breath Out
I, Breath Out j.214A/B |
Template:AttackDataHeader-BBTag |
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Extra Skills
EX I, Drill Through
EX I, Drill Through 236C |
Template:AttackDataHeader-BBTag |
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EX I, Capture and Devour
EX I, Capture and Devour 214C |
Template:AttackDataHeader-BBTag |
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EX I, Breath Out
EX I, Breath Out j.214C |
Template:AttackDataHeader-BBTag |
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Partner Skills
5P
5P I, Drill Through |
Template:AttackDataHeader-BBTag |
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6P
6P I, Breath Out |
Template:AttackDataHeader-BBTag |
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4P
4P 5A |
Template:AttackDataHeader-BBTag |
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Distortion Skills
I, Resentfully Rage
I, Resentfully Rage 236B+C |
Template:AttackDataHeader-BBTag |
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I, Frolic
I, Frolic 214B+C (air OK) |
Template:AttackDataHeader-BBTag |
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Distortion Skill Duo
I, Resentfully Rage P during Main Character's Distortion Skill |
Template:AttackDataHeader-BBTag |
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Astral Heat
I, Overrun 222B+C |
Template:AttackDataHeader-BBTag |
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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 •