F.D.B. Reflectable Projectiles

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A.B.A.

  • Kihi (Blood ball, Normal Mode 236P).
  • FB Kihi (Super blood ball, Moroha Mode 236D). Note that only the explosion is flickable, so don't flick until the initial projectile is right on top of you.
  • Konzetsu (Midair orbs, Moroha Mode j.41236S) if done low enough.

Anji Mito

  • Shitsu (Butterfly, 236P), both forms.
  • FB Shitsu (Red butterfly, 236D), both forms.
  • Shin: Isshiki (Multiple fans thrown from the air, P after Fuujin).
  • Issei Ougi: Sai (Spinning fan super, 632146H) if started before the super flash.

Axl Low

  • Rensen Geki (Low green scythe toss, [4]6S).
  • Kokuu Geki (Midair 360 scythe spin, j.63214S) if done low enough.
  • Byakue Renshou (Axl's only Overdrive, 2363214H), second part only.

Baiken

  • Tatami Gaeshi (Mat, air or ground, 236P).

Bridget

  • Yoyo Recall (any H after Yoyo Set).
  • Roger Hug (Homing mechanical parts, 623H after Yoyo Set), but flicking this will still cause it to stick to you.
  • Jagged Roger (Roger's spinning blade attack, 214H after Yoyo Set), though the other hits will still get you.
  • Roger Get (Roger bounces up and slams to the ground, 421H after Yoyo Set). Flicking Roger in the air will cancel the ground hit.
  • Ore to Kill Machine (Burning Roger bicycle Overdrive, 632146H after Yoyo Set). Unless you're on the very edge of it, though, you'll still get hit by the rest.
  • Tragedy During Maintenance (Upward explosion Overdrive, 4123641236S). It's 4+0 though, so you'll need to be psychic.

Chipp Zanuff

  • Gamma Blade (Phantom Chipp projectile, 41236H).

Dizzy

Dizzy's attacks have long Japanese names, so we'll just use the nicknames.

  • Fish Laser (214H or H after any other fish attack), though the fish will probably eat the resulting projectile because fish are bastards like that.
  • Necro Scythe (214K or 214S), can be flicked as it comes out or once it comes back down. Though it's multi-hit, you should be safe.
  • Seeker Arrow (421S), arrow projectile only.
  • Ice Spike (236S).
  • Imperial Ray (Waves of fire Overdrive, 632146S), can input F.D.B. during super flash if you're not point blank.
  • Gamma Ray (Multiple insane laser Overdrive, 64641236H), can input F.D.B. during super flash from any range.

Eddie

  • Invite Hell (Drill, 22S or 22H).
  • Drill Special (Big drill, 22D). You'll still get hit, but it's fun to surprise them.
  • Haneru (Little Eddie spit ball, ]D[).
  • Amorphous (Giant shark Overdrive, 632146H). Can be flicked on reaction mid-range, but if you're too close it'll catch you.

Faust

  • Ai (Bag bomb, j.236P).
  • Most Nani Ga Deru Ka Na? items (236P, results are random).
    • Bomb
    • Hammer
    • Wash Pan
    • Coin
    • Meteors, although any you don't flick can still hit you.
    • Mini-Faust, Mini-Potemkin, and Mini-Robo-Ky can be flicked after they land (Mini-Potemkin can be flicked three times).

I-No

  • f.S (Electrical heart beat).
  • Antidepressant Scale (Musical note, 214P). Ground or air version.
  • Chemical Love (Split kick laser thing, 632146K/S).
  • Longing Desperation (Ground Overdrive, 632146H), can be flicked on reaction at a distance.
  • Ultimate Fortissimo (Air Overdrive, j.2363214S). If they're just high enough, you can flick on reaction, but any lower and you'll eat it.

Jam Kuradoberi

  • Renhoukyaku (Puffball Super, 632146S). Yomi only!

Johnny

  • Glitter is Gold (Coin toss, 236H).
  • Mist Finer (Quick sword slash, all levels, 236P/K/S). Level 3's additional slashes are beaten by the resulting projectile.
  • Divine Blade (Downward flame pillar, j.236S or 623S~S). Your projectile might go the wrong way if he crosses you up.

Justice

  • S.B.T. (Backflip, 623K). Second hit only.
  • N.B. (Bombs, 22P/K/S/H/D). Can be flicked while traveling or once detonated.
  • Imperial Ray (Rotating laser, 632146S).
  • Gamma Ray (Giant beam, 46463214H). Yup.

Kliff Andersn

  • Taunt (バカモン). You don't need to stand for that sort of language.
  • Bellowing Roar (Big obvious fireballs, ground and air, 236P/S, j.236D).
  • Limb Severer (Falling strike, j.41236S). Shockwave after landing only.
  • Reflex Roar (Big Overdrive fireball, 236236H).

Ky Kiske

  • Stun Edge (236S/H). Ground or air, doesn't matter.
  • Charged Stun Edge (236D). Last two hits will still get you, unless it's coming from the air and you're at just the right distance.
  • Lightning Sphere (214D after Charged Stun Edge). Only the initial sphere is flickable.
  • Stun Rays (Stationary aerial cross, j.D or j.214D), if you start flicking while it's still forming. Generally not a great idea.
  • Sacred Edge (Lightning blade Overdrive, 236236P). Reactable if you aren't point blank.

May

  • Applause for the Victim (Dolphin) (Dolphin launched through the hoop, 63214X release).
  • Go, Mr. Dolphin! (6D or 8D during Mr. Dolphin Horizontal or Vertical). Can only flick the Dolphin when May is not riding it.
  • Deluxe Tile Bomber (Orca attack, P during 623146S spinning anchor attack). Can only flick the Orca. Easy enough to do after blocking the spinning attack.
  • Great Yamada Attack (Whale, 236236S). Yes, really.

Millia Rage

  • Tandem Top (Energy disc, 236S/H/D). H and D versions don't become active until late in their animation, so timing can be tricky.
  • Silent Force (Hair pin, j.214S/H).
  • Secret Garden (Blue orb, 214H + 2/4/6/8H).
  • Emerald Rain (Multi-disc Overdrive, 236236S). Resulting projectile will eat the other discs if you flick the first. Must be yomi'd up close.

Order Sol

  • 6P (yes, really). "Ghost" headbutt only.
  • Blockhead Buster (Flame ball, all levels, 236P). Level 3 will still hit you.
  • Gun Blaze (Sliding flame pillars, all levels, 214S). Depending on your distance and timing, you may have to input the command backwards. Sometimes it'll auto-correct, though!
  • Charge Burst (H during Charge).
  • Savage Fang (Flame pillar Overdrive, all levels, 632146P). Level 1 and 2 can be done on reaction if you're about a character width away. Level 3 you have to be close and yomi it.

Potemkin

  • Giganter (Mirror Overdrive, 632146H), can only flick the Mirror itself.
  • F.D.B. Reflect (Reflected projectile, 63214S). Since a new projectile is made each time it's flicked, there's no limit to the number of times this can be done.

Robo-Ky

  • 6P (Elbow shotgun). If they mash it you'll eat the rest.
  • 2H (Rocket knee).
  • Kurattoku Ky? (Crouching missile, all levels, 236S). Multi-hit rockets will still catch you unless you're far away.

Sol Badguy

  • Gun Flame (Wave of fire, 236P). Dragon Install version can also be flicked, but it's significantly harder.
  • Tyrant Rave (Overdrive, 632146P), second hit only.

Testament

  • Phantom Soul (Cursed skull, 236P).
  • EXE Beast (Annoying mouth thing, 41236S/H). Forward and backward can both be flicked pretty easily, if you see them coming.
  • Crow Attack (Crow nosedive during curse). This is the first attack during "Pattern 1".
  • Crow Feathers Attack (Feathers thrown during curse). This is the first attack during "Pattern 2".
  • Nightmare Circular (Poison Overdrive, 632146H), reactable at any range.

Venom

  • Carcass Ride (Angled vertical ball, [2]8S/H). Uncharged only.
  • Stinger Aim (Horizontal ball, [4]6S/H/D). Charged or uncharged.
  • Hit Ball (any hit pool ball).
  • Red Hail (Aerial multi-ball Overdrive, j.236236H). Can be flicked multiple times if you time it well.
  • Dark Angel (Giant energy ball Overdrive, 2141236S). You'll still get hit plenty of times, though.

Zappa

  • Sono Mama Kaette Konaide Kudasai (Ghost projectiles, 236X with Ghost Summon), Ghost only. Projectiles thrown by an attached Ghost (banana peel, etc.) are technically flickable but are not probable or advisable to do in a real match, these are practically unflickable.
  • Darkness Anthem (Raoh Projectile, 236S~P/K/S). Unlaunched projectile can be flicked, but it's tricky.