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As a contender for one of the strangest fighting game characters to ever grace the genre, the Forbidden Living Battle Weapon is a slow, stationary fotress with powerful zoning and high damage. Blitztank can zone its opponents out with Elektro Auge, blow through your opponents' attacks with its armored normals, and escape pressure with A+D. It also hits like a truck (tank?), with very damaging corner combos and the highest damaging laser super in the game.
Where Blitztank truly shines, however, is in its support value. Its assists are all useful in their own rights, and it gets a lot of mileage from assists with high blockstun. With the right partner, Blitztank can help set up for numerous unblockables thanks to its j.C, making it very scary on offense.
Sadly, these upsides come at a hefty price. Blitztank's mobility is laughable, with a very sluggish walk speed, no backdash, a pitiful jump height, and no air dash or double jump. It also has no proper anti-air, meaning that it can't reliably challenge any character that fights from above its skull...gun...thing. These weaknesses lead to Blitztank having some of the most polarizing matchups in the entire game, with characters like Nine and Yosuke forcing it to rely on its teammate to deal with them properly. (or at all)
Overall, Blitztank's defense can cause opponents to second-guess themselves when approaching Blitztank and open themselves up to a world of hurt if they approach wrong. If that sounds appealing to you, get behind the wheel.
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Health |
20,000 |
Prejump |
6F |
Backdash |
23F (1~7F Inv All) |
Unique Movement Options |
No Run No Double Jump No Air Dash |
Fastest Attack |
2A (8F) |
Reversals |
A+D (Catch 1~25F) 214B+C (6F) |
| |
Pros | Cons |
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All of Blitztank's normals(save 5c) have Armor. Armor is a mechanic that allows a move to take hits and still continue. What type of hit each Armor can take depends on the attribute, be it Head, Body, or Feet attribute. Armor as the following features:
- Blitztank can't die from an Armor hit, even at 1 health.
- Armor, regardless of attribute, can take all projectiles during their armored frames.
- Armor can take all hits of their intended attribute, regardless if it's a Normal move or a Distortion Skill.
- Armor will reduce damage taken by 50%.
- Armor will NOT scale multi hit attacks and subsequent moves.
- Armor will stay on the frame it got hit until it's free to move on. Meaning, if 5B takes a multi hit attack during the 6th frame, it will stay on that 6th frame for subsequent hits. This also applies to a string of different moves as long as there's little to no gap in between the hits. For example, Elizabeth's 5AAA string.
Normal Moves
5A
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|
5A | 650×3 | All | 10 | 2,2,2 | 22 | -7 | B | 4~11 Guard BP |
5AA | 650×3 | All | 1 | 2,2,2 | 25 | -10 | B | 1~6 Guard BP |
5AAA | 650×3 | All | 1 | 2,2,2 | 25 | -10 | B | 1~6 Guard BP |
5AAAA | 2500 | All | 7 | 3 | 36 | -18 | B | 1~9 Guard BP |
- Has Armor against Body-Attribute attacks during frames 4-11. All subsequent As also has armor for specific periods of their active frames and start-up. Details in framedata tab.
Button can be held down to go through the entire string, and is whiffable, yet using Cross Raid requires press again normally. j.A works the same way. 5A is also the only move of Blitztank that can be jump canceled, but only on hit however.
Version | Level | P1 | P2 |
---|---|---|---|
5A | 3 | 90 | 80 |
5AA | 3 | 100 | 80 |
5AAA | 3 | 100 | 80 |
5AAAA | 5 | 100 | 90 |
5A:
- On Guard Point, hitstop for Blitztank is 14F. Opponent hitstop is unchanged
- On Guard Point, Blitztank takes 50% damage
5AA:
- On Guard Point, hitstop for Blitztank is 14F. Opponent hitstop is unchanged
- On Guard Point, Blitztank takes 50% damage
5AAA:
- On Guard Point, hitstop for Blitztank is 14F. Opponent hitstop is unchanged
- On Guard Point, Blitztank takes 50% damage
5AAAA:
- On Guard Point, hitstop for Blitztank is 14F. Opponent hitstop is unchanged
- On Guard Point, Blitztank takes 50% damage
5B
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|
5B | 1500 | All | 12 | 17 | 21 | -19 | B | 4~14 Guard BP |
5BB | 2000 | All | 16 | 3 | 35 | -19 | B | 4~18 Guard BP |
5B is a fairly long range poke that leads into 5BB at any range. Very vulnerable to pushblock. Will most likely be your go-to move for many situations, as it leads into Blitztank's rather basic pressure game, and can lead into decent damage midscreen and high damage in the corner. Be careful, however, as this move has plenty of recovery, making it unsafe on block, and covers little vertical space.
5BB is a forward rushing attack that knocks the opponent upwards. Essential piece in Blitztank's combos, pressure, and conversions. Guarantees combos into 236C Laser, and allows for loops in the corner. On ground hit, it combos reliably into 2C. As with 5B, horrible recovery and unsafe on block. Strangely, despite being a launcher, it cannot be jump canceled.
Version | Level | P1 | P2 |
---|---|---|---|
5B | 4 | 90 | 85 |
5BB | 4 | 90 | 85 |
5B:
- On Guard Point, hitstop for Blitztank is 14F. Opponent hitstop is unchanged
- On Guard Point, Blitztank takes 50% damage
5BB:
- On Guard Point, hitstop for Blitztank is 14F. Opponent hitstop is unchanged
- On Guard Point, Blitztank takes 50% damage
5C
Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|
800 | High | 26 | 3 | 18 | -4 | B |
The standard slow but safe 5C. Due to the generous knock-up and hitstun on 5BB, it can easily be comboed into even in very long corner combos for a good knockdown. Do keep in mind however that the opponent needs to be decently close to the ground for the 5C to connect.
As far as overheads go, Blitz only has this and j.B as viable overheads, so you might be using this a little more than other characters might.
Level | P1 | P2 |
---|---|---|
3 |
2A
Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|
1000 | Low | 8 | 3 | 18 | -4 | F | 4~10 Guard BP |
Blitz fastest normal, making it your go-to abare button. As this move too has armor on it, it can be potentially used even when at a small frame disadvantage, but do remember that like all of his armored moves, it has no Low armor.
Level | P1 | P2 |
---|---|---|
3 | 90 | 80 |
- On Guard Point, hitstop for Blitztank is 14F. Opponent hitstop is unchanged
- On Guard Point, Blitztank takes 50% damage
2B
Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|
1000×2 | Low | 12 | 3(3)3 | 20 | -6 | F | 4~14 Guard BP |
A 2 hit low that moves forward and has a lot of range. Both hits can be canceled.
Due to being much less unsafe compared to 5B and with 2 hits for confirming, 2B will most likely be your go-to meaty on someones wake-up if you have the time due to hitting low and having good active frames. If properly timed, can catch certain wake-up reversals.
Level | P1 | P2 |
---|---|---|
3 | 90 | 80 |
- On Guard Point, hitstop for Blitztank is 14F. Opponent hitstop is unchanged
- On Guard Point, Blitztank takes 50% damage
2C
Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|
2000 | Low | 25 | 3 | 17 | +2 | F | 4~27 Guard BP |
Very slow, but positive on block long range sweep. Can't normally be comboed into from any ground hit, with the exception being the launch from 5BB. Can frametrap into and from other normals, but be aware of Low and Foot attribute abare options, and slow reversals.
Level | P1 | P2 |
---|---|---|
4 | 90 | 85 |
- On Guard Point, hitstop for Blitztank is 14F. Opponent hitstop is unchanged
- On Guard Point, Blitztank takes 50% damage
j.A
Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|
650×3 | All | 7 | 2,2,2 | 9 | H | 4~8 Guard HP |
This will be your Anti-Air, for most of the time. With relative quick start-up and air armor, it can work if your reactions are on point. However, please remember that Blitz have the jump height of a knocked over turtle and many air moves vastly out range its own.
j.A also has a peculiar property of all hits after the first one don't scale, no matter how long you hold it for. This is crucial for optimal combos.
Level | P1 | P2 |
---|---|---|
3 | 80 | 80 |
- On Guard Point, hitstop for Blitztank is 14F. Opponent hitstop is unchanged
- On Guard Point, Blitztank takes 50% damage
j.B
Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|
1800 | High | 14 | 3 | 25+11L | H | 4~16 Guard HP |
This will be one of your more versatile options as it can be used as an instant overhead on the entire cast. In the corner Blitz can combo off it solo for a full combo, while midscreen it can get some additional damage and a super if you are willing to spend the bars. It also allows Blitz to get a pretty strong knockdown from corner loops to place a meaty Mine on their wake-up.
If Blitztank is launched sufficiently high up, it can act as a pseudo-jump and stall your air descent. However, this is hardly reliable.
Level | P1 | P2 |
---|---|---|
4 | 80 | 85 |
- On Guard Point, hitstop for Blitztank is 14F. Opponent hitstop is unchanged
- On Guard Point, Blitztank takes 50% damage
j.C
Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|
800 | Air | Until L | 1 | Total Until L+ 29L | P1 | 4~(Until L) Guard HP |
- Begins falling on frame 25
- Cannot hit pre-jump state
Unblockable full screen ground pound. Not only can it be canceled into specials and supers, with select assists you can get some decent combos off it. The damage scaling is harsh, but that's the price to pay for such a unique option. It is relatively fast, allowing just about any good lockdown Assist to guarantee it.
The shockwave upon landing on the ground counts as a projectile, meaning some characters can counter it if used outside of blockstrings. despite its small hitbox, it is possible to block while airborne, which sometimes is confused for blocking it while standing. However, the shockwave will not hit pre-jump frames.
Level | P1 | P2 |
---|---|---|
5 | 60 | 90 |
- On Guard Point, hitstop for Blitztank is 14F. Opponent hitstop is unchanged
- On Guard Point, Blitztank takes 50% damage
- Blitztank begins falling on 25F
- Cannot hit opponents in pre-jump state
Universal Moves
Ground Throw
5B+C
Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|
0, 300×5, 500 | Throw | 7~30 | 3 | 23 | T |
A rather below average throw due to Blitz poor movement speed, but it does give little over 5k midscreen, and Blitz always have the option to add in a bit extra damage with Supers. In the corner, it allows it to go straight into corner loops.
Level | P1 | P2 |
---|---|---|
0, 3×5, 5 | 100 | 50 |
- Minimum damage 2000
Reflector
5A+D (Air OK)
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|
AD | 44 | 1~25 Guard All | ||||||
AD Attack | 750×7 | Air Unblockable | 6 | 1,2,2,2,2,2,2 | 23 | -6 | B | 1~16 All |
j.AD | 44 | 1~25 Guard All | ||||||
j.AD Attack | 750×7 | All | 6 | 1,2,2,2,2,2,2 | Until L | H | 1~16 All |
A surprisingly strong counter-esque move, as it allows Blitz to act if the follow-up doesn't trigger. Useful to ignore the opponents projectiles, and will build you a small amount of meter. Be aware, however, that it still has the same weaknesses that all other A+D attacks in the game share.
The Parry has the following properties:
- If successfully Parrying a physical hit that's within range automatically transition into the follow-up, Entladung.
- If successfully Parrying a physical hit that's NOT within range Entladung will not come out and Blitztank is fully invul during the recovery.
- The recovery can be canceled partway through into any option, including another Parry. When recovery can be canceled is based on the move being parried and when it was parried.
- Projectiles and Assists can be freely Parried WITHOUT triggering follow-up and recovery can quickly be canceled, allowing for punishment and escape from setups and situations that would normally be very difficult to deal with.
Version | Level | P1 | P2 |
---|---|---|---|
AD | |||
AD Attack | 4 | 80 | 60 |
j.AD | |||
j.AD Attack | 4 | 80 | 60 |
AD:
- On successful parry of a strike and close to opponent, immediately cancels into Entladung
- On successful parry of a strike, hitstop for Blitztank is 14F. Opponent hitstop is 20F
- On successful parry of a projectile or opponent is far away, Blitztank becomes invincible for the rest of the move and can cancel into all specials/supers
- On successful parry of a projectile, hitstop for Blitztank and projectile is unchanged
AD Attack:
- Minimum Damage 37×7 (259)
j.AD:
- On successful parry of a strike, immediately cancels into Air Entladung if close to opponent
- On successful parry of a strike, hitstop for Blitztank is 14F. Opponent hitstop is 20F
- On successful parry of a projectile or opponent is far away, Blitztank becomes invincible for the rest of the move and can cancel into all specials/supers
- Landing during this move does not cancel the attack. Instead it continues as if it were the ground version
- On successful parry of a projectile, hitstop for Blitztank and projectile is unchanged
j.AD Attack:
- Minimum Damage 37×7 (259)
Skills
Elektro Auge
236A/B/C (Air OK)
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|
236A | 1500 | All | 16 | 3 | Total: 47 | -4 | P1 | |
236B | 1500 | All | 16 | 3 | Total: 53 | -10 | P1 | |
236C | 1500 | All | 16 | 3 | Total: 38 | +5 | P1 | |
j.236A | 1500 | All | 13 | 3 | Total: Until L+10L | P1 | ||
j.236B | 1500 | All | 13 | 3 | Total: Until L+10L | P1 | ||
j.236C | 1500 | All | 13 | 3 | Total: Until L+10L | P1 |
With the sharpest angle, 236A's Blitztank go-to laser for ending combos and ending pressure safely. It hits anyone right roughly in front of Blitz.
236B is the go-to space control laser for Blitztank. It hits the entire screen in length at a relative shallow angle, ending slightly above the corner on the other side. Snipe the opponent for doing something, hit the assist, you name it.
Do keep in mind that it has a decent amount of recovery, and thanks to Blitz height, making it weak to IADs.
236C is the Anti-Air laser. It goes straight forward the entire screen, completely missing the entire cast except for standing Tager, Merkava, and an opponent Blitztank. It acts as Blitztank's best option to stop anyone from trying to jump too much at long ranges.
This laser also has the least amount of recovery, making it crucial for combos and conversions. From mid to full screen, you can tack on a bit extra with a second laser or 236BC. Close range, a Ansturm will hit nicely. In the corner, however, it's the second vital part of his corner loops, making 5BB 236C loop into itself for at least 6 times with a 5B starter. Unlike most C moves, it does not cost meter
The air versions are mostly the same with varying angles, but the most important feature is that the recovery of air lasers is cut short when landing, making them potentially much safer on block to the point of possibly being + on block, AND making combos after them possible. A quick TK air Laser can be up to +3 on block, while a fully delayed air laser can be up to +8 on block. A very key part in Blitztank's zoning, as it can keep the pressure going and stop other characters from retaliating.
Delayed laser after j.B is needed to get combos afterwards
Version | Level | P1 | P2 |
---|---|---|---|
236A | 3 | 80 | 80 |
236B | 3 | 80 | 80 |
236C | 3 | 80 | 80 |
j.236A | 3 | 80 | 80 |
j.236B | 3 | 80 | 80 |
j.236C | 3 | 80 | 80 |
236A:
- Minimum Damage 75
236B:
- Minimum Damage 75
236C:
- Minimum Damage 75
j.236A:
- Minimum Damage 75
j.236B:
- Minimum Damage 75
j.236C:
- Minimum Damage 75
Blitz Mine
214A/B (Air OK)
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|
214A | 0, 1500 | All | 22 | Until Hit,3 | Total: 50 | P1 | ||
214B | 0, 1500 | All | 22 | Until Hit,3 | Total: 50 | P1 | ||
j.214A | 0, 1500 | All | 22 | Until Hit,3 | Total Until L+6L [Total 51] | P1 | ||
j.214B | 0, 1500 | All | 22 | Until Hit,3 | Total Until L+6L [Total 51] | P1 |
A 2 hit projectile that go in an arc from Blitztank. In the current state of the game, not particularly useful except for niche corner oki and even that is rather weak.
Version | Level | P1 | P2 |
---|---|---|---|
214A | 2 | 100 | 100, 85 |
214B | 2 | 100 | 100, 85 |
j.214A | 2 | 100 | 100, 85 |
j.214B | 2 | 100 | 100, 85 |
214A:
- Values in [] are when Blitztank lands before attack
- Minimum Damage 75
214B:
- Values in [] are when Blitztank lands before attack
- Minimum Damage 75
j.214A:
- Values in [] are when Blitztank lands before attack becomes active
- Minimum Damage 75
j.214B:
- Values in [] are when Blitztank lands before attack becomes active
- Minimum Damage 75
Ansturm
66
Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|
2000 | All | 7 | 12 | 27 | -4 | B | 4~7 BP Guard |
A fast, armored, and most importantly SAFE ON BLOCK, dash attack. Useful to make your pressure safe, go through the opponents projectiles, and in general whenever you feel like running the opponent down. However, this move has HORRIBLE whiff recovery. The opponent has plenty of time to do whatever punish of their choice if this move is not used with care. It also does not reach full screen, so you sadly can't punish the opponents full screen zoning with this.
Hits the opponent far away, making it useful for corner push.
Level | P1 | P2 |
---|---|---|
5 | 80 | 90 |
- Immediately enters recovery on hit/block
- On Guard Point, hitstop for Blitztank is 14F. Opponent hitstop is unchanged
- On Guard Point, Blitztank takes 50% damage
- Minimum Damage 100
Extra Skills
EX Blitz Mine
214C (Air OK)
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|
214C | (0, 1500)×3 | All | 15 | Until Hit,3 | Total: 37 | P1 | ||
j.214C | (0, 1500)×3 | All | 22 | Until Hit,3 | Total Until L+4L [Total 46] | P1 |
Combos into itself for meme value. Most useful in using to confirm off of a lockdown assist + j.c unblockable, due to its long untech time. It can be used as an anti-air due to it's relative faster speed compared to the other Mines, but even this has niche use.
Version | Level | P1 | P2 |
---|---|---|---|
214C | 2 | 100 | (100, 85)×3 |
j.214C | 2 | 100 | (100, 85)×3 |
214C:
- Minimum Damage 150 per mine
j.214C:
- Values in [] are when Blitztank lands before attack becomes active
- Minimum Damage 150 per mine
Partner Skills
5P
Ansturm
Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|
2200 | All | (18)+15 | 9 | 46 | -28 | B |
No armor, but is relatively fast. Hits the opponent upwards, instead of away like its regular version does. The recovery is still long, however, making it a bit harder to use in CC compared to other similar assists like Tager's 5P.
Out of all Blitztank assists, this is the most generic one. It travels a decent amount of distance, but it is mostly just a regular conversion assist in combos. Due to it moving forward, it can be used to keep Blitztank close during CC pressure or to let it continue the combo.
Level | P1 | P2 |
---|---|---|
4 | 70 | 85 |
- Minimum Damage 110
6P
Electro Auge B
Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|
1500 | All | (18)+30 | 3 | Total: (18)+67 | -10 | P1 |
The B version of Electro Auge. Full screen laser for whenever you feel like the opponent has it too good over there. Decently fast for being a full screen projectile. It will not hit small opponents that are close to Blitztank.
The least applicable assist of Blitztank. While having a full screen laser is indeed useful, a feature that is relatively rare for assists, it covers a downward angle from Blitztank and it's speed makes it harder to use than many other projectile assists like Hyde 6P. The lack of lockdown too makes it fairly weak for anything more than screen coverage to facilitate the point character's zoning or to let them run in. It being a laser does make it strong at hitting the opponents assist however.
Level | P1 | P2 |
---|---|---|
3 | 70 | 80 |
- Minimum Damage 75
4P
Entladung
Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|
750×7 | All | (18)+10 | 1,2,2,2,2,2,2 | 39 | -22 | B |
Fast, multihit, and an extremely large hitbox with plenty of hitstun. Easy to convert off in combos, and recovers relatively quickly. Has very bad P1 scaling, often reducing meterless damage down to below 5k if used as a starter.
The assist acts as a very strong real estate assist, and has multiple uses. It acts similar to how Hilda's 4P is used, but with faster startup and less screen coverage. It's speed and lockdown makes it very easy, but do be aware of Blitztank initial large hurtbox.
Level | P1 | P2 |
---|---|---|
4 | 70 | 85×7 |
- Minimum Damage 37×7 (259)
Distortion Skills
Gjallarhorn
236B+C
Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|
600×26 [350×52] | All | 1+(80 Flash)+5 | 2×26 [2×52] | Total 133 [Total 185] | -39 | P2 | 1~1 All |
The signature full screen, very fast, extremely damaging Gjallarhorn. Makes Ziodyne look like a baby's first painting compared to this Mona Lisa of lasers.
As the highest damaging super laser in the game, it can be tacked on after just about every combo, and makes getting hit by any 236C or j.C no matter where the opponent is painful. However, for how good it is, it also comes with some issues. It has no invulnerability, with the exception being the first frame during the super flash. It's unsafe on block, but depending on the distance to the opponent that might be hard for them to take advantage of. But anyone with their own full screen option will be able to readily punish it. On top of that, it actually has less minimum damage than Blitzlauf, however in situations where that matters only really come up in very long and highly prorated combos.
Due to lasting a fairly long time, some fast DSD follow-ups allow for further combos afterwards, letting certain teams get high damage from long range snipes and confirms.
Level | P1 | P2 |
---|---|---|
4 | 80 | 60 |
- Values in [] are for Enhanced version
- Minimum Damage 66×25 (1650) [38×52 (1976)]
Blitzlauf
214B+C
Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|
4000×2 [4700×2] | All | 1+(115 Flash)+5 | 10 | 60 | -49 | B | 1~15 All |
Blitz second super, and the only one with full invulnerability on start-up. Goes full screen, and can hit the assist as well if needed. It's, however, very unsafe on block so use with caution.
As mentioned above, this super has higher minimum damage than Gjallarhorn, giving you a little bit more damage after long combos.
Level | P1 | P2 |
---|---|---|
5 | 80 | 60×2 |
- Values in [] are for Enhanced version
- Minimum Damage 880×2 (1760) [1034×2 (2068)]
Distortion Skill Duo
Gjallarhorn
P during Partner's Distortion Skill
Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|
100×20 [50×50] | All | 1+(105 Flash)+1 | 2×20 [2×50] | Total 150 [Total 210] | -73 | P2 | 1~4 All |
Nothing particularly special about this DSD. It can hit the assist tho, which is nice.
Level | P1 | P2 |
---|---|---|
4 | 100 | 100 |
- Values in [] are for Enhanced version
- Minimum Damage 2000 [2500]
Astral Heat
Ragnarok
222B+C
Damage | Guard | Startup | Active | Recovery | On-Block | Attribute | Invuln |
---|---|---|---|---|---|---|---|
All | 1+(85 Flash)+9 | 9 | 92 | -74 | B | 1~18 All |
Blitztank rarely uses meter for anything but Supers, and its corner combos do good damage without spending meter. If managed you will most likely have meter for it and it's speed and forward momentum makes it easy to combo into.
Level | P1 | P2 |
---|---|---|
4 |
- Immediately enters recovery on block
Colors
