https://www.dustloop.com/wiki/api.php?action=feedcontributions&user=73.119.87.123&feedformat=atomDustloop Wiki - User contributions [en]2024-03-29T15:34:42ZUser contributionsMediaWiki 1.39.6https://www.dustloop.com/wiki/index.php?title=BBTag/Hazama&diff=209893BBTag/Hazama2021-05-01T15:10:55Z<p>73.119.87.123: /* 5A */</p>
<hr />
<div>{{InvisibleHeader}}{{#lst:{{PAGENAME}}/Data|Links}}<br />
======<span style="visibility:hidden;font-size:0">Overview</span>======<br />
{{CharaOverview<br />
|overview= Hazama uses his Ouroboros chains to zip across the stage, either to approach his opponent or to run away. Once in, he can use his stance-mixups or his command grab to open them up and start in on any one of his myriad combo routes that lead into a j.214A ender, which places him in a great position to start everything over again.<br />
<br />
At close range, Hazama is notably lacking. Although his tools are all decently fast, they barely cover any space. The ones that do, i.e. 2C and his 214s, all need resources to get damage off of. Due to this, its best to try to avoid close range footsies without some serious mind game trickery up your sleeve.<br />
<br />
In general, with Hazama, you want to slip in, sneak in a hit, do some damage, then slip out. But if it allows you to maintain some scary pressure, then by all means keep staying in to confuse your foes even further.<br />
|lore= Hazama is a captain of the Novus Orbis Librarium's (NOL) Intelligence Department and one of the first antagonists of the series. In reality, he is an artificial human created as a host for the soul of Yuuki Terumi, a former member of the Six Heroes and the creator of the Azure Grimoire and, by extension, the Black Beast. Although Hazama usually retains a calm and charming demeanor, this is simply a mask with which he hides his selfish and manipulative personality that lurks underneath. At the end of BlazBlue: Chrono Phantasma, he and Terumi become separate, and he gains his own will. During the events of Central Fiction, he puts his manipulation skills he picked up from his time as Terumi's host in order to pursue his own mysterious agenda.<br />
|quote= This is getting a little bothersome. Can I leave the rest of the work to you?<br />
|summary= <br />
|pros=<br />
* Lots of effective smart combo routes that deal damage and build meter.<br />
* His B normals give him a large amount of range, being essentially the same as his D moves.<br />
* Amazing Reversal Action.<br />
* 236B+C is incredibly threatening.<br />
* Solid mixup options supplemented by his special moves.<br />
|cons=<br />
* Embarrassingly small footsies range, requiring him to close the gap often.<br />
* Awkward mobility options limit his approaches severely.<br />
* No drive chain that deals with air approaches.<br />
* Being predictable in your approaches can easily get yourself anti-aired.<br />
* Needs either meter or partner to convert his stance specials.<br />
* Embarrassingly short true blockstrings without assist.<br />
|unique_mechanic1_name= Drive: Ouroboros<br />
|unique_mechanic1=<br />
Named after a snake that eats its own tail, Hazama's Drive is manifested as a stretching chain in the shape of a snake. He can cover many different angles and distances by shooting a chain. You can cancel the chain to catapult launch Hazama in that direction to quickly turn a stray hit into a full combo.<br />
<br />
# Hazama's chains are mapped to his B buttons. <br />
# Can only use 1 chain per jump. <br />
# Press B a second time to launch Hazama, press B a third time to do a long range kick.<br />
}}<br />
<br />
==Normal Moves==<br />
<br />
===<big>4A</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Hazama_4A.png |Jesus Knee<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|4A}}<br />
|}<br />
==== ====<br />
* 5B from Blazblue.<br />
* Cancels forward momentum, meaning no sliding knee.<br /><br />
* NOT A JAB.<br /><br />
* Classic poke. <br /><br />
<br />
<br />
Lost a lot of its stagger pressure potential due to losing the slide. Still, it's a good backup for if 5A won't hit due to speed or range. Plus on block.<br />
</div><br />
</div><br />
<br />
===<big>5A</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Hazama_5A.png |Whiff this in neutral if you feel like dying.<br />
BBTag_Hazama_5AA.png |Flick that arm.<br />
BBTag_Hazama_5AAA.png |Venom Sword/Jabaki<br />
BBTag_Hazama_5AAAA.png |Who needs bones?<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=5A}}<br />
{{#lst:{{PAGENAME}}/Data|5A}}<br />
|-<br />
{{AttackVersion|name=5AA}}<br />
{{#lst:{{PAGENAME}}/Data|5AA}}<br />
|-<br />
{{AttackVersion|name=5AAA}}<br />
{{#lst:{{PAGENAME}}/Data|5AAA}}<br />
|-<br />
{{AttackVersion|name=5AAAA}}<br />
{{#lst:{{PAGENAME}}/Data|5AAAA}}<br />
|}<br />
==== ====<br />
* Short range normal, very high damage combo starter. <br />
* Special cancel-able on hit.<br />
<br />
5A has short horizontal range and a long recovery, but is still a great button to have. It has the lowest P2 in Hazama's entire moveset besides 2C, making it his strongest combo starter in terms of damage reward. On hit you can continue smart comboing, or use 2C > Houtenjin to create tons of damage. Be careful, when using this on block when the opponent has 3 bars, as it gives the opponent the opportunity to punish you with pushblock super.<br />
<br />
Also, this is not your poke. NOT YOUR POKE. '''NOT YOUR POKE.'''<br />
----<br />
* 5AA is special cancel-able on hit<br />
----<br />
* 5AAA is special cancel-able on hit.<br />
<br />
On ground hit it does nothing special, but if hit in airborne the opponent will go sliding, leaving them untechable for a long time and allows you to follow up by 5B. Mostly you will do 5AAA > 5BBB > reland or JC, or just do Mizuchi to end the combo.<br />
----<br />
* 5AAAA launches on hit.<br />
* Very unsafe on block.<br />
* Whiffs on smaller airborne opponents midscreen if you hit with the tip of 5AAA.<br />
<br />
Only useful if you're trying to get the Cross Raid 1.5k or change characters, or you just want to be punishable.<br />
</div><br />
</div><br />
<br />
===<big>5B</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Hazama_5B.png |Striking Coil!<br />
BBTag_Hazama_DFollowup.png |I sure do hope I don't get anti-aired...<br />
BBTag_Hazama_Old_jB.png |Still technically j5B...<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=5B}}<br />
{{#lst:{{PAGENAME}}/Data|5B}}<br />
|-<br />
{{AttackVersion|name=5BB}}<br />
{{#lst:{{PAGENAME}}/Data|5BB}}<br />
|-<br />
{{AttackVersion|name=5BBB}}<br />
{{#lst:{{PAGENAME}}/Data|5BBB}}<br />
|}<br />
==== ====<br />
* Hazama throws out his chain as a projectile.<br />
* Pressing B again at any point will have Haz pull himself in to wherever the chain currently is.<br />
* Press B a third time to do a followup kick<br />
* Special cancel-able on hit or block.<br />
<br />
Chains in BBTAG lack the deadzone of chains from other Blazblue games, making them excellent combo tools at any range.<br />
<br />
The followup attack is mainly used as combo filler, but can be used as a VERY situational air-to-air due to its horizontal range. Can also be used to bait out anti-airs or DP's if you time it correctly and block as soon as you land.<br />
</div><br />
</div><br />
===<big>5C</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Hazama_5C.png | Drop a snake on their heads.<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|5C}}<br />
|}<br />
==== ====<br />
* Uses Hazama's Crush Trigger animation.<br />
<br />
Standard Crash overhead. Good vertical range and deceptively fast despite its short horizontal range.<br />
</div><br />
</div><br />
===<big>2A</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Hazama_2A.png | Hazama still has classy legs<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|2A}}<br />
|}<br />
==== ====<br />
* Hazama's 2B from BB.<br />
* Not incredibly fast, but makes up for its speed with its range.<br />
* Fast low.<br />
* Jump-cancellable on block and hit<br />
<br />
Depending on spacing, it may be better to use this instead of 2C, as it allows you to cancel into 5A for a full combo.<br />
</div><br />
</div><br />
<br />
===<big>2B</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Hazama_2B.png |Shing!<br />
BBTag_Hazama_2BB.png |WRYYYY<br />
BBTag_Hazama_DFollowup.png |Going up!<br />
BBTag_Hazama_Old_jB.png |Stick a leg out.<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=2B}}<br />
{{#lst:{{PAGENAME}}/Data|2B}}<br />
|-<br />
{{AttackVersion|name=2BB}}<br />
{{#lst:{{PAGENAME}}/Data|2BB}}<br />
|-<br />
{{AttackVersion|name=2BBB}}<br />
{{#lst:{{PAGENAME}}/Data|2BBB}}<br />
|-<br />
{{AttackVersion|name=2BBBB}}<br />
{{#lst:{{PAGENAME}}/Data|5BBB}}<br />
|}<br />
==== ====<br />
* 2B launches on hit.<br />
* May or may not be an anti-air.<br />
<br />
Because your only upward moving chain is tied to using this move first, expect to use this a lot when starting air combos.<br />
----<br />
* 2BB is special cancel-able on hit or block.<br />
<br />
Throws a chain at a 65 degree angle. This may actually whiff on your opponent depending on the spacing when 2B hit. <br />
----<br />
* 2BBB pulls Hazama in to the chain.<br />
* Cannot act immediately after pulling yourself in.<br />
<br />
This will almost always pull you close enough to continue your combo.<br />
----<br />
* 2BBBB is jump cancel-able on hit.<br />
<br />
You may need to delay this button depending on both spacing and what kind of combo you're attempting.<br />
</div><br />
</div><br />
===<big>2C</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Hazama_2C.png | Just... Just use 3C...no other option.<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|2C}}<br />
|}<br />
==== ====<br />
* Hazama's 3C from BlazBlue.<br />
* I know you're still inputting it as 3C.<br />
* All around one of Hazama's best pokes.<br />
* Hits low.<br />
* Special cancel-able on hit or block.<br />
* Use this to combo into falling/devouring fang.<br />
<br />
Excellent range makes this a very important tool in Hazama's neutral game. Use this to harass opponents who think they're at a safe distance. However since Jabaki(Venom sword) is no longer a special move, using it at a far range could be dangerous. <br /><br />
<br />
</div><br />
</div><br />
===<big>j.A</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Hazama_jA.png | from CCCCC to AAAAA.....<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=j.A}}<br />
{{#lst:{{PAGENAME}}/Data|j.A}}<br />
|-<br />
{{AttackVersion|name=j.A}}<br />
{{#lst:{{PAGENAME}}/Data|j.AA}}<br />
|-<br />
{{AttackVersion|name=j.AAA}}<br />
{{#lst:{{PAGENAME}}/Data|j.AAA}}<br />
|-<br />
{{AttackVersion|name=j.AAAA}}<br />
{{#lst:{{PAGENAME}}/Data|j.AAAA}}<br />
|-<br />
{{AttackVersion|name=j.AAAAA}}<br />
{{#lst:{{PAGENAME}}/Data|j.AAAAA}}<br />
|}<br />
==== ====<br />
* Hazama's j.(C) x5 from the BB games.<br />
* Can be held to get all five hits.<br />
<br />
Combo filler, jump-in, or situational air-to-air. Hazama's only really accessible air normal.<br />
Note that all hits are high.<br />
</div><br />
</div><br />
===<big>j.B</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Hazama_jB.png |Who needs 5B?<br />
BBTag_Hazama_DFollowup.png |Hope they're not anti-airing...<br />
BBTag_Hazama_Old_jB.png |Boot to the head.<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=j.B}}<br />
{{#lst:{{PAGENAME}}/Data|j.B}}<br />
|-<br />
{{AttackVersion|name=j.BB}}<br />
{{#lst:{{PAGENAME}}/Data|j.BB}}<br />
|-<br />
{{AttackVersion|name=j.BBB}}<br />
{{#lst:{{PAGENAME}}/Data|5BBB}}<br />
|}<br />
==== ====<br />
* j.B comes out at a great angle.<br />
* Can be used to pick an opponent up after Hungry Coils.<br />
* Can OTG.<br />
<br />
Super aggressive angle makes this chain a great harassment tool, though lack of ability to cancel this chain means you're vulnerable when using it. Cover yourself with an assist if you can.<br /><br />
Pressing B immediately after the chain comes out will send you flying across the screen at a very slight upwards angle.<br />
----<br />
* j.BB pulls Hazama in to the chain.<br />
* Cannot act immediately after pulling yourself in.<br />
<br />
The follow up of the chain. Do note that the next follow up(jBBB) will NOT come out after a period of time(12F). Also due to the lack of other possible follow-ups, using this move too much could be predictable and will be easily anti-air'd. <br />
----<br />
* j.BBB is jump cancel-able on hit.<br />
<br />
Standard combo filler. One thing to note is that this move has some landing recovery when simply chaining in has none at all, so if you want to bait anti-airs, don't use this move as you get close to the ground.<br />
</div><br />
</div><br />
===<big>j.C</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCS_Hazama_j2C.png | Slicin' them up from above<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.C}}<br />
|}<br />
==== ====<br />
* Hazama's j.2C from BlazBlue.<br />
* I know you're still inputting it as j.2C.<br />
<br />
As of 2.0, the old j.2C replaces the Jameijin(which became a special move) and preserves basically all nice properties in CF. Useful as a cross-up tool, and can fastly put you on the ground after chains, which is useful to bait anti-airs.<br />
</div><br />
</div><br />
===<big>j.2B</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Hazama_j2B.png | Down below?<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.2B}}<br />
|}<br />
==== ====<br />
* Hazama's j4D from the old BB games.<br />
* For when the opponent is to close for j5B.<br />
<br />
If the opponent is close enough for this to hit, they're probably close enough to punish you for using this if you miss, so use with caution.<br /><br />
Pressing B immediately after the chain comes out will send Haz across the screen starting at a more or less horizontal angle. Also called a "super air dash."<br />
<br />
As of 1.50, the "super air dash" has been significantly slowed down. Don't rely on this too often. Instead, wait longer and press the B button. You'll fall down much faster and are in a position to use moves such as DP, 4A, or throw. Can be used to bait anti-airs if done this way.<br />
</div><br />
</div><br style="clear:both;"/><br />
<br />
==Universal Mechanics==<br />
===<big>Ground Throw</big>===<br />
<span class="input-badge">'''5B+C'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Hazama_GroundThrow.png | Send them flying or send them bouncing.<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|BC}}<br />
|}<br />
==== ====<br />
* Forward throw launches the opponent vertically into the air.<br />
* Back throw side switches and wall bounces the opponent.<br />
<br />
If you want a flashy round ender, do this into rekkazen. It looks funny I promise.<br />
</div><br />
</div><br />
<br />
===<big>Rising Fang - Gashoukyaku</big>===<br />
<span class="input-badge">'''5A+D'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Hazama_Gashoukyaku.png | No longer whiffs on crouching and low attacks. Hurray! <br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|AD}}<br />
|}<br />
==== ====<br />
<br />
* Can be done after Jagai or Jasetsu, i.e. after the first hit of 214A or 236A, or while holding 214B or 236B.<br />
* If timed incorrectly, simply pressing D after 214A or 236A for an active switch/cross combo could accidentally get this move, even if A is released long beforehand.<br />
<br />
Hazama's DP. Comes out very fast and slightly pushes Hazama backwards, but the recovery for it is a bit on the slow side and it horizontal range is a bit lacking so try to not whiff or have it blocked.<br />
<br />
Due to how Hazama's meterless special moves (notably the A versions) are the most useful to active switch out of, be sure you time active switching correctly or else you will get this move accidentally.<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Skills==<br />
===<big>Falling Fang - Ressenga</big>===<br />
<span class="input-badge">'''236A/B'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Hazama_Jagai.png | add a mixup<br />
BBTag_Hazama_Ressenga.png |or just outright bop their heads.<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=A}}<br />
{{#lst:{{PAGENAME}}/Data|236A}}<br />
|-<br />
{{AttackVersion|name=B}}<br />
{{#lst:{{PAGENAME}}/Data|236B}}<br />
|}<br />
==== ====<br />
* A does Jagai-Ressenga<br />
* A can be held to delay the attack, which gives the charged version of Ressenga.<br />
<br />
As of 1.50, the charged version of the move should reflect the B version. However, if you do the charged version by holding A all the way, you get the pre-1.50 version of 236B instead despite getting the same visual effects. This means it can only link into houtenjin. <br />
----<br />
* B does Ressenga Raw<br />
* B can be held to delay Ressenga<br />
<br />
A fairly good overhead. However, using this move sticks him in place for 27 frames, and he is in a counter hit state the entire time, so attempts to use this when being approached will cause you to eat a healthy punish. Follow-ups can also be avoided by jumping back and barrier blocking if you get predictable.<br />
<br />
Use partner skills or Houtenjin to follow-up. The timing for Houtenjin is strict (~4F), so practice is definitely needed.<br />
<br />
As of 1.50, this version of the move links fairly easily into 5A, though the link is tight if you dash beforehand. Useful in okizeme or active switch mixups.<br />
</div><br />
</div><br />
===<big>Devouring Fang - Zaniega</big>===<br />
<span class="input-badge">'''214A/B'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Hazama_Jagai.png | add some sprinkles<br />
BBTag_Hazama_Zaneiga.png |just scoop the ice cream instead<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=A}}<br />
{{#lst:{{PAGENAME}}/Data|214A}}<br />
|-<br />
{{AttackVersion|name=B}}<br />
{{#lst:{{PAGENAME}}/Data|214B}}<br />
|}<br />
==== ====<br />
* A does Jagai-Zaneiga<br />
* A can be held to delay the attack.<br />
* This move is your friend in combos.<br />
<br />
As of 1.50, the charged version of the move should reflect the B version. However, if you do the charged version by holding A all the way, you get the pre-1.50 version of 214B instead despite getting the same visual effects. This means it can only link into houtenjin. <br />
----<br />
* B does Zaneiga Raw<br />
* B can be held to delay Zaneiga<br />
<br />
Same as Ressenga, using this move sticks him in place for 22 frames, and he is in a counter hit state the entire time, so attempts to use this when being approached will cause you to eat a healthy punish. Follow-ups can also be avoided by jumping back and barrier blocking if you get predictable.<br />
<br />
As of patch 1.50, you can link into 5A and continue the combo fairly easily. It's so plus on hit that after you CC Active Switch, you can link this version into 4P.<br />
<br />
</div><br />
</div><br />
<br />
===<big>Shadow Serpent - Jameijin</big>===<br />
<span class="input-badge">'''j.214A'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Hazama_ShadowSerpent.png | JAAAMEIJIN~<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.214A}}<br />
|}<br />
==== ====<br />
* Hazama's Shadow Serpent (Jameijin) from Centralfiction.<br />
<br />
* On whiff, the recovery is cancelable into forward dash, normals, and specials.<br />
<br />
* Stops all horizontal momentum and causes Hazama to fall quickly to the ground.<br />
<br />
As of 2.0, since the move become a special move, you can now cancel your chain or your momentum(especially 5BB) into this move (just like CF) and make a fast drop to do many things, including (but not limited to) baiting a Reversal Action and anti-airs, mix-up feints, and a lot of things. As in CF, you should never use this to hit an opponent who is below you from on high, as Hazama's leg has a massive hurtbox attached to it, meaning it can be countered by many attacks from the opponent.<br />
<br />
If you hear "I take Shadow Serpent!" repeated a few times, run.<br />
</div><br />
</div><br />
<br />
===<big>Flying Sickle Thrust - Hirentotsu</big>===<br />
<span class="input-badge">'''j.214B'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Hazama_FlyingSickleThrust.png | BBCS loops are back, yay<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.214B}}<br />
|}<br />
==== ====<br />
* Hazama's Flying Sickle Thrust/Hirentotsu from BBCS/BBCP.<br />
* Does hard knockdown on hit, your air combo ender.<br />
<br />
Hazama's standard air combo ender. Use this to get oki off of any aerial moves you may hit-confirm.<br />
<br />
Note that this move can be Tiger Knee'd (2147B or (8/9)214B) a staple combo component in the corner, to recreate the famous 'Hirentotsu loop' in BBCSEX (or 'TK loop').<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Extra Skills==<br />
===<big>Hungry Coils - Jakou</big>===<br />
<span class="input-badge">'''236C'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Hazama_Jakou.png | send em back to the corner<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|236C}}<br />
|}<br />
==== ====<br />
* Wallbounces anywhere.<br />
* Side swaps on hit.<br />
* Large invincible frames during the catching move.<br />
* Opponent is locked out of burst on successful hit<br />
<br />
Can be used against opponent approaching in air. Can also be linked up by j.B>j.BB or canceled into 214+BC as a few examples.<br />
</div><br />
</div><br />
===<big>Bloody Fang - Gasaishou</big>===<br />
<span class="input-badge">'''214C'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Hazama_Gasaishou.png | GOTCHA 2: The Sequel<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|214C}}<br />
|}<br />
==== ====<br />
* Hazama advances towards the opponent and performs a command grab that leaves them in a stun state. If close, he performs the command grab automatically without advancing. <br /><br />
* Has grab invul against all grabs during startup, even moves such as Tager's GETB.<br />
* Has no actual damage if it connects.<br />
* Costs 1 bar of meter.<br />
*whiffing this shit will be the last mistake you make.<br />
<br />
<br />
As of BBTAG 1.50, the damage scaling has been tweaked so you can get some decent damage routes from the command grab. The fast startup can easily catch your opponent off guard, but beware of its short range.<br />
<br />
Links into 5C, making this move akin in damage to a standard non-super command grab. Useful for preventing bursts.<br />
<br />
In 2.0, this command grab when linked into extra assault deals around 6.27k unburstable damage.<br />
</div><br />
</div><br />
<br />
===<big>EX Flying Sickle Thrust</big>===<br />
<span class="input-badge">'''j.214C'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Hazama_FlyingSickleThrust.png | NOT AN OVERHEAD. REPEAT. NOT. AN. OVERHEAD.<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.214C}}<br />
|}<br />
==== ====<br />
A more damaging and more versatile version of j.214B. On hit, you can cancel into chains(especially j.2B) to continue comboing.<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Partner Skills==<br />
<br />
===<big>5P</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Hazama_5P.png | Mini Houtenjin<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|5P}}<br />
|}<br />
==== ====<br />
* Launches opponents on hit.<br />
<br />
Hazama performs the non-super version of Jayoku Houtenjin. Has some good range due to Hazama moving forward and will sometimes catch people at a reasonable height.<br />
</div><br />
</div><br />
===<big>4P</big>===<br />
<span class="input-badge">'''Vengeful Viper -> Rising Fang'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Hazama_Jagai.png |hit<br />
BBTag_Hazama_Gashoukyaku.png |and launch<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|4P }}<br />
|}<br />
==== ====<br />
* Launches the opponent into the air on the 2nd hit<br />
* 2nd hit is untechable until the opponent touches the ground.<br />
* You can pop cross combo and then use his 6P if the second hit connects.<br />
<br />
Good pressure assist upclose and combo extender in corner. May be used to stop air approaches in a pinch thanks to the 2nd hit having a good vertical hitbox.<br />
<br />
</div><br />
</div><br />
<br />
===<big>6P</big>===<br />
<span class="input-badge">'''Hungry Coils - Jakou'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Hazama_Jakou.png | Drag them back for more pain.<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|6P}}<br />
|}<br />
==== ====<br />
<br />
* Wallbounces and side swaps on hit.<br />
* Doesn't track, but very generous hitbox.<br />
<br />
Only really useful during an air combo or after a launcher (or as a very situation anti air.)<br /><br />
<br />
If you REALLY need damage at the end of your combo, this move gives you plenty of time to pop Cross Combo and then immediately go for Eternal Coils, enabling you to get the enhanced super.<br />
<br />
<br />
</div><br />
</div><br style="clear:both;"/><br />
<br />
==Distortion Skills==<br />
<br />
===<big>Serpent's Infernal Rapture - Jayoku Houtenjin</big>===<br />
<span class="input-badge">'''236B+C'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Hazama_JayokuHoutenjin.png |UP FUCKING HEAVY KICK<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|236BC}}<br />
|}<br />
==== ====<br />
Serpent's Infernal Rapture, a.k.a Jayoku Houtenjin, is why Hazama is so scary once he gets 2 bar. Even the simplest midscreen combo you follow-up with after this will net you at least 8k damage. This super is best done after a normal or two because of the remarkably low P1. Most commonly, you'll see the following normals or chains of normals leading into this super: 5A, 5AA, 5A > 2C, JBBB, or any throw. <br />
<br />
Usually, if your partner is still alive, then you should use partner skill instead of Jayoku if the damage has prorated too much.<br />
----<br />
Deals even more damage in Resonance Blaze while still having low P1. Confirming off from 5AA>2C>236+BC in corner and ending it with 2C>214+BC, as an example, nets you with at least 10k damage.<br />
<br />
If you have enough bars, then at the end of the combo, you can do (2C > (some special) > Jayoku)*n > Mizuchi, creating a Hazama Airline, which will only let you go when you're dead.<br />
</div><br />
</div><br />
===<big>Eternal Coils of the Dragon Serpent - Mizuchi Rekkazan</big>===<br />
<span class="input-badge">'''214B+C'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Hazama_MizuchiRekkazan.png |KIMOCHII DAROU?!<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|214BC}}<br />
|}<br />
==== ====<br />
* Tracks the opponent's location.<br />
* Has minimum distance that makes it whiff.<br />
* Can catch opponents in the air if they're close to the ground.<br />
* 20% minimum damage (100*10, 600)<br />
* Still not a low, stop trying to use it as a low.<br />
* Startup until active is completely invulnerable to projectile attacks.<br />
<br />
Great combo ender. Can be reliably combo'd off from Hungry Coils or 2C in corner as a few examples.<br />
Can also be used as a situational punish against people who zone against Hazama, but be aware of its minimum range.<br />
----<br />
* 20% minimum damage (100*2 , 50*24, 250*2)<br />
<br />
Increased damage for an already great combo ender. Can lead up to at least 10k damage with the proper combos.<br />
</div><br />
</div><br />
==Distortion Skill Duo==<br />
===<big>Eternal Coils of the Dragon Serpent - Mizuchi Rekkazan</big>===<br />
<span class="input-badge">'''P during Partner's Distortion Skill'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Hazama_MizuchiRekkazan.png |I hope Burensou comes back<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|Distortion Skill Duo}}<br />
|}<br />
==== ====<br />
* 100% minimum damage: 2000. 2500 during Cross Combo<br />
<br />
Go for it if you can kill. Unlike the normal version of this super, this hits two characters.<br />
<br />
</div><br />
</div><br style="clear:both;"/><br />
<br />
==Astral Heat==<br />
===<big>Hungry Darkness of 1000 Souls - Senkon Meiraku</big>===<br />
<span class="input-badge">'''222B+C'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Hazama_SenkonMeiraku.png |RIP pretzel motion 2010-2018<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|222BC}}<br />
|}<br />
==== ====<br />
* Can be combo'd off. (ex. 214A, 2C, Forward/Back throws in corner.)<br />
* Try to not do the pretzel motion on reflex, you're just hurting yourself.<br />
<br />
Classic Astral Heat with the giant snake. Can also be used as a reactive and flashy reversal if you feel like due to the i-frames.<br />
<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
<br />
==External References==<br />
==Navigation==<br />
{{#lst:{{PAGENAME}}/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}<br />
{{Navbar-BBTag}}</div>73.119.87.123https://www.dustloop.com/wiki/index.php?title=BBTag/Hazama&diff=208145BBTag/Hazama2021-04-21T03:29:20Z<p>73.119.87.123: /* */</p>
<hr />
<div>{{InvisibleHeader}}{{#lst:{{PAGENAME}}/Data|Links}}<br />
======<span style="visibility:hidden;font-size:0">Overview</span>======<br />
{{CharaOverview<br />
|overview= Hazama uses his Ouroboros chains to zip across the stage, either to approach his opponent or to run away. Once in, he can use his stance-mixups or his command grab to open them up and start in on any one of his myriad combo routes that lead into a j.214A ender, which places him in a great position to start everything over again.<br />
<br />
At close range, Hazama is notably lacking. Although his tools are all decently fast, they barely cover any space. The ones that do, i.e. 2C and his 214s, all need resources to get damage off of. Due to this, its best to try to avoid close range footsies without some serious mind game trickery up your sleeve.<br />
<br />
In general, with Hazama, you want to slip in, sneak in a hit, do some damage, then slip out. But if it allows you to maintain some scary pressure, then by all means keep staying in to confuse your foes even further.<br />
|lore= Hazama is a captain of the Novus Orbis Librarium's (NOL) Intelligence Department and one of the first antagonists of the series. In reality, he is an artificial human created as a host for the soul of Yuuki Terumi, a former member of the Six Heroes and the creator of the Azure Grimoire and, by extension, the Black Beast. Although Hazama usually retains a calm and charming demeanor, this is simply a mask with which he hides his selfish and manipulative personality that lurks underneath. At the end of BlazBlue: Chrono Phantasma, he and Terumi become separate, and he gains his own will. During the events of Central Fiction, he puts his manipulation skills he picked up from his time as Terumi's host in order to pursue his own mysterious agenda.<br />
|quote= This is getting a little bothersome. Can I leave the rest of the work to you?<br />
|summary= <br />
|pros=<br />
* Lots of effective smart combo routes that deal damage and build meter.<br />
* His B normals give him a large amount of range, being essentially the same as his D moves.<br />
* Amazing Reversal Action.<br />
* 236B+C is incredibly threatening.<br />
* Solid mixup options supplemented by his special moves.<br />
|cons=<br />
* Embarrassingly small footsies range, requiring him to close the gap often.<br />
* Awkward mobility options limit his approaches severely.<br />
* No drive chain that deals with air approaches.<br />
* Being predictable in your approaches can easily get yourself anti-aired.<br />
* Needs either meter or partner to convert his stance specials.<br />
* Embarrassingly short true blockstrings without assist.<br />
|unique_mechanic1_name= Drive: Ouroboros<br />
|unique_mechanic1=<br />
Named after a snake that eats its own tail, Hazama's Drive is manifested as a stretching chain in the shape of a snake. He can cover many different angles and distances by shooting a chain. You can cancel the chain to catapult launch Hazama in that direction to quickly turn a stray hit into a full combo.<br />
<br />
# Hazama's chains are mapped to his B buttons. <br />
# Can only use 1 chain per jump. <br />
# Press B a second time to launch Hazama, press B a third time to do a long range kick.<br />
}}<br />
<br />
==Normal Moves==<br />
<br />
===<big>4A</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Hazama_4A.png |Jesus Knee<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|4A}}<br />
|}<br />
==== ====<br />
* 5B from Blazblue.<br />
* Cancels forward momentum, meaning no sliding knee.<br /><br />
* NOT A JAB.<br /><br />
* Classic poke. <br /><br />
<br />
<br />
Lost a lot of its stagger pressure potential due to losing the slide. Still, it's a good backup for if 5A won't hit due to speed or range. Plus on block.<br />
</div><br />
</div><br />
<br />
===<big>5A</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Hazama_5A.png |Whiff this in neutral if you feel like dying.<br />
BBTag_Hazama_5AA.png |Flick that arm.<br />
BBTag_Hazama_5AAA.png |Venom Sword/Jabaki<br />
BBTag_Hazama_5AAAA.png |Swing!<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=5A}}<br />
{{#lst:{{PAGENAME}}/Data|5A}}<br />
|-<br />
{{AttackVersion|name=5AA}}<br />
{{#lst:{{PAGENAME}}/Data|5AA}}<br />
|-<br />
{{AttackVersion|name=5AAA}}<br />
{{#lst:{{PAGENAME}}/Data|5AAA}}<br />
|-<br />
{{AttackVersion|name=5AAAA}}<br />
{{#lst:{{PAGENAME}}/Data|5AAAA}}<br />
|}<br />
==== ====<br />
* Short range normal, very high damage combo starter. <br />
* Special cancel-able on hit.<br />
<br />
5A has short horizontal range and a long recovery, but is still a great button to have. It has the lowest P2 in Hazama's entire moveset besides 2C, making it his strongest combo starter in terms of damage reward. On hit you can continue smart comboing, or use 2C > Houtenjin to create tons of damage. Be careful, when using this on block when the opponent has 3 bars, as it gives the opponent the opportunity to punish you with pushblock super.<br />
<br />
Also, this is not your poke. NOT YOUR POKE. '''NOT YOUR POKE.'''<br />
----<br />
* 5AA is special cancel-able on hit<br />
----<br />
* 5AAA is special cancel-able on hit.<br />
<br />
On ground hit it does nothing special, but if hit in airborne the opponent will go sliding, leaving them untechable for a long time and allows you to follow up by 5B. Mostly you will do 5AAA > 5BBB > reland or JC, or just do Mizuchi to end the combo.<br />
----<br />
* 5AAAA launches on hit.<br />
* Very unsafe on block.<br />
* Whiffs on smaller airborne opponents midscreen if you hit with the tip of 5AAA.<br />
<br />
Only useful if you're trying to get the Cross Raid 1.5k or change characters, or you just want to be punishable.<br />
</div><br />
</div><br />
<br />
===<big>5B</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Hazama_5B.png |Striking Coil!<br />
BBTag_Hazama_DFollowup.png |I sure do hope I don't get anti-aired...<br />
BBTag_Hazama_Old_jB.png |Still technically j5B...<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=5B}}<br />
{{#lst:{{PAGENAME}}/Data|5B}}<br />
|-<br />
{{AttackVersion|name=5BB}}<br />
{{#lst:{{PAGENAME}}/Data|5BB}}<br />
|-<br />
{{AttackVersion|name=5BBB}}<br />
{{#lst:{{PAGENAME}}/Data|5BBB}}<br />
|}<br />
==== ====<br />
* Hazama throws out his chain as a projectile.<br />
* Pressing B again at any point will have Haz pull himself in to wherever the chain currently is.<br />
* Press B a third time to do a followup kick<br />
* Special cancel-able on hit or block.<br />
<br />
Chains in BBTAG lack the deadzone of chains from other Blazblue games, making them excellent combo tools at any range.<br />
<br />
The followup attack is mainly used as combo filler, but can be used as a VERY situational air-to-air due to its horizontal range. Can also be used to bait out anti-airs or DP's if you time it correctly and block as soon as you land.<br />
</div><br />
</div><br />
===<big>5C</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Hazama_5C.png | Drop a snake on their heads.<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|5C}}<br />
|}<br />
==== ====<br />
* Uses Hazama's Crush Trigger animation.<br />
<br />
Standard Crash overhead. Good vertical range and deceptively fast despite its short horizontal range.<br />
</div><br />
</div><br />
===<big>2A</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Hazama_2A.png | Hazama still has classy legs<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|2A}}<br />
|}<br />
==== ====<br />
* Hazama's 2B from BB.<br />
* Not incredibly fast, but makes up for its speed with its range.<br />
* Fast low.<br />
* Jump-cancellable on block and hit<br />
<br />
Depending on spacing, it may be better to use this instead of 2C, as it allows you to cancel into 5A for a full combo.<br />
</div><br />
</div><br />
<br />
===<big>2B</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Hazama_2B.png |Shing!<br />
BBTag_Hazama_2BB.png |WRYYYY<br />
BBTag_Hazama_DFollowup.png |Going up!<br />
BBTag_Hazama_Old_jB.png |Stick a leg out.<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=2B}}<br />
{{#lst:{{PAGENAME}}/Data|2B}}<br />
|-<br />
{{AttackVersion|name=2BB}}<br />
{{#lst:{{PAGENAME}}/Data|2BB}}<br />
|-<br />
{{AttackVersion|name=2BBB}}<br />
{{#lst:{{PAGENAME}}/Data|2BBB}}<br />
|-<br />
{{AttackVersion|name=2BBBB}}<br />
{{#lst:{{PAGENAME}}/Data|5BBB}}<br />
|}<br />
==== ====<br />
* 2B launches on hit.<br />
* May or may not be an anti-air.<br />
<br />
Because your only upward moving chain is tied to using this move first, expect to use this a lot when starting air combos.<br />
----<br />
* 2BB is special cancel-able on hit or block.<br />
<br />
Throws a chain at a 65 degree angle. This may actually whiff on your opponent depending on the spacing when 2B hit. <br />
----<br />
* 2BBB pulls Hazama in to the chain.<br />
* Cannot act immediately after pulling yourself in.<br />
<br />
This will almost always pull you close enough to continue your combo.<br />
----<br />
* 2BBBB is jump cancel-able on hit.<br />
<br />
You may need to delay this button depending on both spacing and what kind of combo you're attempting.<br />
</div><br />
</div><br />
===<big>2C</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Hazama_2C.png | Just... Just use 3C...no other option.<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|2C}}<br />
|}<br />
==== ====<br />
* Hazama's 3C from BlazBlue.<br />
* I know you're still inputting it as 3C.<br />
* All around one of Hazama's best pokes.<br />
* Hits low.<br />
* Special cancel-able on hit or block.<br />
* Use this to combo into falling/devouring fang.<br />
<br />
Excellent range makes this a very important tool in Hazama's neutral game. Use this to harass opponents who think they're at a safe distance. However since Jabaki(Venom sword) is no longer a special move, using it at a far range could be dangerous. <br /><br />
<br />
</div><br />
</div><br />
===<big>j.A</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Hazama_jA.png | from CCCCC to AAAAA.....<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=j.A}}<br />
{{#lst:{{PAGENAME}}/Data|j.A}}<br />
|-<br />
{{AttackVersion|name=j.A}}<br />
{{#lst:{{PAGENAME}}/Data|j.AA}}<br />
|-<br />
{{AttackVersion|name=j.AAA}}<br />
{{#lst:{{PAGENAME}}/Data|j.AAA}}<br />
|-<br />
{{AttackVersion|name=j.AAAA}}<br />
{{#lst:{{PAGENAME}}/Data|j.AAAA}}<br />
|-<br />
{{AttackVersion|name=j.AAAAA}}<br />
{{#lst:{{PAGENAME}}/Data|j.AAAAA}}<br />
|}<br />
==== ====<br />
* Hazama's j.(C) x5 from the BB games.<br />
* Can be held to get all five hits.<br />
<br />
Combo filler, jump-in, or situational air-to-air. Hazama's only really accessible air normal.<br />
Note that all hits are high.<br />
</div><br />
</div><br />
===<big>j.B</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Hazama_jB.png |Who needs 5B?<br />
BBTag_Hazama_DFollowup.png |Hope they're not anti-airing...<br />
BBTag_Hazama_Old_jB.png |Boot to the head.<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=j.B}}<br />
{{#lst:{{PAGENAME}}/Data|j.B}}<br />
|-<br />
{{AttackVersion|name=j.BB}}<br />
{{#lst:{{PAGENAME}}/Data|j.BB}}<br />
|-<br />
{{AttackVersion|name=j.BBB}}<br />
{{#lst:{{PAGENAME}}/Data|5BBB}}<br />
|}<br />
==== ====<br />
* j.B comes out at a great angle.<br />
* Can be used to pick an opponent up after Hungry Coils.<br />
* Can OTG.<br />
<br />
Super aggressive angle makes this chain a great harassment tool, though lack of ability to cancel this chain means you're vulnerable when using it. Cover yourself with an assist if you can.<br /><br />
Pressing B immediately after the chain comes out will send you flying across the screen at a very slight upwards angle.<br />
----<br />
* j.BB pulls Hazama in to the chain.<br />
* Cannot act immediately after pulling yourself in.<br />
<br />
The follow up of the chain. Do note that the next follow up(jBBB) will NOT come out after a period of time(12F). Also due to the lack of other possible follow-ups, using this move too much could be predictable and will be easily anti-air'd. <br />
----<br />
* j.BBB is jump cancel-able on hit.<br />
<br />
Standard combo filler. One thing to note is that this move has some landing recovery when simply chaining in has none at all, so if you want to bait anti-airs, don't use this move as you get close to the ground.<br />
</div><br />
</div><br />
===<big>j.C</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCS_Hazama_j2C.png | Slicin' them up from above<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.C}}<br />
|}<br />
==== ====<br />
* Hazama's j.2C from BlazBlue.<br />
* I know you're still inputting it as j.2C.<br />
<br />
As of 2.0, the old j.2C replaces the Jameijin(which became a special move) and preserves basically all nice properties in CF. Useful as a cross-up tool, and can fastly put you on the ground after chains, which is useful to bait anti-airs.<br />
</div><br />
</div><br />
===<big>j.2B</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Hazama_j2B.png | Down below?<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.2B}}<br />
|}<br />
==== ====<br />
* Hazama's j4D from the old BB games.<br />
* For when the opponent is to close for j5B.<br />
<br />
If the opponent is close enough for this to hit, they're probably close enough to punish you for using this if you miss, so use with caution.<br /><br />
Pressing B immediately after the chain comes out will send Haz across the screen starting at a more or less horizontal angle. Also called a "super air dash."<br />
<br />
As of 1.50, the "super air dash" has been significantly slowed down. Don't rely on this too often. Instead, wait longer and press the B button. You'll fall down much faster and are in a position to use moves such as DP, 4A, or throw. Can be used to bait anti-airs if done this way.<br />
</div><br />
</div><br style="clear:both;"/><br />
<br />
==Universal Mechanics==<br />
===<big>Ground Throw</big>===<br />
<span class="input-badge">'''5B+C'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Hazama_GroundThrow.png | Send them flying or send them bouncing.<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|BC}}<br />
|}<br />
==== ====<br />
* Forward throw launches the opponent vertically into the air.<br />
* Back throw side switches and wall bounces the opponent.<br />
<br />
If you want a flashy round ender, do this into rekkazen. It looks funny I promise.<br />
</div><br />
</div><br />
<br />
===<big>Rising Fang - Gashoukyaku</big>===<br />
<span class="input-badge">'''5A+D'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Hazama_Gashoukyaku.png | No longer whiffs on crouching and low attacks. Hurray! <br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|AD}}<br />
|}<br />
==== ====<br />
<br />
* Can be done after Jagai or Jasetsu, i.e. after the first hit of 214A or 236A, or while holding 214B or 236B.<br />
* If timed incorrectly, simply pressing D after 214A or 236A for an active switch/cross combo could accidentally get this move, even if A is released long beforehand.<br />
<br />
Hazama's DP. Comes out very fast and slightly pushes Hazama backwards, but the recovery for it is a bit on the slow side and it horizontal range is a bit lacking so try to not whiff or have it blocked.<br />
<br />
Due to how Hazama's meterless special moves (notably the A versions) are the most useful to active switch out of, be sure you time active switching correctly or else you will get this move accidentally.<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Skills==<br />
===<big>Falling Fang - Ressenga</big>===<br />
<span class="input-badge">'''236A/B'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Hazama_Jagai.png | add a mixup<br />
BBTag_Hazama_Ressenga.png |or just outright bop their heads.<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=A}}<br />
{{#lst:{{PAGENAME}}/Data|236A}}<br />
|-<br />
{{AttackVersion|name=B}}<br />
{{#lst:{{PAGENAME}}/Data|236B}}<br />
|}<br />
==== ====<br />
* A does Jagai-Ressenga<br />
* A can be held to delay the attack, which gives the charged version of Ressenga.<br />
<br />
As of 1.50, the charged version of the move should reflect the B version. However, if you do the charged version by holding A all the way, you get the pre-1.50 version of 236B instead despite getting the same visual effects. This means it can only link into houtenjin. <br />
----<br />
* B does Ressenga Raw<br />
* B can be held to delay Ressenga<br />
<br />
A fairly good overhead. However, using this move sticks him in place for 27 frames, and he is in a counter hit state the entire time, so attempts to use this when being approached will cause you to eat a healthy punish. Follow-ups can also be avoided by jumping back and barrier blocking if you get predictable.<br />
<br />
Use partner skills or Houtenjin to follow-up. The timing for Houtenjin is strict (~4F), so practice is definitely needed.<br />
<br />
As of 1.50, this version of the move links fairly easily into 5A, though the link is tight if you dash beforehand. Useful in okizeme or active switch mixups.<br />
</div><br />
</div><br />
===<big>Devouring Fang - Zaniega</big>===<br />
<span class="input-badge">'''214A/B'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Hazama_Jagai.png | add some sprinkles<br />
BBTag_Hazama_Zaneiga.png |just scoop the ice cream instead<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=A}}<br />
{{#lst:{{PAGENAME}}/Data|214A}}<br />
|-<br />
{{AttackVersion|name=B}}<br />
{{#lst:{{PAGENAME}}/Data|214B}}<br />
|}<br />
==== ====<br />
* A does Jagai-Zaneiga<br />
* A can be held to delay the attack.<br />
* This move is your friend in combos.<br />
<br />
As of 1.50, the charged version of the move should reflect the B version. However, if you do the charged version by holding A all the way, you get the pre-1.50 version of 214B instead despite getting the same visual effects. This means it can only link into houtenjin. <br />
----<br />
* B does Zaneiga Raw<br />
* B can be held to delay Zaneiga<br />
<br />
Same as Ressenga, using this move sticks him in place for 22 frames, and he is in a counter hit state the entire time, so attempts to use this when being approached will cause you to eat a healthy punish. Follow-ups can also be avoided by jumping back and barrier blocking if you get predictable.<br />
<br />
As of patch 1.50, you can link into 5A and continue the combo fairly easily. It's so plus on hit that after you CC Active Switch, you can link this version into 4P.<br />
<br />
</div><br />
</div><br />
<br />
===<big>Shadow Serpent - Jameijin</big>===<br />
<span class="input-badge">'''j.214A'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Hazama_ShadowSerpent.png | JAAAMEIJIN~<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.214A}}<br />
|}<br />
==== ====<br />
* Hazama's Shadow Serpent (Jameijin) from Centralfiction.<br />
<br />
* On whiff, the recovery is cancelable into forward dash, normals, and specials.<br />
<br />
* Stops all horizontal momentum and causes Hazama to fall quickly to the ground.<br />
<br />
As of 2.0, since the move become a special move, you can now cancel your chain or your momentum(especially 5BB) into this move (just like CF) and make a fast drop to do many things, including (but not limited to) baiting a Reversal Action and anti-airs, mix-up feints, and a lot of things. As in CF, you should never use this to hit an opponent who is below you from on high, as Hazama's leg has a massive hurtbox attached to it, meaning it can be countered by many attacks from the opponent.<br />
<br />
If you hear "I take Shadow Serpent!" repeated a few times, run.<br />
</div><br />
</div><br />
<br />
===<big>Flying Sickle Thrust - Hirentotsu</big>===<br />
<span class="input-badge">'''j.214B'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Hazama_FlyingSickleThrust.png | BBCS loops are back, yay<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.214B}}<br />
|}<br />
==== ====<br />
* Hazama's Flying Sickle Thrust/Hirentotsu from BBCS/BBCP.<br />
* Does hard knockdown on hit, your air combo ender.<br />
<br />
Hazama's standard air combo ender. Use this to get oki off of any aerial moves you may hit-confirm.<br />
<br />
Note that this move can be Tiger Knee'd (2147B or (8/9)214B) a staple combo component in the corner, to recreate the famous 'Hirentotsu loop' in BBCSEX (or 'TK loop').<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Extra Skills==<br />
===<big>Hungry Coils - Jakou</big>===<br />
<span class="input-badge">'''236C'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Hazama_Jakou.png | send em back to the corner<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|236C}}<br />
|}<br />
==== ====<br />
* Wallbounces anywhere.<br />
* Side swaps on hit.<br />
* Large invincible frames during the catching move.<br />
* Opponent is locked out of burst on successful hit<br />
<br />
Can be used against opponent approaching in air. Can also be linked up by j.B>j.BB or canceled into 214+BC as a few examples.<br />
</div><br />
</div><br />
===<big>Bloody Fang - Gasaishou</big>===<br />
<span class="input-badge">'''214C'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Hazama_Gasaishou.png | GOTCHA 2: The Sequel<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|214C}}<br />
|}<br />
==== ====<br />
* Hazama advances towards the opponent and performs a command grab that leaves them in a stun state. If close, he performs the command grab automatically without advancing. <br /><br />
* Has grab invul against all grabs during startup, even moves such as Tager's GETB.<br />
* Has no actual damage if it connects.<br />
* Costs 1 bar of meter.<br />
*whiffing this shit will be the last mistake you make.<br />
<br />
<br />
As of BBTAG 1.50, the damage scaling has been tweaked so you can get some decent damage routes from the command grab. The fast startup can easily catch your opponent off guard, but beware of its short range.<br />
<br />
Links into 5C, making this move akin in damage to a standard non-super command grab. Useful for preventing bursts.<br />
<br />
In 2.0, this command grab when linked into extra assault deals around 6.27k unburstable damage.<br />
</div><br />
</div><br />
<br />
===<big>EX Flying Sickle Thrust</big>===<br />
<span class="input-badge">'''j.214C'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Hazama_FlyingSickleThrust.png | NOT AN OVERHEAD. REPEAT. NOT. AN. OVERHEAD.<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.214C}}<br />
|}<br />
==== ====<br />
A more damaging and more versatile version of j.214B. On hit, you can cancel into chains(especially j.2B) to continue comboing.<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Partner Skills==<br />
<br />
===<big>5P</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Hazama_5P.png | Mini Houtenjin<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|5P}}<br />
|}<br />
==== ====<br />
* Launches opponents on hit.<br />
<br />
Hazama performs the non-super version of Jayoku Houtenjin. Has some good range due to Hazama moving forward and will sometimes catch people at a reasonable height.<br />
</div><br />
</div><br />
===<big>4P</big>===<br />
<span class="input-badge">'''Vengeful Viper -> Rising Fang'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Hazama_Jagai.png |hit<br />
BBTag_Hazama_Gashoukyaku.png |and launch<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|4P }}<br />
|}<br />
==== ====<br />
* Launches the opponent into the air on the 2nd hit<br />
* 2nd hit is untechable until the opponent touches the ground.<br />
* You can pop cross combo and then use his 6P if the second hit connects.<br />
<br />
Good pressure assist upclose and combo extender in corner. May be used to stop air approaches in a pinch thanks to the 2nd hit having a good vertical hitbox.<br />
<br />
</div><br />
</div><br />
<br />
===<big>6P</big>===<br />
<span class="input-badge">'''Hungry Coils - Jakou'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Hazama_Jakou.png | Drag them back for more pain.<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|6P}}<br />
|}<br />
==== ====<br />
<br />
* Wallbounces and side swaps on hit.<br />
* Doesn't track, but very generous hitbox.<br />
<br />
Only really useful during an air combo or after a launcher (or as a very situation anti air.)<br /><br />
<br />
If you REALLY need damage at the end of your combo, this move gives you plenty of time to pop Cross Combo and then immediately go for Eternal Coils, enabling you to get the enhanced super.<br />
<br />
<br />
</div><br />
</div><br style="clear:both;"/><br />
<br />
==Distortion Skills==<br />
<br />
===<big>Serpent's Infernal Rapture - Jayoku Houtenjin</big>===<br />
<span class="input-badge">'''236B+C'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Hazama_JayokuHoutenjin.png |UP FUCKING HEAVY KICK<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|236BC}}<br />
|}<br />
==== ====<br />
Serpent's Infernal Rapture, a.k.a Jayoku Houtenjin, is why Hazama is so scary once he gets 2 bar. Even the simplest midscreen combo you follow-up with after this will net you at least 8k damage. This super is best done after a normal or two because of the remarkably low P1. Most commonly, you'll see the following normals or chains of normals leading into this super: 5A, 5AA, 5A > 2C, JBBB, or any throw. <br />
<br />
Usually, if your partner is still alive, then you should use partner skill instead of Jayoku if the damage has prorated too much.<br />
----<br />
Deals even more damage in Resonance Blaze while still having low P1. Confirming off from 5AA>2C>236+BC in corner and ending it with 2C>214+BC, as an example, nets you with at least 10k damage.<br />
<br />
If you have enough bars, then at the end of the combo, you can do (2C > (some special) > Jayoku)*n > Mizuchi, creating a Hazama Airline, which will only let you go when you're dead.<br />
</div><br />
</div><br />
===<big>Eternal Coils of the Dragon Serpent - Mizuchi Rekkazan</big>===<br />
<span class="input-badge">'''214B+C'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Hazama_MizuchiRekkazan.png |KIMOCHII DAROU?!<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|214BC}}<br />
|}<br />
==== ====<br />
* Tracks the opponent's location.<br />
* Has minimum distance that makes it whiff.<br />
* Can catch opponents in the air if they're close to the ground.<br />
* 20% minimum damage (100*10, 600)<br />
* Still not a low, stop trying to use it as a low.<br />
* Startup until active is completely invulnerable to projectile attacks.<br />
<br />
Great combo ender. Can be reliably combo'd off from Hungry Coils or 2C in corner as a few examples.<br />
Can also be used as a situational punish against people who zone against Hazama, but be aware of its minimum range.<br />
----<br />
* 20% minimum damage (100*2 , 50*24, 250*2)<br />
<br />
Increased damage for an already great combo ender. Can lead up to at least 10k damage with the proper combos.<br />
</div><br />
</div><br />
==Distortion Skill Duo==<br />
===<big>Eternal Coils of the Dragon Serpent - Mizuchi Rekkazan</big>===<br />
<span class="input-badge">'''P during Partner's Distortion Skill'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Hazama_MizuchiRekkazan.png |I hope Burensou comes back<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|Distortion Skill Duo}}<br />
|}<br />
==== ====<br />
* 100% minimum damage: 2000. 2500 during Cross Combo<br />
<br />
Go for it if you can kill. Unlike the normal version of this super, this hits two characters.<br />
<br />
</div><br />
</div><br style="clear:both;"/><br />
<br />
==Astral Heat==<br />
===<big>Hungry Darkness of 1000 Souls - Senkon Meiraku</big>===<br />
<span class="input-badge">'''222B+C'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Hazama_SenkonMeiraku.png |RIP pretzel motion 2010-2018<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|222BC}}<br />
|}<br />
==== ====<br />
* Can be combo'd off. (ex. 214A, 2C, Forward/Back throws in corner.)<br />
* Try to not do the pretzel motion on reflex, you're just hurting yourself.<br />
<br />
Classic Astral Heat with the giant snake. Can also be used as a reactive and flashy reversal if you feel like due to the i-frames.<br />
<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
<br />
==External References==<br />
==Navigation==<br />
{{#lst:{{PAGENAME}}/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}<br />
{{Navbar-BBTag}}</div>73.119.87.123https://www.dustloop.com/wiki/index.php?title=GGACR/Axl_Low&diff=207842GGACR/Axl Low2021-04-19T02:27:25Z<p>73.119.87.123: /* Dead Angle Attack */</p>
<hr />
<div>{{InvisibleHeader}}{{#lst:{{PAGENAME}}/Data|Links}}<br />
======<span style="visibility:hidden;font-size:0">Overview</span>======<br />
{{CharaOverview<br />
|overview= Axl is a dork, and you'll love him all the more for it. Based off of Guns N' Roses' own Axl Rose, Axl is a British goofball who has easily the highest range in the game.<br />
<br />
Jumping against Axl is suicide, since he can cover most of the entire screen with normals that cover a huge amount of the stage and can lead into big damage combos. He has an unblockable command grab, two crossup attacks, two counters, a frame-one autoguard move, and surprising damage potential for a character who's built for range when he's near the corner (and excellent corner carry with meter). Rensengeki is a good projectile that works for pressure and combos that becomes even more useful with FRC, eating through other projectiles and has two follow-ups, one for catching jump attempts and the other for tacking on damage and knockdown at close range. He can bait reversal options with his counters and some of his long ranged normals (3P in particular). However, when opponents are in Axl's face, there's very little he can do about it. His super is easy to bait, his Dead Angle is slow and has a bad hitbox, and Hachisubako (autoguard DP-esque move) is weak to lows and unsafe on block. If you like keeping the pressure on from a bit far away, Axl might just be the character for you. <br />
|lore= <br />
|summary= is a mid-range offense specialist and anti-air'er supreme.<br />
|pros=<br />
* '''Sickle Normals''': Several of Axl's normals have him whip towards the opponent with his sickles. This allows him to mount pressure from a distance.<br />
* '''Incredible Anti-Airs''': Axl's anti-airs are large, active, and have good reward making the air very dangerous for many characters.<br />
* '''Strong Corner Carry''': Several of Axl's combos give significant corner carry when done midscreen. Rensen can be FRC'd, extending his combo even further and allowing him to bring his opponent straight into the corner. <br />
* '''Obscene punishes''': Axl gets to ramp up guard bar really easily, especially with meter, and can confirm high damage in a lot of scenarios.<br />
* '''Powerful tech-traps''': Axl's ability to bait and punish air-techs can be very rewarding and lead to big damage.<br />
* '''Counter Zoning''': Axl can counter most forms of zoning thanks to Rensen and his long, active buttons.<br />
|cons=<br />
* '''Neutral is very committal''': Axl's long range buttons have very long recoveries and total frames. As a result every button press locks him into his decision for a very long time, and as a result a mistake can leave him open for a long time.<br />
* '''Mediocre mixups''': Axl doesn't have many true 50-50s, so at a high level his mixups rely on catching the opponent off guard with lots of conditioning.<br />
* '''No jab''': Axl doesn't have a fast, safe thing to whiff like most characters (his fastest normal is his 6 frame {{clr|2|5K}}), and this also makes him very vulnerable to tick throws.<br />
* '''Meter-hungry''': Axl is strong and versatile with meter, but significantly more limited in ability to convert hits, maintain offensive momentum, or even play neutral safely than most characters without meter.<br />
|unique_mechanic1_name= Held Buttons<br />
|unique_mechanic1=Axl can hold down the attack button on his chain-sickle normals to skip the second hit of any of his multi-hitting normals.<br />
}}<br />
{{FP Box|header=Guilty Bits Character Intro<br />
|content={{Centerdiv}}<div class="fpvideo">{{#ev:youtube|N6IIghe5_Os|450}}{{Closediv}}{{Closediv}}<br />
}}<br />
<br />
== Normal Moves==<br />
Note: Startup value in [ ] indicates Startup of the weapon's tip.<br />
<br />
===<big>{{clr|1|5P}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Axl_5P.png|The attack that made I-No players lab counterpicks.<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Axl_5P-1-Hitbox.png|1st Hit (Frame 9)<br />
GGXXACPR_Axl_5P-2-Hitbox.png|1st Hit (Frame 10)<br />
GGXXACPR_Axl_5P-3-Hitbox.png|1st Hit (Frame 11)<br />
GGXXACPR_Axl_5P-4-Hitbox.png|1st Hit (Frame 12)<br />
GGXXACPR_Axl_5P-5-Hitbox.png|1st Hit (Frame 13)<br />
GGXXACPR_Axl_5P-6-Hitbox.png|1st Hit (Frame 16-17)<br />
GGXXACPR_Axl_5P-7-Hitbox.png|1st Hit (Frame 18-19)<br />
GGXXACPR_Axl_5P-8-Hitbox.png|1st Hit (Frame 20-21)<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR|version=yes}}<br />
|-<br />
{{AttackVersion|name={{clr|1|5P}}}}<br />
{{#lst:{{PAGENAME}}/Data|5P}}<br />
|-<br />
{{AttackVersion|name={{clr|1|5[P]}}}}<br />
{{#lst:{{PAGENAME}}/Data|5[P]}}<br />
|}<br />
==== ====<br />
An anti-air for catching jump startup and low air approaches. <br />
<br />
*Situationally useful for punishing projectile startup. <br />
*The extended hurtbox and high aim makes it a fairly weak poke for grounded neutral, and it should be used sparingly against grounded opponents who aren't extra tall.<br />
*Gatlings into {{clr|2|6K}} and {{clr|3|2S}}, and the two hits make it easy to hitconfirm, so this is one of Axl's core starters for air combos.<br />
<br />
[[GGACR/Axl_Low/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|2|6K}}, {{clr|3|2S}}<br />
</div><br />
</div><br />
===<big>{{clr|2|5K}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Axl_5K.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Axl_5K-Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|5K}}<br />
|}<br />
==== ====<br />
Axl's jab. It's pretty slow, and also you do it with the K button.<br />
<br />
*Decent safe pressure starting tool and poke<br />
*One of the better normals to use in stagger pressure and tick throws<br />
*Gatlings into {{clr|1|5P}}, which helps a lot with air pickups when the opponent is close to the ground<br />
*Moves Axl's low hurtbox backward, allowing it to avoid low pokes when properly spaced. <br />
*This is your fastest normal, but it's too slow to escape perfect tick throws, which makes Axl particularly vulnerable to them.<br />
<br />
[[GGACR/Axl_Low/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|5P}},{{clr|1|2P}},{{clr|1|6P}},{{clr|1|3P}},{{clr|3|c.S}},{{clr|3|f.S}},{{clr|3|2S}},{{clr|4|5H}},{{clr|4|2H}},{{clr|5|5D}},{{clr|5|2D}}<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|c.S}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Axl_cS.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Axl_cS-1-Hitbox.png|Frames 8-10<br />
GGXXACPR_Axl_cS-2-Hitbox.png|Frames 11-12<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|c.S}}<br />
|}<br />
==== ====<br />
A good move for throw option selects and combo filler.<br />
<br />
*jump cancelable.<br />
<br />
*+1 on block, making it especially good to option select with throw.<br />
<br />
Can be used to get the confirm after frc rensen or axl bomber in the corner.<br />
<br />
[[GGACR/Axl_Low/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|5P}},{{clr|1|2P}},{{clr|1|6P}},{{clr|3|f.S}},{{clr|3|2S}},{{clr|4|5H}},{{clr|4|2H}},{{clr|4|6H}},{{clr|5|5D}},{{clr|5|2D}}<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|f.S}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Axl_fS.png|Left hook<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Axl_fS-Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|f.S}}<br />
|}<br />
==== ====<br />
*Good footsie and approach stopper<br />
*Good round start move, only directly contestable in a few matchups<br />
*Staggers on counterhit. This can allow some tricky situations with Rashou Sen, but also makes the hitconfirm into Rensen Geki more guaranteed<br />
*Can be low profiled under<br />
<br />
{{clr|3|f.S}} can be gatling'd into from {{clr|1|2P}}. This gives you more options out of {{clr|1|2P}}, or could withdraw {{clr|1|2P}}'s hurtbox early for safety if {{clr|1|2P}} connects.<br />
<br />
If this move is done at typical spacing, cancelling it into a Rensen Geki will combo against a crouching opponent, but not against a standing opponent (unless counterhit).<br />
<br />
[[GGACR/Axl_Low/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|4|5H}},{{clr|5|5D}}<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|5H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Axl_5H.png<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Axl_5H-1-Hitbox.png|Frames 16-17<br />
GGXXACPR_Axl_5H-2-Hitbox.png|Frames 18-19<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|5H}}<br />
|}<br />
==== ====<br />
{{clr|4|5H}} is mostly combo or blockstring filler, but has some useful properties.<br />
<br />
*Bounces on counterhit, making it rewarding in frametraps.<br />
<br />
*Has some hurtbox shenanigans that often work like upper body invul, so it will occasionally trade favorably (especially on counterhit).<br />
<br />
*At -2 on block, its one of Axl's safest ways to end a blockstring without an frc<br />
<br />
*Raises guardbar by 20 points<br />
<br />
{{clr|4|5H}}'s main selling points are its damage, guardbar, and stun. Many of Axl's special moves have a lot of startup, and canceling from {{clr|4|5H}} is often the best way to make them harder to contest<br />
<br />
[[GGACR/Axl_Low/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|4|6H}},{{clr|5|5D}},{{clr|5|2D}}<br />
</div><br />
</div><br />
<br />
===<big>[http://www.dustloop.com/wiki/index.php/GGACR/Controls#Dust_Attack {{clr|5|5D}}]</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Axl_5D.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Axl_5D-1-Hitbox.png|Frames 28-30<br />
GGXXACPR_Axl_5D-2-Hitbox.png|Frames 31-33<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|5D}}<br />
|}<br />
==== ====<br />
Axl's dust doesn't lead to much damage, but has decent corner carry and can catch them not paying attention because, like all {{clr|5|5D}}'s, it hits high. Its main strength is that it has huge range for a dust. Its weakness is that its tied with S Raei Sageki for Axl's slowest move (28F startup).<br />
<br />
{{clr|5|5D}} also has some lower-body invuln near the active frames, and can be used to call out lows pre-emptively<br />
<br />
While {{clr|4|6H}} is usually preferred as an overhead due to faster startup and better nominal frame advantage, {{clr|5|5D}} is safer in many circumstances because it pushes the opponent further away and doesn't put Axl right in jab range in its startup<br />
<br />
Axl can do a fake impossible dust combo (8jD-8jD-TK Bomber) from nearly any range, which can be converted into a bomber loop from pretty far from the corner. With the Axl Bomber FRC, it can also lead to a normal air combo midscreen.<br />
<br />
Fun Axl Fact: This move has so much range, it can make it hard to actually get the launch combo if it connects from too far away. You can sometimes fix this by using {{clr|1|j.6P}} to pull them closer to Axl at the beginning when the screen flashes.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|1|6P}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Axl_6P.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Axl_6P-Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|6P}}<br />
|}<br />
==== ====<br />
1~10F upper body invul, but not as much as most {{clr|1|6P}}s. The hurtbox extends higher than {{clr|3|2S}} and the hitbox is tiny, so it's pretty bad as an anti-air, especially since Axl is a walking surface-to-air missile and any of his long range chain attacks will serve you better. <br />
<br />
{{clr|1|6P}} launches on counter hit and has the upper body invul, so it can occasionally work as a high-reward counterpoke, but 3[P] is much more effective for that and less likely to get you killed.<br />
<br />
Mostly this move serves as blockstring filler, adding some extra guardbar when you have the space to gatling it from {{clr|3|c.S}} or {{clr|2|5K}}, and it's Jump-Cancelable, so it can add some tricks to your pressure.<br />
<br />
[[GGACR/Axl_Low/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|3P}},{{clr|3|c.S}},{{clr|3|f.S}},{{clr|3|2S}},{{clr|4|5H}},{{clr|4|2H}},{{clr|5|5D}},{{clr|5|2D}}<br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|6K}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Axl_6K.png|Prepare the Surface-to-Air Missile<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Axl_6K-1-Hitbox.png|1st Hit (Frame 13)<br>2nd Hit (Frames 26-27)<br />
GGXXACPR_Axl_6K-2-Hitbox.png|1st Hit (Frame 14)<br>2nd Hit (Frames 24-25)<br />
GGXXACPR_Axl_6K-3-Hitbox.png|1st Hit (Frame 15)<br>2nd Hit (Frames 22-23)<br />
GGXXACPR_Axl_6K-4-Hitbox.png|1st Hit (Frame 16)<br>2nd Hit (Frames 20-21)<br />
GGXXACPR_Axl_6K-5-Hitbox.png|1st Hit (Frame 17)<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR|version=yes}}<br />
|-<br />
{{AttackVersion|name={{clr|2|6K}}}}<br />
{{#lst:{{PAGENAME}}/Data|6K}}<br />
|-<br />
{{AttackVersion|name={{clr|2|6[K]}}}}<br />
{{#lst:{{PAGENAME}}/Data|6[K]}}<br />
|}<br />
==== ====<br />
Long range chain, hits between the angles of {{clr|1|5P}} and {{clr|3|2S}}. This move serves two main purposes<br />
<br />
The first is to use this as necessary combo filler after anti-airing with {{clr|1|5P}} when they are too far away to go right into {{clr|3|2S}}.<br />
<br />
The second is doing it after a faked Rashou Sen to catch them trying to jump from fear of a real one. Just be sure they actually jumped or you could be in trouble for whiffing this move!<br />
<br />
Its also a long range anti-air that can catch people trying to jump, but it has a lot of cooldown, so its only recommended for this as a last resort when other anti-airs will miss. ({{clr|1|5P}} is a better for catching jumps)<br />
<br />
Like most button hold versions of Axl's chains, 6[K] ruins combos and is more in the negative on block than the normal version.<br />
<br />
You can get a combo directly from an anti-air {{clr|2|6K}}, but only with TK FB Bomber, {{clr|2|j.K}}, or {{clr|1|j.6P}}<br />
<br />
Can chain back and forth with {{clr|3|2S}} to force an aerial opponent to spend a ton of meter FDing or catch them trying to tech<br />
<br />
All of Axl's long range chains have a hurtbox and this is no exception. Don't stick a fork in the electrical socket.<br />
<br />
[[GGACR/Axl_Low/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|3|2S}},{{clr|4|6H}}<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|6H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Axl_6H.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Axl_6H-1-Hitbox.png|Frames 23-28<br />
GGXXACPR_Axl_6H-2-Hitbox.png|Frames 29-31<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|6H}}<br />
|}<br />
==== ====<br />
A leaping overhead with long startup and active frames. <br />
*Safest to do after {{clr|4|5H}}, but {{clr|3|c.S}} and {{clr|1|3P}} are also good choices.<br />
*Airborne between frames 11 and 31, so it can beat most low-hitting attacks if you read them correctly.<br />
*If {{clr|4|6H}} lands as an anti-air, it can usually confirm into a combo<br />
*Hitting {{clr|4|6H}} late as meaty on wake-up gives you a big frame advantage, but can be reacted to with invuln reversals<br />
*Decent untech time, used for higher-damage air combo extensions<br />
*A great move to RC for pressure/combo extension<br />
*Moves Axl closer to the opponent (can help get you to preferred range for a matchup/situation)<br />
<br />
{{clr|4|6H}} can whiff entirely by jumping over some crouching characters if done too close. It will occasionally hit them as a cross-up (especially against Faust), but it's not very reliable<br />
</div><br />
</div><br />
<br />
===<big>{{clr|1|2P}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Axl_2P.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Axl_2P-1-Hitbox.png|1st Hit (Frame 12),<br>2nd Hit (Frames 25-26)<br />
GGXXACPR_Axl_2P-2-Hitbox.png|1st Hit (Frame 13),<br>2nd Hit (Frames 23-24)<br />
GGXXACPR_Axl_2P-3-Hitbox.png|1st Hit (Frame 14),<br>2nd Hit (Frames 21-22)<br />
GGXXACPR_Axl_2P-4-Hitbox.png|1st Hit (Frame 15),<br>2nd Hit (Frames 19-20)<br />
GGXXACPR_Axl_2P-5-Hitbox.png|Frame 16<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR|version=yes}}<br />
|-<br />
{{AttackVersion|name={{clr|1|2P}}}}<br />
{{#lst:{{PAGENAME}}/Data|2P}}<br />
|-<br />
{{AttackVersion|name={{clr|1|2[P]}}}}<br />
{{#lst:{{PAGENAME}}/Data|2[P]}}<br />
|}<br />
==== ====<br />
<br />
Like {{clr|1|5P}}, but lower<br />
*Extends faster than {{clr|4|2H}}, but generally a weaker low poke option<br />
*Great for extending pressure with {{clr|3|f.S}} and {{clr|4|6H}} gatlings, and is special-cancellable to boot<br />
*Really bad hurtbox, so not very useful for neutral (Many {{clr|1|2P}}s, {{clr|1|6P}}s, and anything low profile will beat it clean from almost max range)<br />
*Vacuum effect can make a Raei Sageki very ambiguous (but unsafe)<br />
<br />
[[GGACR/Axl_Low/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|3|f.S}},{{clr|4|6H}}<br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|2K}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Axl_2K.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Axl_2K-1-Hitbox.png|Frames 7-9<br />
GGXXACPR_Axl_2K-2-Hitbox.png|Frames 10-11<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|2K}}<br />
|}<br />
==== ====<br />
<br />
They call him Axl Low for a reason<br />
*Axl's fastest low<br />
*Decent for tick throws, especially with sliding momentum<br />
*Incredibly low-profile, will duck many projectiles and falling air normals<br />
<br />
[[GGACR/Axl_Low/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|3|c.S}},{{clr|3|f.S}},{{clr|3|2S}},{{clr|4|2H}},{{clr|5|5D}},{{clr|5|2D}}<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|2S}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Axl_2S.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Axl_2S-1-Hitbox.png|1st Hit (Frames 8-9)<br />
GGXXACPR_Axl_2S-2-Hitbox.png|1st Hit (Frames 10-11)<br />
GGXXACPR_Axl_2S-3-Hitbox.png|1st Hit (Frames 12-13)<br />
GGXXACPR_Axl_2S-4-Hitbox.png|1st Hit (Frames 14-15)<br />
GGXXACPR_Axl_2S-5-Hitbox.png|1st Hit (Frame 16)<br />
GGXXACPR_Axl_2S-6-Hitbox.png|2nd Hit (Frames 17-18)<br />
GGXXACPR_Axl_2S-7-Hitbox.png|1st Hit (Frames 19-20)<br />
GGXXACPR_Axl_2S-8-Hitbox.png|1st Hit (Frames 21-22)<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR|version=yes}}<br />
|-<br />
{{AttackVersion|name={{clr|3|2S}}}}<br />
{{#lst:{{PAGENAME}}/Data|2S}}<br />
|-<br />
{{AttackVersion|name={{clr|3|2[S]}}}}<br />
{{#lst:{{PAGENAME}}/Data|2[S]}}<br />
|}<br />
==== ====<br />
<br />
The god anti-air<br />
*Huge upward range and decent horizontal coverage, plus a crouching hurtbox. This is what Axl has instead of a {{clr|1|6P}}<br />
*Jump-cancellable and pulls the opponent downward, so very important for converting into air combos<br />
*More untechable than {{clr|2|6K}}, allowing followups like {{clr|4|j.H}} or {{clr|5|j.D}}<br />
*Does not cover the range directly above Axl. Never use in situations where the opponent is falling straight onto Axl, such as when his back is to the corner and they are coming down along the same edge of the screen (At this spacing, your best anti-air option is probably airthrow or tenhouseki, but {{clr|4|5H}} also works if you have enough time to get it out)<br />
<br />
[[GGACR/Axl_Low/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|2|6K}}<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|2H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Axl_2H.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Axl_2H-1-Hitbox.png|1st Hit (Frames 11-12)<br>2nd Hit (Frames 23-24)<br />
GGXXACPR_Axl_2H-2-Hitbox.png|1st Hit (Frames 13-14)<br>2nd Hit (Frames 21-22)<br />
GGXXACPR_Axl_2H-3-Hitbox.png|1st Hit (Frames 15-16)<br>2nd Hit (Frames 19-20)<br />
GGXXACPR_Axl_2H-4-Hitbox.png|1st Hit (Frames 17-18)<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR|version=yes}}<br />
|-<br />
{{AttackVersion|name={{clr|4|2H}}}}<br />
{{#lst:{{PAGENAME}}/Data|2H}}<br />
|-<br />
{{AttackVersion|name={{clr|4|2[H]}}}}<br />
{{#lst:{{PAGENAME}}/Data|2[H]}}<br />
|}<br />
==== ====<br />
<br />
Big scary low hooks<br />
*Huge range low that pulls in a decent amount<br />
*Not special-cancellable, but gatlings into both {{clr|4|6H}} and {{clr|5|5D}}, as well as {{clr|5|2D}}, meaning that your opponent is in a (kinda slow) mixup situation after blocking it<br />
*Great for pulling the opponent close enough to launch for a combo<br />
*FRC point can save you from a whiff punish or sometimes extend pressure<br />
*Staggers on hit, so can sometimes combo into throw if the opponent isn't fast enough<br />
*Decently disjointed at the tip, so it clashes with several DPs if spaced well<br />
<br />
[[GGACR/Axl_Low/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|4|6H}},{{clr|5|5D}},{{clr|5|2D}}<br />
</div><br />
</div><br />
===<big>{{clr|1|3P}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Axl_3P.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Axl_3P-1-Hitbox.png|1st/2nd Hit<br>(Frames 11-14, 17-18)<br />
GGXXACPR_Axl_3P-2-Hitbox.png|Frame 19<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR|version=yes}}<br />
|-<br />
{{AttackVersion|name={{clr|1|3P}}}}<br />
{{#lst:{{PAGENAME}}/Data|3P}}<br />
|-<br />
{{AttackVersion|name={{clr|1|3[P]}}}}<br />
{{#lst:{{PAGENAME}}/Data|3[P]}}<br />
|}<br />
==== ====<br />
<br />
*A relatively fast, disjointed, and low-commitment option<br />
*His only chain move without any hurtbox on the chain. Only Axl's body can be hit during this move<br />
*Slow at neutral, but a great pressure starter if it connects<br />
<br />
When used to start a blockstring at neutral, {{clr|1|3P}} offers simple high/low/crossup(S Raei Sageki)/Rahou Sen mixup, or frame trap/throw if you choose.<br />
<br />
[[GGACR/Axl_Low/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|3|f.S}},{{clr|3|2S}},{{clr|4|5H}},{{clr|4|2H}},{{clr|4|6H}},{{clr|5|5D}},{{clr|5|2D}}<br />
----<br />
Don't trip.<br />
*Confirm, or at least a knockdown, on counter<br />
<br />
One of the few instances where holding the button is often worth it. On counterhit, the first hit will pop the opponent into the air and the second hit will screw up your intended confirm, so if you can predict you're going to stuff something, you can give yourself more time to confirm by holding the button, and go into {{clr|3|2S}} or {{clr|4|5H}}, instead of unintentionally letting the opponent air-tech away. The 3[P] counterhit can also be used to fish for a knockdown at neutral.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|5|2D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Axl_2D.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Axl_2D-1-Hitbox.png|Frames 9-10<br />
GGXXACPR_Axl_2D-2-Hitbox.png|Frames 11-13<br />
GGXXACPR_Axl_2D-3-Hitbox.png|Frames 14-15<br />
GGXXACPR_Axl_2D-4-Hitbox.png|Frames 16-18<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|2D}}<br />
|}<br />
==== ====<br />
<br />
Sweep the leg<br />
*Axl's sweep has more range than most<br />
*Good low mixup late in your strings<br />
*One of the easiest confirms into rensen in most situations<br />
</div><br />
</div><br />
===Air Normals===<br />
<br />
===<big>{{clr|1|j.P}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Axl_jP.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Axl_jP-Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.P}}<br />
|}<br />
==== ====<br />
<br />
Axl's only actual jab<br />
*Useful for air tick throws and blockstrings<br />
*Occasionally helps with spacing in air combos<br />
*Can gatling from {{clr|3|j.S}} to preserve counterhits and avoid projectiles and guard counters trying to hit the {{clr|3|j.S}} hurtbox<br />
*Often used falling as a relatively safe jump-in that can lead to {{clr|2|j.K}} for a second overhead<br />
<br />
At least we get a mashable jab in the air! Its a good air-to-air, and works for bringing them to the ground if you get them to block it. Jumping up and air-to-airing with this move can be a useful way to catch people trying to jump in when they expect {{clr|1|2P}} or try a weird angle that Axl's anti-airs have trouble covering.<br />
<br />
{{clr|1|j.P}} gatlings into all of Axl's other air normals, so you have lots of options to confirm into a combo. If you anti-air or jump in with mash {{clr|1|j.P}} near the ground, you can gatling into {{clr|4|j.H}} → landing cancel, then continue the combo on the fly ({{clr|2|5K}}, {{clr|3|2S}}, and {{clr|1|5P}} work well for the pickup).<br />
<br />
You can also set up a bomber loop in the corner with jump in>late air dash>{{clr|1|j.P}}>{{clr|5|j.D}}>H Axl Bomber. Mix this up with {{clr|4|j.H}} safe jump and empty jump {{clr|2|2K}} so they'll never see it coming.<br />
<br />
[[GGACR/Axl_Low/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|j.6P}},{{clr|2|j.K}},{{clr|3|j.S}},{{clr|4|j.H}},{{clr|5|j.D}}<br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|j.K}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Axl_jK.png|The Boot<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Axl_jK-Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.K}}<br />
|}<br />
==== ====<br />
*Surprisingly long reach, great air-to-air tool<br />
*Untechable forever and ever on air counterhit, often long enough to land and pick up a combo<br />
*One of your fastest rising normals, and crucial for picking up air combos from weird spacing<br />
*Good for option selecting with airthrow<br />
<br />
{{clr|2|j.K}} is a useful air-to-air with good range and speed. It can confirm into {{clr|5|j.D}}>FB Axl Bomber on hit for a combo, or gatling into mash {{clr|1|j.P}} on block to bring them to the floor for ground pressure.<br />
<br />
{{clr|2|j.K}} can also work as a last resort jump in when the spacing or timing are wrong for {{clr|4|j.H}} or {{clr|3|j.S}}.<br />
<br />
[[GGACR/Axl_Low/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|j.P}},{{clr|1|j.6P}},{{clr|3|j.S}},{{clr|5|j.D}}<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|j.S}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Axl_jS.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Axl_jS-1-Hitbox.png|1st Hit (Frame 11)<br>2nd Hit (Frames 23-25)<br />
GGXXACPR_Axl_jS-2-Hitbox.png|1st Hit (Frame 12)<br>2nd Hit (Frames 20-22)<br />
GGXXACPR_Axl_jS-3-Hitbox.png|1st Hit (Frame 13)<br>2nd Hit (Frames 17-19)<br />
GGXXACPR_Axl_jS-4-Hitbox.png|1st Hit (Frames 14-15)<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR|version=yes}}<br />
|-<br />
{{AttackVersion|name={{clr|3|j.S}}}}<br />
{{#lst:{{PAGENAME}}/Data|j.S}}<br />
|-<br />
{{AttackVersion|name={{clr|3|j.[S]}}}}<br />
{{#lst:{{PAGENAME}}/Data|j.[S]}}<br />
|}<br />
==== ====<br />
<br />
Sky hooks<br />
*Long-range downward overhead<br />
*Great for disrupting attempts to zone<br />
*Situational combo extender in the air<br />
*Can reverse-gatling into {{clr|1|j.P}} to be safer from guard counters and projectiles on block<br />
*The highest-range safe jump normal in the game<br />
<br />
[[GGACR/Axl_Low/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|j.P}},{{clr|1|j.6P}},{{clr|4|j.H}} <br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|j.H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Axl_jH.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Axl_jH-1-Hitbox.png|Frames 10-12<br />
GGXXACPR_Axl_jH-2-Hitbox.png|Frames 13-15<br />
GGXXACPR_Axl_jH-3-Hitbox.png|Frames 16-18<br />
GGXXACPR_Axl_jH-4-Hitbox.png|Frames 19-21<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.H}}<br />
|}<br />
==== ====<br />
<br />
Ignorant air button<br />
*Hits in a circle all around Axl's body<br />
*Great for adding blockstun to air strings<br />
*IAD {{clr|4|j.H}} is useful as a burst-safe extender after a launch<br />
*Adds a lot of the damage in Axl's air combos<br />
*The best and often the only option to catch low-profile moves while falling<br />
<br />
[[GGACR/Axl_Low/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|5|j.D}}<br />
</div><br />
</div><br />
<br />
===<big>{{clr|5|j.D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Axl_jD.png|YAHOO<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Axl_jD-Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.D}}<br />
|}<br />
==== ====<br />
<br />
The drop kick<br />
*Decent-range overhead<br />
*Launches and is very untechable, use it to convert air-to-ground hits<br />
*Primary combo filler for bomber loops, as it's the highest-damage air normal that combos into regular Axl Bomber<br />
*Can possibly make their burst whiff, if done from low altitude and at max range<br />
</div><br />
</div><br />
<br />
===<big>{{clr|1|j.6P}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Axl_j6P.png|Yes, that hitbox is real<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXXACPR_Axl_j6P-1-Hitbox.png|1st Hit (Frame 7)<br />
GGXXACPR_Axl_j6P-2-Hitbox.png|1st Hit (Frame 8)<br />
GGXXACPR_Axl_j6P-3-Hitbox.png|1st Hit (Frames 9-10)<br/>2nd Hit (Frame 17)<br />
GGXXACPR_Axl_j6P-4-Hitbox.png|1st Hit (Frame 11)<br/>2nd Hit (Frames 15-16)<br />
GGXXACPR_Axl_j6P-5-Hitbox.png|1st Hit (Frame 12)<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR|version=yes}}<br />
|-<br />
{{AttackVersion|name={{clr|1|j.6P}}}}<br />
{{#lst:{{PAGENAME}}/Data|j.6P}}<br />
|-<br />
{{AttackVersion|name={{clr|1|j.6[P]}}}}<br />
{{#lst:{{PAGENAME}}/Data|j.6[P]}}<br />
|}<br />
==== ====<br />
<br />
{{clr|1|5P}}, but in the air<br />
*Very fast and not a lot of pushback, often essential for midscreen FB Axl Bomber extensions<br />
*Great rising air normal for anti-airing where {{clr|2|6K}} won't reach<br />
*Gatlings from {{clr|3|j.S}} to add another long-range overhead to a blocked approach<br />
*Generally a pretty good air-to-air poke<br />
</div><br />
</div><br />
<br />
== Universal Mechanics ==<br />
<br />
===<big>Ground Throw</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Axl_throw.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|Ground Throw}}<br />
|}<br />
==== ====<br />
<br />
*Puts the opponent opposite the direction you threw them (forward throw puts them behind Axl, back throw puts them in front)<br />
*Best move to option select with is {{clr|3|c.S}}<br />
*link into {{clr|1|5P}}, {{clr|2|6K}}, or microdash > 5k to confirm into a combo<br />
*Throw > Rensen Geki or Throw > FB Kyokusa Geki are burst safe kills<br />
<br />
Be mindful of the corner when going for a throw. Don't miss a bomber loop because you threw them out of the corner. By the same token, don't get killed doing a non-os'd throw because you wanted the bomber loop too badly.<br />
<br />
{{clr|2|2K}}, {{clr|2|5K}}, {{clr|3|c.S}}, and {{clr|1|3P}} are good moves for tick throwing<br />
<br />
Some heavy or small hitbox characters, such as Johnny, Ky and RoboKy, require microdash > {{clr|2|5K}} to get the confirm.<br />
<br />
Its tempting to reversal throw as Axl, due to his lack of other reversal options, but don't get comfortable with it. Its extremely easy to bait.<br />
<br />
Use this option select (works in AC and +R with all characters) if you wakeup reversal throw https://www.youtube.com/watch?v=Ad9z2BJwdDg<br />
<br />
</div><br />
</div><br />
<br />
===<big>Air Throw</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Axl_airThrow.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|Air Throw}}<br />
|}<br />
==== ====<br />
An average, but useful airthrow. Grants an oki.<br />
<br />
*If you know you can't end a bomber loop in knockdown, watch for your chance to tech trap them with an airthrow and put them back in the corner<br />
*Best move to option select with is {{clr|2|j.K}}, but {{clr|4|j.H}} works too<br />
</div><br />
</div><br />
<br />
===<big>[[GGACR/Defense#Dead Angle Attack (DAA)|Dead Angle Attack]]</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Axl_6P.png|This WILL whiff and you WILL regret it<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|DAA}}<br />
|}<br />
==== ====<br />
Not very good, but one of Axl's few ways to defend himself<br />
*Very easy to low profile<br />
*+2 on block<br />
<br />
Axl can combo off his Dead Angle Attack with DAA>{{clr|1|5P}}>whatever. The damage is very small, but the moves after the Dead Angle can kill the opponent if they are almost out of life.<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
== Specials ==<br />
<br />
===<big>Benten Gari</big>===<br />
<span class="input-badge">'''{{clr|3|623S}}/{{clr|4|H}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Axl_BentenGari.png|<small>"Benten Reaper"</small><br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR|version=yes}}<br />
|-<br />
{{AttackVersion|name={{clr|3|S}}}}<br />
{{#lst:{{PAGENAME}}/Data|623S}}<br />
|-<br />
{{AttackVersion|name={{clr|4|H}}}}<br />
{{#lst:{{PAGENAME}}/Data|623H}}<br />
|}<br />
==== ====<br />
A fast, throw-invulnerable attack about as big as Axl's body<br />
*Comes out in 4F, making it Axl's fastest attack<br />
*Upper-body invuln comparable to some of the better {{clr|1|6P}}s in the game<br />
*Good as a combo starter, launches and has an FRC point after the hit<br />
*Sometimes trades with overheads, and can allow a meterless air conversion in this situation<br />
*While not a real invincible DP, this is your go-to, fast, throw-invulnerable move that can potentially get the opponent off of you.<br />
*Invuln is only above the knees, so {{clr|3|S}} Benten may trade or lose to some low profile moves<br />
<br />
Due to hitstop, this move's FRC has a hit and a whiff timing. It costs more meter, but you can opt to go for the whiff timing to make sure you either RC or FRC either way.<br />
<br />
Its risky due to not being a real DP, but the partial invul allows {{clr|3|S}} Benten RC/FRC to used as a frame trap.<br />
<br />
{{clr|3|S}} Benten RC/FRC is a viable way to continue the combo if you don't have Rensen charged up<br />
<br />
Because the FRC point is so early, gatling into {{clr|3|S}} Benten FRC is a way to quickly put Axl back to neutral for safety.<br />
----<br />
<br />
{{clr|4|H}} Version is a low-crushing anti-air with a followup<br />
*Lower-body invincible and also throw-invuln, so sometimes can be used to beat mixup<br />
*Situational anti-air, but pretty slow to start up. The extension on the second hit covers a range somewhere in-between {{clr|2|6K}} and {{clr|3|2S}}<br />
*The chain part of this move's hurtbox doesn't go all the way up, so it may beat some things that Axl's other anti-airs lose to.<br />
*The Axl Bomber followup is untechable for a long time, so this is a good meterless ender for air combos you want to knock the opponent down (This is good for when you don't want to spend meter on a prorated combo from throw or Tenhouseki, or just want to keep your pressure in exchange for doing a bit less damage)<br />
<br />
{{clr|4|H}} Benten RC can continue the combo if you don't have Rensen charged up, and raise the opponent's guardbar 40 points, while continuing your pressure if they block.<br />
<br />
You can opt to do {{clr|4|H}} Benten at the end of a surface-to-air combo with Axl's long range buttons to get a burst safe kill<br />
</div><br />
</div><br />
<br />
===<big>Followup Axl Bomber</big>===<br />
<span class="input-badge">'''{{clr|4|H}} Benten Gari -> {{clr|4|623H}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Axl_AxlBomberUp.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|623H 623H}}<br />
|}<br />
==== ====<br />
Follow-up version of Axl Bomber<br />
*Untechable for a long time, so this is a good way to end a combo in knockdown<br />
</div><br />
</div><br />
<br />
===<big>Followup Kokuu Geki</big>===<br />
<span class="input-badge">'''{{clr|4|H}} Benten Gari -> {{clr|4|623H}} -> {{clr|3|63214S}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Axl_KokuuGeki.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.63214S}}<br />
|}<br />
==== ====<br />
Further followup from Axl Bomber continuation<br />
*Still has the FRC point, so can be used to be safer on a blocked H Bentengari<br />
*Situational combo extender, but you usually want to take the knockdown<br />
</div><br />
</div><br />
<br />
===<big>Rensen Geki</big>===<br />
<span class="input-badge">'''{{clr|3|[4]6S}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Axl_Rensen.png|<small>"Sickle Flash Strike"</small><br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|[4]6S}}<br />
|}<br />
==== ====<br />
<br />
Fast projectile that hits near the ground. One of Axl's most important tools.<br />
*Axl's farthest reaching attack<br />
*Hard knockdown most of the time, good for ending ground strings<br />
*Considered a projectile, and will stuff many other projectiles.<br />
*Rensen can hit three times, which also means it absorbs up to three hits from another projectile, making it difficult to negate<br />
*Useful long range bullying tool if used carefully. The threat of Rensen can get people to jump, giving you a chance to anti-air them.<br />
*Can catch people trying to hit the hurtboxes on long range chain normals.<br />
*Good chip and OTG damage.<br />
*Can be followed up with Kyokusa Geki or Sensa Geki from f41~62, so you have significant wiggle room to make it ambiguous.<br />
*Works as a long range oki if you simply want to reset to long range neutral after a knockdown.<br />
*The FRC point allows Axl to continue pressure from massive frame advantage and launch from most ground hits.<br />
<br />
Extremely important to making Axl threatening at long range and dealing with opponents who attack the hurtbox on long range chains. The FRC is a cornerstone of Axl's pressure and confirms, so it is absolutely essential that you master it.<br />
<br />
</div><br />
</div><br />
<br />
===<big>Kyokusa Geki</big>===<br />
<span class="input-badge">'''Rensen Geki -> 8 or 9'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Axl_Kyokusa.png|<small>"Melody Chain Strike"</small><br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|[4]6S 8}}<br />
|}<br />
==== ====<br />
<br />
Anti-Air followup to Rensengeki<br />
*Catch people jumping over Rensen<br />
*Very untechable on counterhit, but usually not a combo extender<br />
*Covers a wide arc encompassing most of Axl's normal anti-air range<br />
*Adds one more projectile hit after the three hits from Rensen, and can still be performed even if Rensen was completely negated.<br />
*Considered a projectile. Does not have a hurtbox other than Axl's body.<br />
</div><br />
</div><br />
<br />
===<big>Sensa Geki</big>===<br />
<span class="input-badge">'''Rensen Geki -> 2 or 3'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Axl_Sensa.png|<small>"Whirling Chain Strike"</small><br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|[4]6S 2}}<br />
|}<br />
==== ====<br />
<br />
Low followup to Rensengeki<br />
*Occasionally catches people low, but not much of a mixup because there's no overhead threat<br />
*Does a lot of chip damage and guardbar (8 points x 5 if they all connect)<br />
*Great for tacking on damage and ensuring knockdown in the corner<br />
*Pulls the opponent slightly toward Axl, which can take them out of the corner and allows crossups on oki<br />
*Safer on block than Rensen, but still dangerous because the opponent can faultless to push themselves out early.<br />
</div><br />
</div><br />
<br />
===<big>Rashou Sen</big>===<br />
<span class="input-badge">'''{{clr|4|[4]6H}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Axl_Rashou.png|The Great British Unblockable<br/><small>"Silk Bell Whirl"</small><br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR|version=yes}}<br />
|-<br />
{{AttackVersion|name=Attack|subtitle={{clr|4|[4]6H}}}}<br />
{{#lst:{{PAGENAME}}/Data|[4]6H }}<br />
|-<br />
{{AttackVersion|name=Feint|subtitle=Rashou Sen -> {{clr|1|P}}}}<br />
{{#lst:{{PAGENAME}}/Data|[4]6H P}}<br />
|}<br />
==== ====<br />
<br />
Full screen unblockable<br />
*Not actually a throw, and so will catch jump startup and other throw-invul actions.<br />
*Unblockable, but SB-able in the air (Leading to weird janky interactions)<br />
*Not a lot of damage, but an essential tool for forcing people to jump<br />
*Much of the startup is low-profile<br />
*The projectile cannot be negated by other projectiles, and will simply pass through them until touching the opponent.<br />
*Hitting the opponent puts Axl in an invincible throw animation, making this a great tool for getting through projectiles and traps<br />
----<br />
;Feint<br />
Fake it 'til you make it<br />
*People get afraid of Rashousen. If they jump and you feint, they're often in your optimal anti-air range<br />
</div><br />
</div><br />
<br />
===<big>Tenhou Seki</big>===<br />
<span class="input-badge">'''{{clr|1|214P}}/{{clr|2|K}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Axl_TenhouSekiP.png|<small>"Heaven Freeing Stone"</small><br />
GGAC_Axl_TenhouSekiK.png|<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR|version=yes}}<br />
|-<br />
{{AttackVersion|name={{clr|1|P}}}}<br />
{{#lst:{{PAGENAME}}/Data|214P}}<br />
|-<br />
{{AttackVersion|name={{clr|2|K}}}}<br />
{{#lst:{{PAGENAME}}/Data|214K}}<br />
|}<br />
==== ====<br />
{{clr|1|P}} is High/Mid counter. {{clr|2|K}} is Low counter (Not mids).<br />
*Comes online in 4F, counters from f4~17<br />
*Traps any high/mid attacks, but not projectiles. Also works on crossups.<br />
*Due to Tenhou Seki's fast startup, you can counter a lot of slower moves on reaction.<br />
*Taking a hit during the active frames of Tenhouseki causes an invulnerable throw animation that crosses the screen and hits the opponent no matter what. Useful for dealing with crowded screens if you can bait a hit.<br />
*Allows a full air combo, but it's scaled to 65%<br />
*Since the activation is essentially a guaranteed throw, it doesn't matter how many hits the opponent's attack has or if it's invincible. Great for catching reversals.<br />
<br />
Works on Johnny's Mist Finer, even during Bacchus Sigh.<br />
</div><br />
</div><br />
<br />
===<big>Hachisubako</big>===<br />
<span class="input-badge">'''{{clr|1|623P}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Axl_Hachisubako.png|Look ma, I'm Anji<br><small>"Beehive Box"</small><br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|623P}}<br />
|}<br />
==== ====<br />
An autoguard attack that works as a way to punish those who think they've encroached upon Axl at a moment of weakness.<br />
*Autoguards highs and mids from frame 1<br />
*Special autoguard state makes Axl ignore hitpause when struck during the autoguard frames<br />
*Probably Axl's best reversal option<br />
*This is not a counter: It hits even if not activated, which lets Axl just gorilla through some matchups<br />
</div><br />
</div><br />
<br />
===<big>S Raiei Sageki</big>===<br />
<span class="input-badge">'''{{clr|3|63214S}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Axl_RaieiSagekiS.png|<small>"Thunder Shadow Chain Strike"</small><br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|63214S}}<br />
|}<br />
==== ====<br />
<br />
Bandit Bringer, but more angular<br />
*Jumps forward then hits below Axl<br />
*Can hit as a crossup or in front, depending on range<br />
*Doesn't stop momentum, so use it while running for more distance and ambiguity, or to land further past the opponent.<br />
*Slides the opponent far away from Axl. This sliding state is long enough to pick up a full combo in the corner, but midscreen, it sends the opponent too far to hit with anything but max range rensen (too far to FRC and convert) without the FRC point.<br />
<br />
This move's FRC point is very versatile. It happens right at the start of the active frames (2 frames before and 1 during the first active frame). This means that Axl will complete his jump and then cancel, leaving him in the air. Also, if you Jump Install the move (Either in a string before it's performed or by adding an upward direction to the end of the motion from neutral), you can double-jump or airdash afterward. This has a few major applications<br />
<br />
*Mixup: Raei Sageki is already an ambiguous crossup, but the FRC adds another layer. With it, you can hit a different overhead (or two) while falling, or land and do a low or throw. If it's JI'd, you can also mess with timing with another jump, or airdash for another crossup layer with Kokuugeki<br />
*Movement: Raei Sageki moves forward very quickly, and maintains your running momentum. You can use it a lot like Johnny's Killer Joker Transport FRC. <br />
*Combo: With the last-frame FRC (Or an RC), the attack will still hit, but Axl will be free to act in the air. This allows a midscreen conversion for considerable damage using airdash-{{clr|4|j.H}} if you JI. <br />
</div><br />
</div><br />
<br />
===<big>H Raiei Sageki</big>===<br />
<span class="input-badge">'''{{clr|4|63214H}} '''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Axl_RaieiSagekiH.png|I must go, my people need me (but they actually don't)<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|63214H}}<br />
|}<br />
==== ====<br />
*Goes all the way to max height, then hits all the way until Axl lands<br />
*You can hold the button to stay in the sky longer<br />
*You can DI left or right to move around through the entire move. Useful for messing with the opponent's spacing, covering more distance, or making it cross up ambiguously.<br />
*Maintains running momentum, so it can travel almost the whole stage if done from running<br />
*RCing this move puts Axl on the ground almost immediately no matter how high you hit. This allows for a fairly easy conversion, and can put the opponent at frame disadvantage above you if they block it in the air.<br />
*The leap upward is very fast, and will dodge a lot of attacks and then punish them<br />
*Axl's best way of catching opponents who can fly over his grounded AA kit, like Bridget<br />
*Axl is still considered to have traversed the horizontal space he covers, so this can wipe out a whole forest against Testament<br />
</div><br />
</div><br />
<br />
===<big>Axl Bomber</big>===<br />
<span class="input-badge">'''{{clr|4|j.623H}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Axl_AxlBomberDown.png|Death from above<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.623H}}<br />
|}<br />
==== ====<br />
*Axl's primary corner combo tool, floorbounces the opponent while putting Axl back on the ground and is very untechable<br />
*Stops Axl's momentum, hovers for a bit, then shoots downward, so it can screw with anti-airs and is just a nice movement tool<br />
*Does a ton of blockstun, so it can do a lot to maintain your pressure if you can get it out. Great way to continue a blockstring from the air<br />
*FRC point is pretty lenient and happens right as Axl lands (The FRC is actually on the landing recovery of the move). This allows conversions from midscreen, continuing pressure, and just being safer when you whiff<br />
</div><br />
</div><br />
<br />
===<big>Kokuu Geki</big>===<br />
<span class="input-badge">'''{{clr|3|j.63214S}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Axl_KokuuGeki.png|<small>"Empty Air Strike"</small><br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.63214S}}<br />
|}<br />
==== ====<br />
<br />
Versatile giant air projectile with a number of applications<br />
*Stops Axl's air momentum completely, useful for air-to-air spacing<br />
*This attack can't be blocked normally in the air, so it's a good harassment tool against aerial opponents<br />
*The FRC allows Axl to continue pressure or combos from the air, and can confirm into a normal air combo on a close hit or on counterhit from most ranges<br />
*Starts behind Axl in 7 frames, strong as a crossup in okizeme or pressure<br />
</div><br />
</div><br />
<br />
== Force Breaks ==<br />
<br />
===<big>Shiranami no Homura</big>===<br />
<span class="input-badge">'''Hachisubako -> {{clr|5|421D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Axl_Shiranami.png|"<small>Blaze of the White Waves"</small><br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|623P 421D}}<br />
|}<br />
==== ====<br />
25% Tension Cost Super.<br />
*Can happen extremely quickly out of Hachisubako, including while the opponent is in hitpause from connecting with the autoguard frames<br />
*Launches the opponent, so it's the easiest and cheapest way to convert from Hachisubako (Which is otherwise nearly impossible)<br />
*Kinda risky if they can make it whiff, and the combo from it is scaled a bit, so pretty situational overall<br />
</div><br />
</div><br />
<br />
===<big>FB Axl Bomber</big>===<br />
<span class="input-badge">'''{{clr|5|j.623D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Axl_AxlBomberUp.png|Doin' it oldschool<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.623D}}<br />
|}<br />
==== ====<br />
Upward aerial Axl Bomber, more like the H Benten followup than the current one (just like before ''AC'').<br />
*Throw-invulnerable, so it can beat airthrow attempts<br />
*Allows Axl to act afterward, preserving all jump options. FB Bomber can sometimes be used as an additional diagonal forward jump, or to mess with anti-air spacing and timing.<br />
*Major combo extender and corner carry tool. Will connect off of a ton of different things and following up from it is pretty easy<br />
</div><br />
</div><br />
<br />
===<big>FB Kyokusa Geki</big>===<br />
<span class="input-badge">'''{{clr|5|[4]6D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Axl_Kyokusa.png|Whadda mean I didn't Rensen?<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|[4]6D}}<br />
|}<br />
==== ====<br />
*Crazy spacing tool, puts a projectile hitbox at near max Rensen range in 8 frames<br />
*Covers a huge anti-air arc (along close to tip range of {{clr|1|2P}}, {{clr|1|5P}}, {{clr|2|6K}}, and {{clr|3|2S}}, but little of the space closer to Axl) very quickly<br />
*Only comboable on counterhit, but a counterhit allows a full unscaled air conversion<br />
*Normal hit is just barely techable before you can hit with anything, but usually puts the opponent in the perfect nightmare range for tech traps <br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Overdrives==<br />
===<big>Byakue Renshou</big>===<br />
<span class="input-badge">'''{{clr|4|2363214H}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Axl_Byakue.png|<small>"Hundredfold Sickle Burn"</small><br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|2363214H}}<br />
|}<br />
==== ====<br />
<br />
Sometimes you just need a real DP<br />
*Axl's only true fully-invulnerable reversal<br />
*Two parts: First a giant multi-hit benten, then a big flaming rensen<br />
*Pretty slow, and can be punished if they block or dodge the first part<br />
*The first part hits slightly behind Axl on its last active frames and does double chip damage<br />
*The second part is often safe on block<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
== Instant Kill ==<br />
===<big>Rensen Ougi: Midare Gami</big>===<br />
<span class="input-badge">'''During IK Mode: {{clr|4|236236H}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGAC_Axl_IK.png|<small>"Sickle Flash Secret Skill: Rioting/Tangled Hair"</small><br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGACR}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|IK}}<br />
|}<br />
==== ====<br />
<br />
Chains we can believe in<br />
*Like most IKs, super slow, risky, and not gonna see much play at a high level<br />
*Active for a long time, and has a huge coverage along the ground, so if you're already in IK mode, you can punish DPs and bursts and stuff pretty pre-emptively<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Colors==<br />
{{GGACRColors|Size=120|Character=Axl Low}}<br />
{{clear}}<br />
<br />
== Notable Players ==<br />
{| class="wikitable"<br />
|-<br />
!width="95"|Name (English/Japanese) !! width="75"|Color<br />
!width="125"|Location !! Common<br>Venues !! Contact !! Status !! Notes !! Example Play<br />
|-<br />
| [[Player:DigitalWatches|Digital Watches]] || [[File:GGACR Axl Low normal k.png|enter|100px]]|| USA || - || [https://twitter.com/DigitalWatches Twitter] || Active || Play Boxfighter || [https://www.youtube.com/watch?v=HHczLFbNX-g CEOTaku19 Kumite]<br />
|-<br />
| Kyoku236HS || [[File:GGACR Axl Low slash h.png|enter|100px]]|| USA - Arizona || The Gaming Zone || [https://twitter.com/kyoku236HS Twitter] || Active || Mains Axl and Anji || [https://youtu.be/3q80y30WeYM?t=255 Link]<br />
|-<br />
| Jason D. || [[File:GGACR Axl Low slash h.png|enter|100px]]|| USA - SoCal || Game Realms|| - || Active || Has broken an estimated 33 joysticks in his career. || [https://youtu.be/BadKnI6Paxc?t=665 Link]<br />
|-<br />
| Yosuke || [[File:GGACR Axl Low ex k.png|enter|100px]]|| Japan || Mikado || [https://twitter.com/yousuke1455 Twitter] || Retired || A Japanese Axl?!?! || [https://youtu.be/JhL3hfOSmfw?t=142 Link]<br />
|}<br />
<br />
==={{clr|4|NOTE: These tables are still WIP}}===<br />
<br />
==External References==<br />
==Navigation==<br />
{{#lst:{{PAGENAME}}/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[GGACR/Axl Low/Data]].}}<br />
{{Navbar-GGACR}}<br />
[[Category:Guilty Gear XX Accent Core + R]]<br />
[[Category:Axl Low]]</div>73.119.87.123https://www.dustloop.com/wiki/index.php?title=GGXRD-R2/Slayer&diff=207720GGXRD-R2/Slayer2021-04-18T04:35:31Z<p>73.119.87.123: /* All Dead */</p>
<hr />
<div>{{InvisibleHeader}}{{#lst:{{PAGENAME}}/Data|Links}}<br />
======<span style="visibility:hidden;font-size:0">Overview</span>======<br />
{{CharaOverview<br />
|overview= Slayer is a close combat, boxer character with slippery movement and explosive damage. His range is limited to his fists and legs, but he is difficult to challenge once he gets in. Many of his attacks specialize in invulnerability, mixup, and counter hits, spreading doubt and confusion in the opponent's mind. Make the wrong guess and Slayer will have a feast.<br />
|lore= ''Dandy fist vampire<br />''<br />
''Old Assassin's Guild leader<br />''<br />
''His foes swift expire<br />''<br />
|quote= <br />
|voice_actor= <br />
|summary= is a brawler who baits opponents with elusive ground movement and blows them up with explosive punishes.<br />
|pros=<br />
* '''Health:''' High stun resistance and above average health, with the ability to gain back life with his command grab.<br />
* '''Meter:''' Builds a lot of tension fast.<br />
* '''Damage:''' High damage and stun output when landing counterhits and when spending resources.<br />
* '''Defense:''' Strong backdash properties allows Slayer to escape many setups.<br />
* '''Mixup potential:''' Wide variety of strong pressure options on opponents wake-up and during blockstrings. <br />
* '''Evasive:''' Slayer has several disjointed attacks which can be hard for the opponent to hit.<br />
|cons=<br />
* '''Mobility:''' Big hurtboxes and limited range makes it hard to get in on opponents.<br />
* '''Safety:''' Several attacks are unsafe and can be punished by the opponent for high return.<br />
* '''Inconsistent reward:''' Low reward without meter or counterhits.<br />
* '''Burst points:''' Before taking big damage the opponent will almost always have a guaranteed spot to burst.<br />
}}<br />
{{FP_Box<br />
|header= Teleport Dash<br />
|content= <br />
Slayer has unique forward and back dashes that teleport him along the ground for a set distance and time. Slayer's forward dashes, like Raven's, grant him invulnerability through their duration. His forward dash is able to move through an opponent and cross up. Unfortunately, unlike conventional forward dashes, he is unable to cancel his forward dash into normal moves until the dash's duration completely ends. This forces him to take a different approach to pressuring opponents.<br />
<br />
Like other characters, Slayer can still jump out of his forward dash. Unlike other characters Slayer can jump out of his backdash. By canceling his dashes into jumps and his jumps into special moves, Slayer can retain up to 7 frames of invulnerability into any special move. This technique is called Backdash Canceling (BDC).<br />
<br />
BDC allows Slayer to avoid being hit during jump startup or catch his enemy with an invincible counterhit. When used to cancel into his Bite command grab or Dead on Time overdrive, Slayer can quickly turn the tables on his opponent with an unstoppable BDC Bite or BDC Dead on Time.<br />
<br />
If he cancels his forward dash in this way, he does not retain any invulnerability. However, it is still a useful movement option when the time comes.<br />
}}<br />
<br />
==Normal Moves==<br />
<br />
===<big>{{clr|1|5P}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXRD_Slayer_5P.png |Shall we begin?<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGXRD-R2}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|5P}}<br />
|}<br />
==== ====<br />
* Slayer's fastest anti-air normal<br />
* Large variety of gatlings<br />
Fast startup, great active frames, and Slayer's normal with the most gatling and cancel variety.<br />
<br />
Works great as a situational anti air as the arm has no hurtbox at all, but Slayer's head is hittable at all times. This will make {{clr|1|5P}} directly lose or trade with most aerial attacks in the game when challenged from above, but will work as a successful anti air when Slayer's head is spaced horizontally away from your opponents attack, or when challenging low and more frontal hitting airdash attacks.<br />
<br />
{{clr|1|5P}} can be used during pressure as well or as a situational ground poke with many great whiff cancels.<br />
Can be crouched under, but because of it's short total duration this means your opponent has to act preemptively to capitalize on this move whiffing.<br />
<br />
[[GGXRD-R2/Slayer/Frame Data#Gatling Table|Gatling Options:]] All except {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|2|6K}} and {{clr|4|2H}}<br />
<br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|5K}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXRD_Slayer_5K.png |A gentleman's kick<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGXRD-R2}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|5K}}<br />
|}<br />
==== ====<br />
*Dominant poke<br />
{{clr|2|5K}} is one of Slayer's best normals. While other normals with this range have long recovery frames, Slayer's {{clr|2|5K}} recovers fast enough to be +3 on block. Furthermore, it has a good hurtbox, making it effective against mashing. <br />
<br />
{{clr|2|5K}} will not connect against moves with upper body invulnerability or low profile. However, {{clr|2|5K}}'s speed requires the opponent to use these moves preemptively to punish it. Moves like Sol's {{clr|1|6P}} will win but are also riskier to whiff than Slayer's {{clr|2|5K}}.<br />
<br />
You could say that Slayer's plan in every matchup is to stay in {{clr|2|5K}} range. {{clr|2|5K}} works well with {{clr|4|2H}}, {{clr|4|6H}}, {{clr|1|6P}}, and Dandy Step since opponents will be tempted to escape Slayer's pressure once he leaves {{clr|2|5K}} range. Repeated use of {{clr|2|5K}} creates space between Slayer and his opponent, which can make {{clr|4|2H}}, {{clr|4|6H}}, {{clr|1|6P}}, and Dandy Step difficult to punish.<br />
<br />
[[GGXRD-R2/Slayer/Frame Data#Gatling Table|Gatling Options:]] {{clr|1|6P}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
<br />
*{{clr|2|5K}} > {{clr|4|6H}}<br />
A good frame trap with a 4-7F gap. Relatively safe way to move forward. Mix up between {{clr|2|5K}} and {{clr|2|5K}} – {{clr|4|6H}} to catch people jumping or to bait reversals.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|c.S}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXRD_Slayer_c.S.png |Your best friend<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGXRD-R2}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|c.S}}<br />
|}<br />
==== ====<br />
*Strong and fast combo starter<br />
*Used with dash crossups<br />
{{clr|3|c.S}} is Slayer's main tool at close range. 4 active frames makes {{clr|3|c.S}} the ideal meaty for teleport oki. It is also a key component of many combos due to its 5 frame startup and good vertical hitbox that hits Crouching and airborne opponents. <br />
<br />
Keep in mind that nothing gatlings into {{clr|3|c.S}}: you must learn to link into it. Linking {{clr|3|f.S}}, {{clr|2|2K}}, and {{clr|4|2H}} to {{clr|3|c.S}} is crucial to playing Slayer.<br />
<br />
{{clr|3|c.S}} is vulnerable to backdashes in the corner because of its long recovery. If you expect a backdash, delay your {{clr|3|c.S}} or use {{clr|1|6P}}/{{clr|4|6H}}.<br />
<br />
[[GGXRD-R2/Slayer/Frame Data#Gatling Table|Gatling Options:]] {{clr|1|6P}}, {{clr|2|6K}}, {{clr|3|f.S}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
<br />
*{{clr|3|c.S}} > {{clr|2|6K}} - Provides a fairly safe mixup and gives a full combo after {{clr|2|6K}} Counter Hit. Punishes opponents that expect to Instant Block and throw<br />
*{{clr|3|c.S}} > {{clr|3|f.S}} - Beware of reversals.<br />
*{{clr|3|c.S}} > {{clr|3|f.S}} - Primary blockstring at close range. Good for tick throws and adding RISC. However, there is a 2 frame gap on Instant Block.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|f.S}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXRD_Slayer_f.S.png |Your best friend's friend<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGXRD-R2}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|f.S}}<br />
|}<br />
==== ====<br />
*Fast recovery.<br />
*Moves Slayer forward.<br />
*+6 on block leading to solid frametraps.<br />
Mostly used after {{clr|3|c.S}} as a two-hit confirm. <br />
*On ground-hit will link into {{clr|3|c.S}}, {{clr|2|2K}} or {{clr|2|5K}} for a small combo extension, or a full air-combo on air-hit.<br />
<br />
*On block you mainly frametrap by delaying into another {{clr|3|c.S}} if you are close enough, but when futher away you have to use {{clr|2|2K}} or {{clr|2|5K}}, or even P mappa.<br />
<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|5H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXRD_Slayer_5H.png |"Enough playing, then!"<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGXRD-R2}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|5H}}<br />
|}<br />
==== ====<br />
*Decent range<br />
*Great active frames<br />
*Good hitconfirms and pressure.<br />
*Staggers on ground hit; minimum is about 20F on normal hit and 32F on Counter Hit<br />
{{clr|4|5H}} is used to stop people dashing in on Slayer. Good reward on hit and will reach all the way to floor to beat low profile moves. Is fairly slow and extends forward a lot, so best to use this move preemptively and when you have a good read on your opponents approach.<br />
<br />
{{clr|4|5H}} is strong as a pressure tool and has a wide variety of cancels to keep your opponent guessing. Canceling into {{clr|4|5H}} is limited to {{clr|1|5P}}, but as long as your opponent is hesitating to press buttons, you can throw out this move in pressure quite often to see what they will do about it.<br />
<br />
[[GGXRD-R2/Slayer/Frame Data#Gatling Table|Gatling Options:]] {{clr|4|2H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
<br />
</div><br />
</div><br />
<br />
===<big>{{clr|1|2P}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXRD_Slayer_2P.png |Why would you punch like that?<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGXRD-R2}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|2P}}<br />
|}<br />
==== ====<br />
*Good horizontal range<br />
*Slayer's fastest mash option<br />
{{clr|1|2P}} is a very important defensive normal. {{clr|1|2P}} is mostly superior to {{clr|1|5P}} for the ground game since {{clr|1|2P}} hits Crouching characters and has fewer active frames, which grants better frame advantage and faster mashing. {{clr|1|2P}} is also Slayer's fastest normal with frame advantage, which makes it great for tick throws.<br />
<br />
Slayer's {{clr|1|2P}} does not have a good gatling to confirm into {{clr|5|2D}}, which makes his defensive mashing a bit weaker than other characters'. Since it is harder to get knockdown, your aim is to create space, usually mashing {{clr|1|2P}} until you enter a good position for {{clr|2|5K}}.<br />
<br />
[[GGXRD-R2/Slayer/Frame Data#Gatling Table|Gatling Options:]] {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|3|2S}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|2K}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXRD_Slayer_2K.png |So casual<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGXRD-R2}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|2K}}<br />
|}<br />
==== ====<br />
*Slayer's main Low<br />
{{clr|2|2K}} is a good low with fast startup, above average range, and good frame advantage. {{clr|2|2K}} is Slayer's main Low since the other 2 Lows ({{clr|4|2H}}, {{clr|5|2D}}) are usually unsafe and not special cancelable.<br />
<br />
As a poke {{clr|2|2K}} has slightly less range and slightly more limited cancels than {{clr|2|5K}}, but does not have {{clr|2|5K}}'s weakness to low profile moves, and is also one frame faster.<br />
<br />
{{clr|2|2K}} also moves Slayer's hurtbox back more than {{clr|2|5K}}, so at certain spacings it can challenge pokes that {{clr|2|5K}} can't, even when at a frame disadvantage.<br />
<br />
[[GGXRD-R2/Slayer/Frame Data#Gatling Table|Gatling Options:]] {{clr|1|6P}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
<br />
Has reduced pushback, so it's your most reliable option for comboing into a {{clr|5|2D}} knockdown if you're not in range for {{clr|3|c.S}}<br />
<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|2S}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXRD_Slayer_2S.png |Don't even try this at home<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGXRD-R2}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|2S}}<br />
|}<br />
==== ====<br />
*Anti-air with good vertical reach<br />
{{clr|3|2S}} is a solid anti air, with great active frames and incredible vertical reach, hitting your opponent at the peak of their jump.<br />
<br />
You need to be early when anti-airing with this normal, as Slayer stands back up for 5 frames before crouching down again. This means it will often lose to low reaching aerial attacks that are already active above Slayer.<br />
<br />
On hit Slayer often gets good reward.<br />
<br />
[[GGXRD-R2/Slayer/Frame Data#Gatling Table|Gatling Options:]] {{clr|1|6P}}, {{clr|4|2H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|2H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXRD_Slayer_2H.png |Y'know I had to do it to 'em.<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGXRD-R2}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|2H}}<br />
|}<br />
==== ====<br />
*Long range attack that launches the opponent<br />
*Foot invulnerable from frames 5 to 14<br />
*Counter Hit: launches opponent higher, untechable<br />
{{clr|4|2H}} gives Slayer great control of ground space. Though {{clr|4|2H}} has very slow recovery, its massive range makes it difficult or even impossible to punish on reaction. This also means Slayer cannot combo after {{clr|4|2H}} in many cases. Nevertheless, {{clr|4|2H}} can make your opponent think twice about dashing in or mashing Lows on defense.<br />
<br />
While most Lows will not hit Slayer during invulnerable frames, be wary of exceptions like Axl's {{clr|4|2H}} or Chipp's {{clr|5|2D}}.<br />
<br />
*{{clr|4|2H}} > Dead On Time - Dead On Time is the only move with enough speed and range to hit after {{clr|4|2H}} normal hit midscreen.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|1|6P}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXRD_Slayer_6P.png |I'm sorry, was that supposed to hit me?<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGXRD-R2}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|6P}}<br />
|}<br />
==== ====<br />
*Tall hitbox that almost reaches all the way to the floor<br />
*Upperbody invulnerable 1~6<br />
*Above knees invulnerable 7~23<br />
*Normal hit: Wallbounce<br />
*Counter hit: Wallbounce, but also gives additional height and untechable time for combos.<br />
*6P can fail to wallbounce midscreen if the opponent is too close to Slayer.<br />
Slayer's {{clr|1|6P}} is a slow, but versatile low profile move with great counterhit return.<br />
<br />
In neutral it can anti-air late airdash approaches or go under most high hitting pokes in the game. Because of it's slow startup and Slayers feet extending forwards, it will often lose to lows.<br />
<br />
{{clr|1|6P}}'s active frames often catches backdashes in the corner, and the low profile properties can even go under certain reversals when timed correctly.<br />
<br />
{{clr|1|6P}} is also a good frametrap option with many gatlings going into it, but when blocked will have no cancels, and Slayer has to force his turn again to continue pressure.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|6K}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXRD_Slayer_6K.png |A little twirl <br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGXRD-R2}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|6K}}<br />
|}<br />
==== ====<br />
*Overhead that baits throw for Counter Hit<br />
*Airborne from frame 6<br />
*Hold down K to feint, 6[K]<br />
Valuable for hitting High without using Dandy Step or jumping. As of Patch 1.04 Slayer's {{clr|2|6K}} is +5 on most of the cast when they are crouching, allowing him to link a {{clr|3|c.S}} or a {{clr|1|2P}}. Otherwise Slayer can only combo after {{clr|2|6K}} on Counter Hit, during oki, or with Roman Cancel, so {{clr|2|6K}}'s best reward comes from baiting throws or increasing RISC to flashing. Despite this, opponents may be caught off guard by the High and 30 damage adds up.<br />
<br />
{{clr|2|6K}} is slow enough that mashing can beat it in neutral. If your opponent is aware enough to use OS Throw or has a fast {{clr|4|5H}}/{{clr|4|6H}}, it becomes difficult to use {{clr|2|6K}} outside of oki. Some Lows will even beat {{clr|2|6K}}, so do not be surprised if you cannot earn Counter Hits this way.<br />
<br />
On oki, you can time a meaty {{clr|2|6K}} for more frame advantage, it will also be safe against most backdashes. However, using {{clr|2|6K}} this early also makes it more obvious for the opponent to reversal.<br />
<br />
{{clr|2|6K}} feint, written as 6[K], is mainly used to set up a Throw since the opponent will not be put into blockstun. It can also bait opponents trying to Instant Block, Blitz Shield, or Dead Angle. Once the opponent expects a Throw after 6[K] and tries to react with their own Throw, you can start using BDC.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|6H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXRD_Slayer_6H.png |Probably your favorite normal<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGXRD-R2}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|6H}}<br />
|}<br />
==== ====<br />
*Large sweeping kick that catches jumps and backdashes<br />
*Moves Slayer forward<br />
*Hits Crouching but does not hit most low profile moves<br />
*Untechable on air hit<br />
*Counter Hit: Staggers opponent, about 34F minimum, will win many trades.<br />
{{clr|4|6H}} has built in forward movement and long horizontal reach making it a great midscreen poke in many matchups. What {{clr|4|6H}} lacks in speed, it makes up for with great return on hit and fast recovery frames.<br />
<br />
The early part of {{clr|4|6H}} reaches diagonally upwards in the air, and can tag airborne and standing opponents if they are close enough.<br />
The later hit of {{clr|4|6H}} has long horizontal reach and will hit crouching opponents. The later hitbox is +1 on block, so you can collect frameadvantage on crouch or by spacing {{clr|4|6H}} horizontally.<br />
<br />
*Frametrap by canceling into P under pressure for a 2f gap.<br />
*Hit-confirmable into dead on time or mappa.<br />
*Hit-confirm into P pile if you are already in dandy step.<br />
<br />
</div><br />
</div><br />
<br />
===<big>{{clr|5|2D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXRD_Slayer_2D.png |A gentleman's slide<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGXRD-R2}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|2D}}<br />
|}<br />
==== ====<br />
*Combo Ender. Sets up okizeme.<br />
*Sliding sweep attack. Done far enough or meaty enough is un-punishable, and can even be plus on block. Combos off {{clr|3|c.S}}, {{clr|2|5K}} and {{clr|2|2K}} on crouchers.<br />
*Very hard to throw when sliding in on wakeup.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|5|5D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXRD_Slayer_5D.png |Liftoff!<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGXRD-R2}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|5D}}<br />
|}<br />
==== ====<br />
Standard Dust attack. This attack is especially useful mid combo for Slayer.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|1|j.P}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXRD_Slayer_j.P.png |Air combo filler/starter<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGXRD-R2}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.P}}<br />
|}<br />
==== ====<br />
*Slayer's safest air to air normal<br />
*Used a lot with air movement to make Slayer significantly smaller and harder to hit.<br />
jP is the ideal normal for air combat since it recovers much faster than Slayer's other air normals. Often used to fish for random hits and to force the opponent to block.<br />
<br />
Note that jP cannot cancel into double jump. Gatling into jK/S when needed.<br />
<br />
[[GGXRD-R2/Slayer/Frame Data#Gatling Table|Gatling Options:]] jP, jK, {{clr|2|j2K}}, jS, jH, jD<br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|j.K}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXRD_Slayer_j.K.png |A little stretch goes a long way<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGXRD-R2}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.K}}<br />
|}<br />
==== ====<br />
*Fast, with good horizontal and upward reach<br />
Versatile air combo starter that connects after almost any ground starter at any height. Important to use at greater heights when jS or jH cannot reach. <br />
<br />
Note that jK does not have good downward reach. It is possible for IAD jK to whiff on Crouching characters.<br />
<br />
[[GGXRD-R2/Slayer/Frame Data#Gatling Table|Gatling Options:]] jP, {{clr|2|j2K}}, jS, jD<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|j.S}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXRD_Slayer_j.S.png |AHAHAHAHA!!!<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGXRD-R2}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.S}}<br />
|}<br />
==== ====<br />
*Fast and very active.<br />
*Can often cross-up the opponent from IAD.<br />
*j.S is used together with IAD to punish ground normals and to begin pressure if your opponent is stand blocking.<br />
*Is unsafe to abuse as it can often whiff and is one of the easiest air-normals to anti-air.<br />
<br />
For air combos, jS is the ideal starter to use since it combos into jH.<br />
<br />
[[GGXRD-R2/Slayer/Frame Data#Gatling Table|Gatling Options:]] jK, {{clr|2|j2K}}, jH<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|j.H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXRD_Slayer_j.H.png |This is my space<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGXRD-R2}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.H}}<br />
|}<br />
==== ====<br />
*Massive hitbox but slow startup<br />
{{clr|4|j.H}} is incredible for hitting grounded opponents and even beats some anti-airs. However, it cannot cancel into double jump and only gatlings into {{clr|2|j.2K}} and {{clr|5|j.D}}, both of which can be unsafe on block.<br />
<br />
If you start an air combo with {{clr|4|5H}} and you are too far for {{clr|3|j.S}} to hit, you will need to use {{clr|4|j.H}} instead.<br />
<br />
[[GGXRD-R2/Slayer/Frame Data#Gatling Table|Gatling Options:]] {{clr|2|j2K}}, jD<br />
</div><br />
</div><br />
<br />
===<big>{{clr|5|j.D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXRD_Slayer_j.D.png |And stay down!<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGXRD-R2}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.D}}<br />
|}<br />
==== ====<br />
*Fast and good downward reach.<br />
*Knocks down airborne opponents<br />
*Counter Hit: staggers on grounded opponent<br />
In neutral, j.D is mostly used together with IAD to go over ground pokes and can even stuff out some anti airs. From IAD j.D it is mostly comboed into a delayed footloose journey.<br />
<br />
j.D is also the primary way to end air juggles in a knockdown or as a way to extend your combos with j.2K.<br />
<br />
[[GGXRD-R2/Slayer/Frame Data#Gatling Table|Gatling Options:]] {{clr|2|j2K}}<br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|j.2K}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXRD_Slayer_j.2K.png |I'm sorry, did you think this combo was over?<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGXRD-R2}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.2K}}<br />
|}<br />
==== ====<br />
*Mostly used in combos to extend them. Also useful to alter jumping arc and landing time. If YRCed at start-up directs Slayer down, making 9, {{clr|2|j2K}} YRC a small jump.<br />
</div><br />
</div><br />
<br />
==Universal Mechanics==<br />
<br />
===<big>Ground Throw</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXRD_Slayer_GroundThrow.png |The old smoke in the face trick<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGXRD-R2}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|Ground Throw}}<br />
|}<br />
==== ====<br />
*Can be RCed to start a combo<br />
</div><br />
</div><br />
<br />
===<big>Air Throw</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXRD_Slayer_AirThrow.png |Where do you think you're going?<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGXRD-R2}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|Air Throw}}<br />
|}<br />
==== ====<br />
*Solid anti air.<br />
Air throw is in many situations your best and only anti air option for when your opponent is right above you where {{clr|3|2S}} and {{clr|1|5P}} will lose.<br />
Almost always buffer {{clr|4|j.H}} into {{clr|5|j.D}} when going for air throw attempts incase it gets blocked, so you can double jump to escape a punish or cancel into footloose journey if you think you can continue pressure that way.<br />
Can be RRC'ed for follow ups if you are fast enough.<br />
</div><br />
</div><br />
<br />
===<big>Dead Angle Attack</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXRD_Slayer_6P.png |Give their blockstrings the cold shoulder<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGXRD-R2}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|DAA}}<br />
|}<br />
==== ====<br />
*Slow and unsafe on block, but is still a very viable option to get out of pressure.<br />
</div><br />
</div><br />
<br />
===<big>Blitz Attack</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXRD-R_Slayer_BlitzAttack.png |One can never have too many combo starters<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGXRD-R2|version=yes}}<br />
|-<br />
{{AttackVersion|name=Uncharged }}<br />
{{#lst:{{PAGENAME}}/Data|Blitz Attack }}<br />
|-<br />
{{AttackVersion|name=Max Charge}}<br />
{{#lst:{{PAGENAME}}/Data|Blitz Attack Max Charge }}<br />
|}<br />
==== ====<br />
Fully charged blitz is a nice starter for stun combos<br />
</div><br />
</div><br />
<br />
==Special Moves==<br />
<br />
===<big>Mappa Hunch</big>===<br />
<span class="input-badge">'''{{clr|1|236P}}/K'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXRD_Slayer_MappaHunch.png |The working man's Fafnir<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGXRD-R2|version=yes}}<br />
|-<br />
{{AttackVersion|name=P }}<br />
{{#lst:{{PAGENAME}}/Data|236P }}<br />
|-<br />
{{AttackVersion|name=K}}<br />
{{#lst:{{PAGENAME}}/Data|236K }}<br />
|}<br />
==== ====<br />
*Combo Ender<br />
*K Mappa travels a good distance. Great tool for closing in on zoners. <br />
*Also great for catching back dash attempts and if it hits them out of it Slayer can follow up with a {{clr|1|5P}} jump canceled air combo. <br />
*On Ground Counter Hit grants enough Hit Stun for Slayer to follow up with a normal like {{clr|2|2K}} or {{clr|2|5K}}.<br />
*When YRCd it moves Slayer closer to the opponent and is at advantage!<br />
*No longer able to feint.<br />
</div><br />
</div><br />
<br />
===<big>Bloodsucking Universe</big>===<br />
<span class="input-badge">'''{{clr|4|63214H}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXRD_Slayer_BloodsuckingUniverse.png |on hit<br />
GGXRD_Slayer_BloodsuckingUniverse2.png |on whiff<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGXRD-R2}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|63214H}}<br />
|}<br />
==== ====<br />
a.k.a. "Bite". Slayer's command throw. Puts the opponent in a stagger state, which is mashable, but leaves Slayer in an advantageous position where he can try several different followups - {{clr|4|6H}}, {{clr|4|2H}}, IAD, another bite, etc. He also gains a temporary buff to his special moves, making the situation more dangerous.<br />
<br />
Dash bite ({{clr|4|6632147H}}) greatly increases the threat range for this move and is an important part of Slayer's offense. The input is well worth practicing.<br />
<br />
BDC Bite ({{clr|4|6321447H}}) is more difficult to do but is a powerful defensive tool. If done perfectly (hit {{clr|4|7H}} within 1 frame of the dash) it is strike invulnerable all the way until it grabs i.e. a true reversal - but a slightly imperfect BDC Bite will get the job done in most situations also. Used most often on wakeup or after a K Mappa Hunch where the characters recover at the same time and opponent is likely to try to jab you.<br />
<br />
*Grants a buff that causes any special and Overdrive to be a guaranteed counterhit.<br />
**2.1 patch now allows specials to be whiffed while retaining the counterhit buff.<br />
**Buff lasts for 180 frames (3 seconds) on a single bite.<br />
**Buff timer now stacks with itself instead of resetting on a successful rebite. Maximum is 600 frames (10 seconds).<br />
**Buff goes away on block or hit.<br />
*Slayer is healed for 50% of the damage dealt. The healing ignores [[GGXRD-R2/Damage#Guts|guts]], so if Slayer is low on health this can be a significant amount.<br />
*Can be RCed for followup.<br />
*Causes Stagger that the oppenent can mash out of.<br />
*Normally this is used during either a forward or backwards dash cancel.<br />
</div><br />
</div><br />
<br />
===<big>Dandy Step</big>===<br />
<span class="input-badge">'''{{clr|1|214P}}/K'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXRD_Slayer_DandyStep.png |Let's get this party started!<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGXRD-R2|version=yes}}<br />
|-<br />
{{AttackVersion|name=P }}<br />
{{#lst:{{PAGENAME}}/Data|214P }}<br />
|-<br />
{{AttackVersion|name=K}}<br />
{{#lst:{{PAGENAME}}/Data|214K }}<br />
|}<br />
==== ====<br />
*Starting move to many of Slayer's specials.<br />
*Moves Slayer back then forward.<br />
*P Version moves Slayer slightly back and is Strike Invulnerable from frames 1 through 3, followup moves possible after frame 15.<br />
*K version goes farther back and slides MUCH farther forward (about 75% of the screen). Additionally, it is Strike Invulnerable from frames 1 through 6, followup moves possible after frame 27.<br />
*A follow up is not required. You can simply use this for movement.<br />
*Very powerful movement option if YRCd.<br />
<br />
</div><br />
</div><br />
<br />
===<big>Pilebunker</big>===<br />
<span class="input-badge">'''Dandy Step > P'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXRD_Slayer_Pilebunker.png |The reason you play Slayer.<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGXRD-R2|version=yes}}<br />
|-<br />
{{AttackVersion|name=P }}<br />
{{#lst:{{PAGENAME}}/Data|P Dandy P}}<br />
|-<br />
{{AttackVersion|name=K }}<br />
{{#lst:{{PAGENAME}}/Data|K Dandy P}}<br />
|}<br />
==== ====<br />
*Solid damage<br />
* Used for whiff-punishing or fishing for counterhits.<br />
* Unsafe on block.<br />
<br />
Pilebunker will behave differently based on which dandy step you use:<br />
<br />
'''P Dandy step > P'''<br />
* Normal hit: Opponent is sent flying across the screen.<br />
* Counterhit: Wallbounce.<br />
<br />
'''K Dandy step > P'''<br />
* Normal hit: Opponent is sent flying across the screen, but will also wallstick near the corner.<br />
* Counterhit: Ground tumble.<br />
<br />
</div><br />
</div><br />
<br />
===<big>Crosswise Heel</big>===<br />
<span class="input-badge">'''Dandy Step > K'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXRD_Slayer_CrosswiseHeel.png |Let's go for a little ride.<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGXRD-R2}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|Dandy K}}<br />
|}<br />
==== ====<br />
Used as a two-hit anti-air follow up from dandy step.<br />
<br />
'''First hit:''' Slayer low profiles very close to the ground. Automatically goes into the next hit.<br />
<br />
'''Second hit:''' Slayer is airborne and launches the opponent.<br />
*Counterhit-state recovery, which makes this move very unsafe on whiff or block.<br />
*K version has additional untechable time.<br />
</div><br />
</div><br />
<br />
===<big>Under Pressure</big>===<br />
<span class="input-badge">'''Dandy Step > S'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXRD_Slayer_UnderPressure.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGXRD-R2}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|Dandy S}}<br />
|}<br />
==== ====<br />
Used in neutral to build meter and to fish for whiff-punishes.<br />
*Fast and safe on block<br />
*Good hitbox<br />
<br />
Cancel into this during blockstrings to begin/reset pressure. Has follow-up It's late which is an overhead with a 3f gap.<br />
*Instant blocking and throw option selecting will punish the gap between Under pressure and It's late if you use this move inside throw-range.<br />
*You can work around your opponent by being unpredictable with your timing and follow ups, and having good spacing.<br />
<br />
</div><br />
</div><br />
<br />
===<big>It's Late</big>===<br />
<span class="input-badge">'''Under Pressure > S or H'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXRD_Slayer_ItsLate.png |COUNTER!<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGXRD-R2}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|Under Pressure H}}<br />
|}<br />
==== ====<br />
Overhead follow up from Under pressure. Often used as a meaty by first whiffing Under pressure on your opponents wakeup and timing It's late as the first hit. Create mixups with 2K, teleport dashes and throws to open up your opponent.<br />
*Plus on block<br />
*1-19 frame throw invincibility.<br />
*On CH causes a ground bounce leading to monstrous high damage and stun combos.<br />
<br />
</div><br />
</div><br />
<br />
===<big>Helter Skelter</big>===<br />
<span class="input-badge">'''Dandy Step > H'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXRD_Slayer_HelterSkelter.png | You may be a lover but you ain't no dancer<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGXRD-R2}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|Dandy H}}<br />
|}<br />
==== ====<br />
*Dandy step follow up that crosses up the opponent.<br />
*Can be blitzed or blocked on reaction if the opponent expects it.<br />
*Helter Skelter YRC as a meaty will let Slayer block reversals and also apply safe mixups.<br />
*The smoke created from Helter Skelter YRC makes the next mixup hard to see.<br />
</div><br />
</div><br />
<br />
===<big>Footloose Journey</big>===<br />
<span class="input-badge">'''{{clr|2|j.214K}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXRD_Slayer_FootlooseJourney.png | Glide in style<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGXRD-R2}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.214K}}<br />
|}<br />
==== ====<br />
*Multi-hitting air-special.<br />
*Used quickly after an airdash to traverse across the screen horizontally.<br />
*Footloose journey can be used as a combo ender to add extra damage as a round finisher instead of going for a knockdown.<br />
*Can be used as a meterless combo starter near the corner, or as a midscreen knockdown by doing footloose low enough to only land the first hit.<br />
<br />
</div><br />
</div><br />
<br />
===<big>Undertow</big>===<br />
<span class="input-badge">'''{{clr|1|632146P}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXRD_Slayer_Undertow.png |Good news: It's unblockable. Bad news: Your foe will see this coming.<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGXRD-R2}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|632146P}}<br />
|}<br />
==== ====<br />
*A very slow unblockable, though you can cancel into it. Largely a gimmick, but can be used to cash in on downbacking, RISC-loaded opponents.<br />
*A typical setup is to end K Pilebunker slump into Undertow -- it is tight enough to catch mashing, but wont usually catch FD jumps. RC for another corner pile combo and a probable stun.<br />
*Once the opponent is used to the animation, use the generous YRC window and punch them in the face with {{clr|4|5H}}/{{clr|4|6H}} instead, or go for a throw.<br />
<br />
'''Combos'''<br />
<br />
Hard to follow up outside of corner without CH. Even then, probably will require RC. <br />
<br />
70% Initial prorate makes RCing this a less efficient use of meter.<br />
<br />
In the corner:<br />
*Undertow RC K Pilebunker ...<br />
Might be good to push for stun/kill.<br />
*Undertow (CH), Dead on Time RC K Pilebunker ...<br />
Expensive, somewhat tricky to time and confirm, but it's a fair chunk of damage.<br />
*Undertow (RISC CH), {{clr|2|5K}} (RISC CH) > K Pilebunker ...<br />
If the opponent really likes blocking, this is the way to go.<br />
</div><br />
</div><br />
<br />
==Overdrives==<br />
<br />
===<big>Dead on Time</big>===<br />
<span class="input-badge">'''{{clr|3|632146S}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXRD_Slayer_DeadOnTime.png |You're Dead<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGXRD-R2}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|632146S}}<br />
|}<br />
==== ====<br />
*Good range<br />
*7+0f startup, which means your opponent will get hit if they didn't block before the flash.<br />
*Can be used to go through and punish projectiles and careless blockstrings.<br />
*Doesn't have invincibility on startup, but you can BDC first to turn it into a true reversal.<br />
*Burst version of this super is a true reversal regardless of BDC, and does significant amounts of damage.<br />
*Counterhit-state recovery and is very unsafe on block.<br />
<br />
</div><br />
</div><br />
<br />
===<big>Eternal Wings</big>===<br />
<span class="input-badge">'''{{clr|4|236236H}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXRD_Slayer_EternalWings.png |To the Heavens!<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGXRD-R2}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|236236H}}<br />
|}<br />
==== ====<br />
*Fully Invincible from frames 1 through 26.<br />
*Arguably one of the easiest wakeup reversals to perform as Slayer.<br />
*Counterhit-state recovery and is very unsafe on block.<br />
*Great counterhit-starter and combo extender leading to a lot of meter and stun.<br />
<br />
<br />
</div><br />
</div><br />
<br />
===<big>Straight-Down Dandy</big>===<br />
<span class="input-badge">'''{{clr|3|j.214214S}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXRD_Slayer_UpAndCloseDandy.png |Down to Hell!<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGXRD-R2}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.214214S}}<br />
|}<br />
==== ====<br />
*Briefly halts Slayers air movement before shooting straight down, can be used as a last resort divekick to get in.<br />
*Only strike invul during startup, so will lose to airthrow and often trade with late anti airs.<br />
*Consists of two hitboxes: The body-hit and tail-hit.<br />
<br />
<br />
'''Body hit:'''<br />
*Used at the end of air combos to add extra damage before leading to a knockdown.<br />
*Can also be used to extend or start grounded combos.<br />
<br />
<br />
'''Tail-hit:'''<br />
*Huge hitbox, but the hit is behind Slayer.<br />
*On an airborne opponent results in enough untech to continue your air juggle.<br />
*Damage in brackets [] is for the tail-hit of SDD<br />
<br />
<br />
It is possible to sometimes connect with both hits, quickly resulting in big amounts of damage and knockdown.<br />
<br />
<br />
</div><br />
</div><br />
<br />
==[[GGXRD-R2/Offense#Instant Kill|Instant Kill]]==<br />
<br />
===<big>All Dead</big>===<br />
<span class="input-badge">'''in IK mode: {{clr|4|236236H}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGXRD_Slayer_AllDead.png|<br />
GGXRD_Slayer_AllDead2.png | She came without a farthing A babe without a name So much ado 'bout nothing Is what she'd try to say<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGXRD-R2}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|IK}}<br />
|}<br />
==== ====<br />
*[ ] Indicates when match point for you, opponent in Hell Fire state, and you have 50% Tension<br />
*Uses the animation of his {{clr|5|5D}}.<br />
*We know that life is<br />
*A vile, bloodcurdling nightmare<br />
*The silent treatment<br />
</div><br />
</div><br />
<br />
==External References==<br />
==Navigation==<br />
{{#lst:{{PAGENAME}}/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}<br />
{{Navbar-GGXRD-R2}}</div>73.119.87.123https://www.dustloop.com/wiki/index.php?title=GGST/Axl_Low&diff=207355GGST/Axl Low2021-04-16T16:17:15Z<p>73.119.87.123: /* j.P */</p>
<hr />
<div>{{#lst:{{PAGENAME}}/Data|Links}}<br />
{{MFlag}}<br />
======<span style="visibility:hidden;font-size:0">Overview</span>======<br />
{{CharaOverview<br />
| overview =<br />
| lore = A young man from the 20th century with the ability to manipulate time.<br />
<br />
A typical optimist who doesn't take things too seriously and just goes with the flow.<br />
He is compassionate to a fault and could never ignore somebody in trouble.<br />
He despises the very idea of "death" and would never resort to taking a life, no matter the situation.<br />
| summary =, classified as a ''Long Range'' type, is a long range attacker who can take opponents down at a distance.<br />
| pros = * '''Zoning:''' easily the strongest zoning game, with many moves that reach 3/4th or full-screen distance, he can keep the opponent away and puhs them with little risk.<br />
* '''Anti airs:''' - has many moves that can make the opponent stop jumping, especially in midscreen. He also has a dp for deep jumping that can allow for followups with meter.<br />
* ''' Corner game''' - despite him being a very defensive character, once he gets his opponent into the corner, his pressure become intimidating, being able to annoy more with his pokes and get very high damage once he gets his first significant hit.<br />
| cons = * '''Damage:''' has comparativley worse damage output, unless he has meter to spend and the opponent is cornered.<br />
* '''Close range game:''' Has relatively slow buttons and no close range options aside from his DP, meaning once an opponent gets he'll need to play carefully and patiently<br />
| difficulty_rating = 3<br />
| official_difficulty = yes<br />
}}<br />
<br />
==Normal Moves==<br />
===<big>5P</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Axl_Low_5P.png |Put I-No in her place<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|5P}}<br />
|}<br />
==== ====<br />
* Throws the chain at about a 10° angle.<br />
Covers an incredible amount of ground and air space for how fast it is. Singlehandedly shuts down Potemkin as a bonus.<br />
</div><br />
</div><br />
<br />
===<big>5K</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Axl_Low_5K.png |You'll just have to imagine his calves now<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|5K}}<br />
|}<br />
==== ====<br />
* Closest thing Axl has to a jab.<br />
Your go-to abare move. Gatling into 2D to build space and gain a knockdown on hit and cancel that into Rensen on block to start playing Axl.<br />
</div><br />
</div><br />
<br />
===<big>c.S</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Axl_Low_c.S.png |Different animation, largely unchanged beyond that<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|c.S}}<br />
|}<br />
==== ====<br />
* Combo and pressure filler.<br />
</div><br />
</div><br />
<br />
===<big>f.S</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Axl_Low_f.S.png |Now with a 2H gatling!<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|f.S}}<br />
|}<br />
==== ====<br />
* Excellent midrange poke.<br />
Even though it doesn't extend as far as some of Axl's other pokes, it covers a space that his other normals are too slow to cover. Also excellent as a whiff punish button.<br />
</div><br />
</div><br />
<br />
===<big>5H</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Axl_Low_5H.png |Don't try this at home kids<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|5H}}<br />
|}<br />
==== ====<br />
*Downward sickle slice with decent range. Ground bounces on air hit.<br />
</div><br />
</div><br />
<br />
===<big>5D</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Axl_Low_5D.png |Charged version works great with time stop installed when the opponent is too scared to challenge<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|5D}}<br />
|}<br />
==== ====<br />
* Results in a cinematic if charged or CH.<br />
* Uncharged 5D is 0 on hit.<br />
One of Axl's two overheads.<br />
</div><br />
</div><br />
<br />
===<big>6P</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Axl_Low_6P.png |The happiest gut punch you'll ever see<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|6P}}<br />
|}<br />
==== ====<br />
* Axl's up-close anti-air.<br />
Axl performs a gut punch. Useful as a counterpoke to go through other long pokes due to its invulnerability. <br />
</div><br />
</div><br />
<br />
===<big>6K</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Axl_Low_6K.png |Who said Strive lacked anti airs?<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|6K}}<br />
|}<br />
==== ====<br />
*<br />
</div><br />
</div><br />
<br />
===<big>6H</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Axl_Low_6H.png |Not plus anymore, but still a great meaty<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|6H}}<br />
|}<br />
==== ====<br />
* Advances very far forward.<br />
Axl's other overhead.<br />
</div><br />
</div><br />
<br />
===<big>2P</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Axl_Low_2P.png |Annoy them to death<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|2P}}<br />
|}<br />
==== ====<br />
*<br />
</div><br />
</div><br />
<br />
===<big>2K</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Axl_Low_2K.png |Yes, it still low profiles stun edge<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|2K}}<br />
|}<br />
==== ====<br />
*<br />
</div><br />
</div><br />
<br />
===<big>2S</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Axl_Low_2S.png |This man holds 90% of Strive's anti airs <br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|2S}}<br />
|}<br />
==== ====<br />
*<br />
</div><br />
</div><br />
<br />
===<big>2H</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Axl_Low_2H.png |Lost the 6H gatling, kept the special gatling<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|2H}}<br />
|}<br />
==== ====<br />
*<br />
</div><br />
</div><br />
<br />
===<big>2D</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Axl_Low_2D.png |COUNTERHIT OF A GOD<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|2D}}<br />
|}<br />
==== ====<br />
*<br />
</div><br />
</div><br />
<br />
===<big>j.P</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Axl_Low_j.P.png | Axl mains worldwide [cried/rejoiced] when they saw the hurtbox<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.P}}<br />
|}<br />
==== ====<br />
*<br />
</div><br />
</div><br />
<br />
===<big>j.K</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Axl_Low_j.K.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.K}}<br />
|}<br />
==== ====<br />
*<br />
</div><br />
</div><br />
<br />
===<big>j.S</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Axl_Low_j.S.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.S}}<br />
|}<br />
==== ====<br />
*<br />
</div><br />
</div><br />
<br />
===<big>j.H</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Axl_Low_j.H.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.H}}<br />
|}<br />
==== ====<br />
*<br />
</div><br />
</div><br />
<br />
===<big>j.D</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Axl_Low_j.D.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.D}}<br />
|}<br />
==== ====<br />
*<br />
</div><br />
</div><br />
<br />
==Universal Mechanics==<br />
<br />
===<big>Ground Throw</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Axl_Low_Ground Throw.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|Ground Throw}}<br />
|}<br />
==== ====<br />
*<br />
</div><br />
</div><br />
<br />
===<big>Air Throw</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Axl_Low_Air Throw.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|Air Throw}}<br />
|}<br />
==== ====<br />
*<br />
</div><br />
</div><br />
<br />
==Special Moves==<br />
<br />
===<big>Sickle Flash</big>===<br />
<span class="input-badge">'''[4]6S'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Axl_Low_Sickle_Flash.png|Ol' Reliable<br />
GGST_Axl_Low_Soaring_Chain_Strike.png|Unreliable<br />
GGST_Axl_Low_Spinning_Chain_Strike.png|I'm a helicopter!<br />
GGST_Axl_Low_Winter_Cherry.png|{insert Megumin joke here}<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST|version=yes}}<br />
|-<br />
{{AttackVersion|name=Sickle Flash}}<br />
{{#lst:{{PAGENAME}}/Data|[4]6S}}<br />
|-<br />
{{AttackVersion|name=Soaring Chain Strike|subtitle=Sickle Flash -> 8}}<br />
{{#lst:{{PAGENAME}}/Data|[4]6S 8}}<br />
|-<br />
{{AttackVersion|name=Spinning Chain Strike|subtitle=Sickle Flash -> 2 (Hold OK)}}<br />
{{#lst:{{PAGENAME}}/Data|[4]6S 2}}<br />
|-<br />
{{AttackVersion|name=Winter Cherry|subtitle=Sickle Flash -> S}}<br />
{{#lst:{{PAGENAME}}/Data|[4]6S S}}<br />
|}<br />
==== ====<br />
* Axl's longest range poke and your best friend.<br />
Full-screen chain strike projectile. Axl's signature move.<br />
----<br />
* Sends the opponent towards you, even on block.<br />
Pulls back the chain in a upward arc. Mostly used to catch the opponent when they jump over Sickle Flash.<br />
----<br />
*Vacuums the opponent no matter what.<br />
*Can be held for more hits.<br />
Sickle Flash's close-range option. Leaves Axl quite open at a distance. Excellent for chewing through armor like Potemkin's Hammerfall.<br />
----<br />
* Detonates the sickle.<br />
The sickle will only detonate at the maximum range of the move. If it is used anywhere other than fullscreen, it will likely whiff. <br />
</div><br />
</div><br />
<br />
===<big>Winter Mantis</big>===<br />
<span class="input-badge">'''41236HS'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Axl_Low_Winter_Mantisr.png |Loosely based on the Preying Mantis' usual hunting technique- The Clothesline. <br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|41236H}}<br />
|}<br />
==== ====<br />
* Axl's command grab.<br />
* Slow but starts from the opposing corner.<br />
Full-screen command grab with excellent damage. The command grab is active only during the pullback, meaning the startup goes from okay at long-range to horrendous at close range. At point blank range, Axl will perform a grounded Axl Bomber instead allowing him to combo after without the use of RC.<br />
</div><br />
</div><br />
<br />
===<big>Rainwater</big>===<br />
<span class="input-badge">'''214S'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Axl_Low_Rainwater.png |Weatherman's calling for pain<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|214S}}<br />
|}<br />
==== ====<br />
* Moves Axl backwards while being difficult to punish.<br />
* Great roundstart option.<br />
Axl jumps backwards and swings his sickle in a downward arc.<br />
</div><br />
</div><br />
<br />
===<big>Snail</big>===<br />
<span class="input-badge">'''214HS (Air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Axl_Low_Snail.png | Your new favorite ender<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST|version=yes}}<br />
|-<br />
{{AttackVersion|name=Ground}}<br />
{{#lst:{{PAGENAME}}/Data|214H}}<br />
|-<br />
{{AttackVersion|name=Air}}<br />
{{#lst:{{PAGENAME}}/Data|j.214H}}<br />
|}<br />
==== ====<br />
* Has a deadzone in front of Axl.<br />
* Air version have a longer range.<br />
Axl does a mid-ranged chain strike in a upward arc for the ground version, and downward arc for the air version.<br />
</div><br />
</div><br />
<br />
===<big>Axl Bomber</big>===<br />
<span class="input-badge">'''j.623HS'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Axl_Low_Axl Bomber.png |Turn your opponent into a twitter clip<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.623H}}<br />
|}<br />
==== ====<br />
* Air only, not a reversal.<br />
* Combo filler.<br />
Upward flaming uppercut that can't be used grounded.<br />
</div><br />
</div><br />
<br />
==Overdrives==<br />
<br />
===<big>Sickle Storm</big>===<br />
<span class="input-badge">''' 236236H'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Axl_Low_Sickle_Storm.png |Whiff the first hit and hope they don't know about the second.<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|236236H}}<br />
|}<br />
==== ====<br />
Spins his sickle chain around him in a circle, then throws it forward.<br />
</div><br />
</div><br />
<br />
===<big>One Vision</big>===<br />
<span class="input-badge">''' 632146P'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Axl_Low_One_Vision_Installation.png |Oh? You're approaching me?<br />
GGST_Axl_Low_One_Vision_Activation.png | STAR PLATINUM - ZA WARUDO<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST|version=yes}}<br />
|-<br />
{{AttackVersion|name=Installation}}<br />
{{#lst:{{PAGENAME}}/Data|632146P}}<br />
|-<br />
{{AttackVersion|name=Activation|subtitle=632146P after installing}}<br />
{{#lst:{{PAGENAME}}/Data|632146P2}}<br />
|}<br />
==== ====<br />
When you first input the command, Axl Low will do a little pose, activating the install, indicated by a glow. This process can only be done on the ground. <br />
<br />
Inputting the command again anytime after that will activate an about-2-second timestop. The activation be done both on the ground and the air. He can activate it during normals, specials or in neutral.<br />
</div><br />
</div><br />
<br />
==External References==<br />
==Navigation==<br />
{{#lst:{{PAGENAME}}/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}<br />
{{Navbar-GGST}}</div>73.119.87.123https://www.dustloop.com/wiki/index.php?title=BBTag/Hazama&diff=200066BBTag/Hazama2021-03-11T12:57:19Z<p>73.119.87.123: /* Devouring Fang - Zaniega */</p>
<hr />
<div>{{InvisibleHeader}}{{NavTabs|game=BBTag|chara=Hazama}}<br />
======<span style="visibility:hidden;font-size:0">Overview</span>======<br />
{{CharaOverview<br />
|overview= Hazama uses his Ouroboros chains to zip across the stage, either to approach his opponent or to run away. Once in, he can use his stance-mixups or his command grab to open them up and start in on any one of his myriad combo routes that lead into a j.214A ender, which places him in a great position to start everything over again.<br />
<br />
At close range, Hazama is notably lacking. Although his tools are all decently fast, they barely cover any space. The ones that do, i.e. 2C and his 214s, all need resources to get damage off of. Due to this, its best to try to avoid close range footsies without some serious mind game trickery up your sleeve.<br />
<br />
In general, with Hazama, you want to slip in, sneak in a hit, do some damage, then slip out. But if it allows you to maintain some scary pressure, then by all means keep staying in to confuse your foes even further.<br />
|lore= Hazama is a captain of the Novus Orbis Librarium's (NOL) Intelligence Department and one of the first antagonists of the series. In reality, he is an artificial human created as a host for the soul of Yuuki Terumi, a former member of the Six Heroes and the creator of the Azure Grimoire and, by extension, the Black Beast. Although Hazama usually retains a calm and charming demeanor, this is simply a mask with which he hides his selfish and manipulative personality that lurks underneath. At the end of BlazBlue: Chrono Phantasma, he and Terumi become separate, and he gains his own will. During the events of Central Fiction, he puts his manipulation skills he picked up from his time as Terumi's host in order to pursue his own mysterious agenda.<br />
|quote= This is getting a little bothersome. Can I leave the rest of the work to you?<br />
|summary= <br />
|pros=<br />
* Lots of effective smart combo routes that deal damage and build meter.<br />
* His B normals give him a large amount of range, being essentially the same as his D moves.<br />
* Amazing Reversal Action.<br />
* 236B+C is incredibly threatening.<br />
* Solid mixup options supplemented by his special moves.<br />
|cons=<br />
* Embarrassingly small footsies range, requiring him to close the gap often.<br />
* Awkward mobility options limit his approaches severely.<br />
* No drive chain that deals with air approaches.<br />
* Being predictable in your approaches can easily get yourself anti-aired.<br />
* Needs either meter or partner to convert his stance specials.<br />
* Embarrassingly short true blockstrings without assist.<br />
|unique_mechanic1_name= Drive: Ouroboros<br />
|unique_mechanic1=<br />
Named after a snake that eats its own tail, Hazama's Drive is manifested as a stretching chain in the shape of a snake. He can cover many different angles and distances by shooting a chain. You can cancel the chain to catapult launch Hazama in that direction to quickly turn a stray hit into a full combo.<br />
<br />
# Hazama's chains are mapped to his B buttons. <br />
# Can only use 1 chain per jump. <br />
# Press B a second time to launch Hazama, press B a third time to do a long range kick.<br />
}}<br />
<br />
==Normal Moves==<br />
<br />
===<big>4A</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Hazama_4A.png |Jesus Knee<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|4A}}<br />
|}<br />
==== ====<br />
* 5B from Blazblue.<br />
* Cancels forward momentum, meaning no sliding knee.<br /><br />
* NOT A JAB.<br /><br />
* Classic poke. <br /><br />
<br />
<br />
Lost a lot of its stagger pressure potential due to losing the slide. Still, it's a good backup for if 5A won't hit due to speed or range. Plus on block.<br />
</div><br />
</div><br />
<br />
===<big>5A</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Hazama_5A.png |Whiff this in neutral if you feel like dying.<br />
BBTag_Hazama_5AA.png |Flick that arm.<br />
BBTag_Hazama_5AAA.png |Venom Sword/Jabaki<br />
BBTag_Hazama_5AAAA.png |Swing!<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=5A}}<br />
{{#lst:{{PAGENAME}}/Data|5A}}<br />
|-<br />
{{AttackVersion|name=5AA}}<br />
{{#lst:{{PAGENAME}}/Data|5AA}}<br />
|-<br />
{{AttackVersion|name=5AAA}}<br />
{{#lst:{{PAGENAME}}/Data|5AAA}}<br />
|-<br />
{{AttackVersion|name=5AAAA}}<br />
{{#lst:{{PAGENAME}}/Data|5AAAA}}<br />
|}<br />
==== ====<br />
* Short range normal, very high damage combo starter. <br />
* Special cancel-able on hit.<br />
<br />
5A has short horizontal range and a long recovery, but is still a great button to have. It has the lowest P2 in Hazama's entire moveset besides 2C, making it his strongest combo starter in terms of damage reward. On hit you can continue smart comboing, or use 2C > Houtenjin to create tons of damage.<br />
<br />
Also, this is not your poke. NOT YOUR POKE. '''NOT YOUR POKE.'''<br />
----<br />
* 5AA is special cancel-able on hit<br />
----<br />
* 5AAA is special cancel-able on hit.<br />
<br />
On ground hit it does nothing special, but if hit in airborne the opponent will go sliding, leaving them untechable for a long time and allows you to follow up by 5B. Mostly you will do 5AAA > 5BBB > reland or JC, or just do Mizuchi to end the combo.<br />
----<br />
* 5AAAA launches on hit.<br />
* Very unsafe on block.<br />
* Whiffs on smaller airborne opponents midscreen if you hit with the tip of 5AAA.<br />
<br />
Only useful if you're trying to get the Cross Raid 1.5k or change characters, or you just want to be punishable.<br />
</div><br />
</div><br />
<br />
===<big>5B</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Hazama_5B.png |Striking Coil!<br />
BBTag_Hazama_DFollowup.png |I sure do hope I don't get anti-aired...<br />
BBTag_Hazama_Old_jB.png |Still technically j5B...<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=5B}}<br />
{{#lst:{{PAGENAME}}/Data|5B}}<br />
|-<br />
{{AttackVersion|name=5BB}}<br />
{{#lst:{{PAGENAME}}/Data|5BB}}<br />
|-<br />
{{AttackVersion|name=5BBB}}<br />
{{#lst:{{PAGENAME}}/Data|5BBB}}<br />
|}<br />
==== ====<br />
* Hazama throws out his chain as a projectile.<br />
* Pressing B again at any point will have Haz pull himself in to wherever the chain currently is.<br />
* Press B a third time to do a followup kick<br />
* Special cancel-able on hit or block.<br />
<br />
Chains in BBTAG lack the deadzone of chains from other Blazblue games, making them excellent combo tools at any range.<br />
<br />
The followup attack is mainly used as combo filler, but can be used as a VERY situational air-to-air due to its horizontal range. Can also be used to bait out anti-airs or DP's if you time it correctly and block as soon as you land.<br />
</div><br />
</div><br />
===<big>5C</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Hazama_5C.png | Drop a snake on their heads.<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|5C}}<br />
|}<br />
==== ====<br />
* Uses Hazama's Crush Trigger animation.<br />
<br />
Standard Crash overhead. Good vertical range and deceptively fast despite its short horizontal range.<br />
</div><br />
</div><br />
===<big>2A</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Hazama_2A.png | Hazama still has classy legs<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|2A}}<br />
|}<br />
==== ====<br />
* Hazama's 2B from BB.<br />
* Not incredibly fast, but makes up for its speed with its range.<br />
* Fast low.<br />
<br />
Depending on spacing, it may be better to use this instead of 2C, as it allows you to cancel into 5A for a full combo.<br />
</div><br />
</div><br />
===<big>2B</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Hazama_2B.png |Shing!<br />
BBTag_Hazama_2BB.png |WRYYYY<br />
BBTag_Hazama_DFollowup.png |Going up!<br />
BBTag_Hazama_Old_jB.png |Stick a leg out.<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=2B}}<br />
{{#lst:{{PAGENAME}}/Data|2B}}<br />
|-<br />
{{AttackVersion|name=2BB}}<br />
{{#lst:{{PAGENAME}}/Data|2BB}}<br />
|-<br />
{{AttackVersion|name=2BBB}}<br />
{{#lst:{{PAGENAME}}/Data|2BBB}}<br />
|-<br />
{{AttackVersion|name=2BBBB}}<br />
{{#lst:{{PAGENAME}}/Data|5BBB}}<br />
|}<br />
==== ====<br />
* 2B launches on hit.<br />
* May or may not be an anti-air.<br />
<br />
Because your only upward moving chain is tied to using this move first, expect to use this a lot when starting air combos.<br />
----<br />
* 2BB is special cancel-able on hit or block.<br />
<br />
Throws a chain at a 65 degree angle. This may actually whiff on your opponent depending on the spacing when 2B hit. <br />
----<br />
* 2BBB pulls Hazama in to the chain.<br />
* Cannot act immediately after pulling yourself in.<br />
<br />
This will almost always pull you close enough to continue your combo.<br />
----<br />
* 2BBBB is jump cancel-able on hit.<br />
<br />
You may need to delay this button depending on both spacing and what kind of combo you're attempting.<br />
</div><br />
</div><br />
===<big>2C</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Hazama_2C.png | Just... Just use 3C...no other option.<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|2C}}<br />
|}<br />
==== ====<br />
* Hazama's 3C from BlazBlue.<br />
* I know you're still inputting it as 3C.<br />
* All around one of Hazama's best pokes.<br />
* Hits low.<br />
* Special cancel-able on hit or block.<br />
* Use this to combo into falling/devouring fang.<br />
<br />
Excellent range makes this a very important tool in Hazama's neutral game. Use this to harass opponents who think they're at a safe distance. However since Jabaki(Venom sword) is no longer a special move, using it at a far range could be dangerous. <br /><br />
<br />
</div><br />
</div><br />
===<big>j.A</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Hazama_jA.png | from CCCCC to AAAAA.....<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=j.A}}<br />
{{#lst:{{PAGENAME}}/Data|j.A}}<br />
|-<br />
{{AttackVersion|name=j.A}}<br />
{{#lst:{{PAGENAME}}/Data|j.AA}}<br />
|-<br />
{{AttackVersion|name=j.AAA}}<br />
{{#lst:{{PAGENAME}}/Data|j.AAA}}<br />
|-<br />
{{AttackVersion|name=j.AAAA}}<br />
{{#lst:{{PAGENAME}}/Data|j.AAAA}}<br />
|-<br />
{{AttackVersion|name=j.AAAAA}}<br />
{{#lst:{{PAGENAME}}/Data|j.AAAAA}}<br />
|}<br />
==== ====<br />
* Hazama's j.(C) x5 from the BB games.<br />
* Can be held to get all five hits.<br />
<br />
Combo filler, jump-in, or situational air-to-air. Hazama's only really accessible air normal.<br />
Note that all hits are high.<br />
</div><br />
</div><br />
===<big>j.B</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Hazama_jB.png |Who needs 5B?<br />
BBTag_Hazama_DFollowup.png |Hope they're not anti-airing...<br />
BBTag_Hazama_Old_jB.png |Boot to the head.<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=j.B}}<br />
{{#lst:{{PAGENAME}}/Data|j.B}}<br />
|-<br />
{{AttackVersion|name=j.BB}}<br />
{{#lst:{{PAGENAME}}/Data|j.BB}}<br />
|-<br />
{{AttackVersion|name=j.BBB}}<br />
{{#lst:{{PAGENAME}}/Data|5BBB}}<br />
|}<br />
==== ====<br />
* j.B comes out at a great angle.<br />
* Can be used to pick an opponent up after Hungry Coils.<br />
* Can OTG.<br />
<br />
Super aggressive angle makes this chain a great harassment tool, though lack of ability to cancel this chain means you're vulnerable when using it. Cover yourself with an assist if you can.<br /><br />
Pressing B immediately after the chain comes out will send you flying across the screen at a very slight upwards angle.<br />
----<br />
* j.BB pulls Hazama in to the chain.<br />
* Cannot act immediately after pulling yourself in.<br />
<br />
The follow up of the chain. Do note that the next follow up(jBBB) will NOT come out after a period of time(12F). Also due to the lack of other possible follow-ups, using this move too much could be predictable and will be easily anti-air'd. <br />
----<br />
* j.BBB is jump cancel-able on hit.<br />
<br />
Standard combo filler. One thing to note is that this move has some landing recovery when simply chaining in has none at all, so if you want to bait anti-airs, don't use this move as you get close to the ground.<br />
</div><br />
</div><br />
===<big>j.C</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCS_Hazama_j2C.png | Slicin' them up from above<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.C}}<br />
|}<br />
==== ====<br />
* Hazama's j.2C from BlazBlue.<br />
* I know you're still inputting it as j.2C.<br />
<br />
As of 2.0, the old j.2C replaces the Jameijin(which became a special move) and preserves basically all nice properties in CF. Useful as a cross-up tool, and can fastly put you on the ground after chains, which is useful to bait anti-airs.<br />
</div><br />
</div><br />
===<big>j.2B</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Hazama_j2B.png | Down below?<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.2B}}<br />
|}<br />
==== ====<br />
* Hazama's j4D from the old BB games.<br />
* For when the opponent is to close for j5B.<br />
<br />
If the opponent is close enough for this to hit, they're probably close enough to punish you for using this if you miss, so use with caution.<br /><br />
Pressing B immediately after the chain comes out will send Haz across the screen starting at a more or less horizontal angle. Also called a "super air dash."<br />
<br />
As of 1.50, the "super air dash" has been significantly slowed down. Don't rely on this too often. Instead, wait longer and press the B button. You'll fall down much faster and are in a position to use moves such as DP, 4A, or throw. Can be used to bait anti-airs if done this way.<br />
</div><br />
</div><br style="clear:both;"/><br />
<br />
==Universal Mechanics==<br />
===<big>Ground Throw</big>===<br />
<span class="input-badge">'''5B+C'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Hazama_GroundThrow.png | Send them flying or send them bouncing.<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|BC}}<br />
|}<br />
==== ====<br />
* Forward throw launches the opponent vertically into the air.<br />
* Back throw side switches and wall bounces the opponent.<br />
<br />
Detailed description of the usefulness of the move go here<br />
</div><br />
</div><br />
===<big>Rising Fang - Gashoukyaku</big>===<br />
<span class="input-badge">'''5A+D'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Hazama_Gashoukyaku.png | No longer whiffs on crouching and low attacks. Hurray! <br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|AD}}<br />
|}<br />
==== ====<br />
<br />
* Can be done after Jagai or Jasetsu, i.e. after the first hit of 214A or 236A, or while holding 214B or 236B.<br />
* If timed incorrectly, simply pressing D after 214A or 236A for an active switch/cross combo could accidentally get this move, even if A is released long beforehand.<br />
<br />
Hazama's DP. Comes out very fast and slightly pushes Hazama backwards, but the recovery for it is a bit on the slow side and it horizontal range is a bit lacking so try to not whiff or have it blocked.<br />
<br />
Due to how Hazama's meterless special moves (notably the A versions) are the most useful to active switch out of, be sure you time active switching correctly or else you will get this move accidentally.<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Skills==<br />
===<big>Falling Fang - Ressenga</big>===<br />
<span class="input-badge">'''236A/B'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Hazama_Jagai.png | add a mixup<br />
BBTag_Hazama_Ressenga.png |or just outright bop their heads.<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=A}}<br />
{{#lst:{{PAGENAME}}/Data|236A}}<br />
|-<br />
{{AttackVersion|name=B}}<br />
{{#lst:{{PAGENAME}}/Data|236B}}<br />
|}<br />
==== ====<br />
* A does Jagai-Ressenga<br />
* A can be held to delay the attack, which gives the charged version of Ressenga.<br />
<br />
As of 1.50, the charged version of the move should reflect the B version. However, if you do the charged version by holding A all the way, you get the pre-1.50 version of 236B instead despite getting the same visual effects. This means it can only link into houtenjin. <br />
----<br />
* B does Ressenga Raw<br />
* B can be held to delay Ressenga<br />
<br />
A fairly good overhead. However, using this move sticks him in place for 27 frames, and he is in a counter hit state the entire time, so attempts to use this when being approached will cause you to eat a healthy punish. Follow-ups can also be avoided by jumping back and barrier blocking if you get predictable.<br />
<br />
Use partner skills or Houtenjin to follow-up. The timing for Houtenjin is strict (~4F), so practice is definitely needed.<br />
<br />
As of 1.50, this version of the move links fairly easily into 5A, though the link is tight if you dash beforehand. Useful in okizeme or active switch mixups.<br />
</div><br />
</div><br />
===<big>Devouring Fang - Zaniega</big>===<br />
<span class="input-badge">'''214A/B'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Hazama_Jagai.png | add some sprinkles<br />
BBTag_Hazama_Zaneiga.png |just scoop the ice cream instead<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=A}}<br />
{{#lst:{{PAGENAME}}/Data|214A}}<br />
|-<br />
{{AttackVersion|name=B}}<br />
{{#lst:{{PAGENAME}}/Data|214B}}<br />
|}<br />
==== ====<br />
* A does Jagai-Zaneiga<br />
* A can be held to delay the attack.<br />
* This move is your friend in combos.<br />
<br />
As of 1.50, the charged version of the move should reflect the B version. However, if you do the charged version by holding A all the way, you get the pre-1.50 version of 214B instead despite getting the same visual effects. This means it can only link into houtenjin. <br />
----<br />
* B does Zaneiga Raw<br />
* B can be held to delay Zaneiga<br />
<br />
Same as Ressenga, using this move sticks him in place for 22 frames, and he is in a counter hit state the entire time, so attempts to use this when being approached will cause you to eat a healthy punish. Follow-ups can also be avoided by jumping back and barrier blocking if you get predictable.<br />
<br />
As of patch 1.50, you can link into 5A and continue the combo fairly easily. It's so plus on hit that after you CC Active Switch, you can link this version into 4P.<br />
<br />
</div><br />
</div><br />
<br />
===<big>Shadow Serpent/Jameijin</big>===<br />
<span class="input-badge">'''j.214A'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Hazama_ShadowSerpent.png | JAAAMEIJIN~<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.214A}}<br />
|}<br />
==== ====<br />
* Hazama's Shadow Serpent (Jameijin) from Centralfiction.<br />
<br />
* On whiff, the recovery is cancelable into forward dash, normals, and specials.<br />
<br />
* Stops all horizontal momentum and causes Hazama to fall quickly to the ground.<br />
<br />
As of 2.0, since the move become a special move, you can now cancel your chain or your momentum(especially 5BB) into this move (just like CF) and make a fast drop to do many things, including (but not limited to) baiting a Reversal Action and anti-airs, mix-up feints, and a lot of things. As in CF, you should never use this to hit an opponent who is below you from on high, as Hazama's leg has a massive hurtbox attached to it, meaning it can be countered by many attacks from the opponent.<br />
<br />
If you hear "I take Shadow Serpent!" repeated a few times, run.<br />
</div><br />
</div><br />
<br />
===<big>Flying Sickle Thrust/Hirentotsu</big>===<br />
<span class="input-badge">'''j.214B'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Hazama_FlyingSickleThrust.png | BBCS loops are back, yay<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.214B}}<br />
|}<br />
==== ====<br />
* Hazama's Flying Sickle Thrust/Hirentotsu from BBCS/BBCP.<br />
* Does hard knockdown on hit, your air combo ender.<br />
<br />
Hazama's standard air combo ender. Use this to get oki off of any aerial moves you may hit-confirm.<br />
<br />
Note that this move can be Tiger Knee'd (2147B or (8/9)214B) a staple combo component in the corner, to recreate the famous 'Hirentotsu loop' in BBCSEX (or 'TK loop').<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Extra Skills==<br />
===<big>Hungry Coils - Jakou</big>===<br />
<span class="input-badge">'''236C'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Hazama_Jakou.png | send em back to the corner<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|236C}}<br />
|}<br />
==== ====<br />
* Wallbounces anywhere.<br />
* Side swaps on hit.<br />
* Large invincible frames during the catching move.<br />
* Opponent is locked out of burst on successful hit<br />
<br />
Can be used against opponent approaching in air. Can also be linked up by j.B>j.BB or canceled into 214+BC as a few examples.<br />
</div><br />
</div><br />
===<big>Bloody Fang - Gasaishou</big>===<br />
<span class="input-badge">'''214C'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Hazama_Gasaishou.png | GOTCHA 2: The Sequel<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|214C}}<br />
|}<br />
==== ====<br />
* Hazama advances towards the opponent and performs a command grab that leaves them in a stun state. If close, he performs the command grab automatically without advancing. <br /><br />
* Has grab invul against all grabs during startup, even moves such as Tager's GETB.<br />
* Has no actual damage if it connects.<br />
* Costs 1 bar of meter.<br />
*whiffing this shit will be the last mistake you make.<br />
<br />
<br />
As of BBTAG 1.50, the damage scaling has been tweaked so you can get some decent damage routes from the command grab. The fast startup can easily catch your opponent off guard, but beware of its short range.<br />
<br />
Links into 5C, making this move akin in damage to a standard non-super command grab. Useful for preventing bursts.<br />
<br />
In 2.0, this command grab when linked into extra assault deals around 6.27k unburstable damage.<br />
</div><br />
</div><br />
<br />
===<big>EX Flying Sickle Thrust</big>===<br />
<span class="input-badge">'''j.214C'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Hazama_FlyingSickleThrust.png | NOT AN OVERHEAD. REPEAT. NOT. AN. OVERHEAD.<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.214C}}<br />
|}<br />
==== ====<br />
A more damaging and more versatile version of j.214B. On hit, you can cancel into chains(especially j.2B) to continue comboing.<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Partner Skills==<br />
<br />
===<big>5P</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Hazama_5P.png | Mini Houtenjin<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|5P}}<br />
|}<br />
==== ====<br />
* Launches opponents on hit.<br />
<br />
Hazama performs the non-super version of Jayoku Houtenjin. Has some good range due to Hazama moving forward and will sometimes catch people at a reasonable height.<br />
</div><br />
</div><br />
===<big>4P</big>===<br />
<span class="input-badge">'''Vengeful Viper > Rising Fang'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Hazama_Jagai.png |hit<br />
BBTag_Hazama_Gashoukyaku.png |and launch<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|4P }}<br />
|}<br />
==== ====<br />
* Launches the opponent into the air on the 2nd hit<br />
* 2nd hit is untechable until the opponent touches the ground.<br />
* You can pop cross combo and then use his 6P if the second hit connects.<br />
<br />
Good pressure assist upclose and combo extender in corner. May be used to stop air approaches in a pinch thanks to the 2nd hit having a good vertical hitbox.<br />
<br />
</div><br />
</div><br />
===<big>6P</big>===<br />
<span class="input-badge">'''Hungry Coils - Jakou'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Hazama_Jakou.png | Drag them back for more pain.<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|6P}}<br />
|}<br />
==== ====<br />
<br />
* Wallbounces and side swaps on hit.<br />
* Doesn't track, but very generous hitbox.<br />
<br />
Only really useful during an air combo or after a launcher (or as a very situation anti air.)<br /><br />
<br />
If you REALLY need damage at the end of your combo, this move gives you plenty of time to pop Cross Combo and then immediately go for Eternal Coils, enabling you to get the enhanced super.<br />
<br />
<br />
</div><br />
</div><br style="clear:both;"/><br />
<br />
==Distortion Skills==<br />
<br />
===<big>Serpent's Infernal Rapture - Jayoku Houtenjin</big>===<br />
<span class="input-badge">'''236B+C'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Hazama_JayokuHoutenjin.png |UP FUCKING HEAVY KICK<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|236BC}}<br />
|}<br />
==== ====<br />
Serpent's Infernal Rapture, a.k.a Jayoku Houtenjin, is why Hazama is so scary once he gets 2 bar. Even the simplest midscreen combo you follow-up with after this will net you at least 8k damage. This super is best done after a normal or two because of the remarkably low P1. Most commonly, you'll see the following normals or chains of normals leading into this super: 5A, 5AA, 5A > 2C, JBBB, or any throw. <br />
<br />
Usually, if your partner is still alive, then you should use partner skill instead of Jayoku if the damage has prorated too much.<br />
----<br />
Deals even more damage in Resonance Blaze while still having low P1. Confirming off from 5AA>2C>236+BC in corner and ending it with 2C>214+BC, as an example, nets you with at least 10k damage.<br />
<br />
If you have enough bars, then at the end of the combo, you can do (2C > (some special) > Jayoku)*n > Mizuchi, creating a Hazama Airline, which will only let you go when you're dead.<br />
</div><br />
</div><br />
===<big>Eternal Coils of the Dragon Serpent - Mizuchi Rekkazan</big>===<br />
<span class="input-badge">'''214B+C'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Hazama_MizuchiRekkazan.png |KIMOCHII DAROU?!<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|214BC}}<br />
|}<br />
==== ====<br />
* Tracks the opponent's location.<br />
* Has minimum distance that makes it whiff.<br />
* Can catch opponents in the air if they're close to the ground.<br />
* 20% minimum damage (100*10, 600)<br />
* Still not a low, stop trying to use it as a low.<br />
* Startup until active is completely invulnerable to projectile attacks.<br />
<br />
Great combo ender. Can be reliably combo'd off from Hungry Coils or 2C in corner as a few examples.<br />
Can also be used as a situational punish against people who zone against Hazama, but be aware of its minimum range.<br />
----<br />
* 20% minimum damage (100*2 , 50*24, 250*2)<br />
<br />
Increased damage for an already great combo ender. Can lead up to at least 10k damage with the proper combos.<br />
</div><br />
</div><br />
==Distortion Skill Duo==<br />
===<big>Eternal Coils of the Dragon Serpent - Mizuchi Rekkazan</big>===<br />
<span class="input-badge">'''P during Partner's Distortion Skill'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Hazama_MizuchiRekkazan.png |I hope Burensou comes back<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|Distortion Skill Duo}}<br />
|}<br />
==== ====<br />
* 100% minimum damage: 2000. 2500 during Cross Combo<br />
<br />
Go for it if you can kill. Unlike the normal version of this super, this hits two characters.<br />
<br />
</div><br />
</div><br style="clear:both;"/><br />
<br />
==Astral Heat==<br />
===<big>Hungry Darkness of 1000 Souls - Senkon Meiraku</big>===<br />
<span class="input-badge">'''222B+C'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Hazama_SenkonMeiraku.png |RIP pretzel motion 2010-2018<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|222BC}}<br />
|}<br />
==== ====<br />
* Can be combo'd off. (ex. 214A, 2C, Forward/Back throws in corner.)<br />
* Try to not do the pretzel motion on reflex, you're just hurting yourself.<br />
<br />
Classic Astral Heat with the giant snake. Can also be used as a reactive and flashy reversal if you feel like due to the i-frames.<br />
<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
<br />
==External References==<br />
==Navigation==<br />
{{#lst:{{PAGENAME}}/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}<br />
{{Navbar-BBTag}}</div>73.119.87.123https://www.dustloop.com/wiki/index.php?title=BBTag/Gordeau&diff=199564BBTag/Gordeau2021-03-08T21:26:47Z<p>73.119.87.123: /* Normal Moves */</p>
<hr />
<div>{{InvisibleHeader}}{{NavTabs|game=BBTag|chara=Gordeau}}<br />
<br />
======<span style="visibility:hidden;font-size:0">Overview</span>======<br />
{{CharaOverview<br />
|overview= Gordeau wields a scythe called the Demon Sickle "Devourer" that he can summon at will. The Scythe is very large and has a lot of reach. As a result, you'll find that Gordeau has normals, specials and partner skills that have a lot of reach and hit in wide arcs. This allows Gordeau to control a lot of ground space in neutral, making it difficult for others to approach him freely. <br />
<br />
Although Gordeau is capable of controlling a lot of space thanks to his scythe, whiffing these scythe normals put him at a severe disadvantage because they have a lot of recovery, often leaving him open to being punished. Gordeau also doesn't move very fast. To make the most of Gordeau, you'll need to learn to judge your spacing well and optimally make use of his long reaching options.<br />
|lore= Gordeau the Harvester was once a member of the Amnesia organization. One day during a war against the Bankikai, his friend Roger ends up getting turned into a fallen Void due to an unfortunate chain of events. Roger died that day at the hands of the Crimson Knight of Licht Kreis, Erika Wagner, and Gordeau, injured from the battle, could do nothing but watch it happen. After this, Gordeau leaves Amnesia to pursue revenge for his fallen friend instead. Since then, Gordeau has participated in many Hollow Nights, hoping to encounter the Crimson Knight of Licht Kreis again and avenge Roger.<br />
|voice_actor= <br />
|quote= I'll teach you...how to fight.<br />
|summary= <br />
|pros=<br />
*Ludicrous range on his scythe normals.<br />
*Has a very simple game-plan that is easy to execute.<br />
*Reverse beat allows him to confirm most hits into a full combo or blockstring.<br />
*Excellent anti-air options with 2B, B Assimilation, and Aim Opening.<br />
*EXS attacks boosts his metergain while draining the opponents resources.<br />
*S-tier assists easily makes him one of the best "team players" in the whole game.<br />
*Above average health.<br />
<br />
|cons=<br />
*Scythe normals are quite slow, unsafe on whiff, and greatly extend his hurtbox.<br />
*Slow reversals make him susceptible to baits and safe-jumps.<br />
*Precise Aim is his only air combo ender, meaning that for the most part he can't convert them into a ground combo via assists like most other characters.<br />
*Cannot use more than one EXS attack per combo without an assist or Resonance Blaze, limiting his meter steal potential.<br />
<br />
|unique_mechanic1_name= EXS of Greed : Snatcher<br />
|unique_mechanic1=<br />
Gordeau EXS gives him the unique ability to form purple claws on his right hand that he can use to rip pieces of a person's soul from them. In Under Night in Birth, this unique ability was adapted into his gameplay by allowing his Assimilation command grabs to steal GRD. However, in BlazBlue Cross Tag Battle this ability allows Gordeau to steal a chunk of his opponent's Skill Gauge and add it to his own. His meter steal is static for each attack, meaning it is unaffected by the 180 frame meter-build cooldown that normally occurs after using Skill Gauge. This also makes it good at the end of long combos where normal meter build decreases.<br />
<br />
The following moves will steal some of the opponent's Skill Gauge on hit:<br />
* All versions of Rusty Nails (5AAAA and 6P)<br />
* All versions of Assimilation (5BBB and 214X)<br />
* Mortal Slide - Divest<br />
<br />
Note: While blocking or getting hit usually grants meter, Gordeau's EXS attacks don't grant any meter on top of the meter it steals from opponents.<br />
}}<br />
<br />
==Normal Moves==<br />
<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Gordeau_5A.png |Punch to the gut.<br />
BBTag_Gordeau_5AA.png |Kick to the gut.<br />
BBTag_Gordeau_5AAA.png |Shoulder to the gut.<br />
BBTag_Gordeau_5AAAA.png |Rusty Nails to the..gut??<br />
</gallery><br />
</div><br />
===<big>5A</big>===<br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=5A}}<br />
{{#lst:{{PAGENAME}}/Data|5A}}<br />
|-<br />
{{AttackVersion|name=5AA}}<br />
{{#lst:{{PAGENAME}}/Data|5AA}}<br />
|-<br />
{{AttackVersion|name=5AAA}}<br />
{{#lst:{{PAGENAME}}/Data|5AAA}}<br />
|-<br />
{{AttackVersion|name=5AAAA}}<br />
{{#lst:{{PAGENAME}}/Data|5AAAA}}<br />
|}<br />
==== ====<br />
<br />
* Jump cancelable.<br />
* Throw cancelable.<br />
<br />
Gordeau steps forward before punching, giving this attack extra range. Has many cancel options which makes this move good for applying pressure and mix-ups. Generally used in combos to catch opponents after landing during relaunch combos or after Mortal Glide or Grim Reaper in the corner.<br />
----<br />
* Jump cancelable on hit.<br />
* Throw cancelable.<br />
* Lightly pushes airborne opponents away.<br />
<br />
5AA is mostly used as combo and pressure filler. Only -1 on block, making this his safest ground attack and the best point to reset pressure.<br />
----<br />
* Jump cancelable on hit.<br />
* Launches opponents away on hit.<br />
<br />
5AAA has good reach and damage but is very unsafe on block. Avoid using this move in blockstrings.<br />
----<br />
* Hits 3 times. Drains 2.5% of opponent's meter per hit and gains 1% meter per hit.<br />
* Stuns grounded opponents on counter hit.<br />
* Opponent cannot Cross Burst during this attack.<br />
<br />
5AAAA has very long disjointed range, is safe on block, and is a natural frame-trap from 5AAA. This is the only EXS attack Gordeau has that isn't a grab. Hitting both the opponent's point and assist character will double the amount of meter stolen, making this an excellent attack for happy birthday situations. This move has no cancel options on block or whiff (even in Resonance Blaze), requiring assists for combo extensions. Can only follow-up solo on counter hit in the corner if it connects at close range.<br />
<br />
</div><br />
</div><br />
<br />
===<big>5B</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Gordeau_5B.png | This will whiff and you will die<br />
BBTag_Gordeau_5BB.png |If 2A rebeat whiffs against most characters you get hit<br />
BBTag_Gordeau_5BBB.png |Assimilation, can restand with certain assists<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=5B}}<br />
{{#lst:{{PAGENAME}}/Data|5B}}<br />
|-<br />
{{AttackVersion|name=5BB}}<br />
{{#lst:{{PAGENAME}}/Data|5BB}}<br />
|-<br />
{{AttackVersion|name=5BBB}}<br />
{{#lst:{{PAGENAME}}/Data|5BBB}}<br />
|}<br />
==== ====<br />
* Jump cancelable on hit.<br />
* Knocks down on hit.<br />
<br />
5B has humongous range but also quite a bit of start-up so don't use this recklessly. This is his best scaling starter and thus should be used to begin punish combos whenever possible. Doesn't hit as high vertically as the animation implies, making this attack vulnerable to jump-ins.<br />
----<br />
* Shade Harvest follow-up is only done on hit.<br />
* Mortal Slide hits once on hit or block, hits twice on whiff, while Shade Harvest hits once.<br />
* Mortal Slide launches on its second hit.<br />
* Shade Harvest vacuums opponents on hit or block<br />
* Shade Harvest is jump cancelable on hit.<br />
* Values in [] are when Mortal Slide doesn't hit the opponent's point character.<br />
<br />
Gordeau reachs out with his scythe and, if he hits the opponent, pulls it back to drag them closer to him. Used to keep opponents close during pressure or combos. If Mortal Slide’s first hit missed the point character, he will go the second hit of Mortal Slide instead of Shade Harvest.<br />
----<br />
* Hits 2 times. First hit is a command grab, second hit drains 5% of opponent's meter, gains 10% meter.<br />
* Can only be used if Shade Harvest (5BB(2)) hit the opponent's point character.<br />
* Only hits the opponent's point character.<br />
* Opponent is invincible to all other attacks until Gordeau releases them.<br />
* Opponents cannot burst during a throw.<br />
<br />
Drains the most meter out of any of Gordeau's EXS attacks. Never provides optimal damage as a combo ender and can only be followed-up with assists, making this move somewhat difficult to use. Can whiff after 5BB if 5B hit at near max range.<br />
<br />
</div><br />
</div><br />
<br />
===<big>5C</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Gordeau_5C.png |Doesn't have a deadzone anymore, but its still 'reactable'.<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|5C}}<br />
|}<br />
==== ====<br />
<br />
* Shares the same hitbox and animation as j.B.<br />
* Airborne on frame 7.<br />
* Knocks down airborne opponents.<br />
* On grounded hit, leads into a timed follow-up.<br />
* Follow-up damage, meter gain, oki, and timing changes if partner is available.<br />
<br />
While most characters generally only use 5C as a last resort, the fact that Gordeau has an arcing airdash (which is much slower and reactable than normal air dashes), has only two air overheads (j.A and j.B) with the first being prone to whiffing against crouching opponents, and has no other grounded overheads means that he actually relies quite a bit on 5C to mix-up opponents. His is an assault style 5C, meaning its safe on block but has longer start-up than normal 5C's.<br />
<br />
'''Note: This move still whiffs on Yumi.''' Top Tier Privileges, am I right?<br />
<br />
</div><br />
</div><br />
<br />
===<big>2A</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Gordeau_2A.png |They can't all be half-screen attacks. Please bring this move back to it's old version<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|2A}}<br />
|}<br />
==== ====<br />
<br />
* Jump cancelable.<br />
* Throw cancelable.<br />
* Can cancel into itself up to three times.<br />
<br />
Primarily used to interrupt an opponent's pressure or enact his own stagger pressure. Can be whiffed on purpose after some normals like 5B to make them safe or at least less unsafe. Gordeau's reversal action is quite slow so using this button on wake-up against poorly planned or timed oki may just prevent Gordeau from being safe-jumped.<br />
</div><br />
</div><br />
<br />
===<big>2B</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Gordeau_2B.png |Basically vertical 5B<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|2B}}<br />
|}<br />
==== ====<br />
* 7-16f head attribute invulnerable.<br />
* Hits 2 times. First hit is a low, second hit launches on hit.<br />
* Jump cancelable on hit, on either hit.<br />
<br />
Used in neutral to stop air approaches, used in pressure to hit opponents low, and used in combos to launch opponents. The second hit covers above, ahead, and behind Gordeau, allowing it to stuff dashs, IADs, cross-ups, and teleports simultaneously.<br />
</div><br />
</div><br />
<br />
===<big>2C</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Gordeau_2C.png |"Aye girl, I noticed you weren't blocking low~"<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|2C}}<br />
|}<br />
==== ====<br />
* Hits low.<br />
* Jump cancelable on hit.<br />
* Launches on hit.<br />
* Enters recovery on hit or block.<br />
<br />
Travels a third of the screen, shrinks his hurtbox, and has tons of active frames, making this a good move to use in neutral.<br />
</div><br />
</div><br />
<br />
===<big>j.A</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Gordeau_jA.png |Sadly, your best aerial approach.<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.A}}<br />
|}<br />
==== ====<br />
<br />
* Hits 2 times.<br />
* Double jump cancelable.<br />
<br />
Primary air-to-air and air combo part. Also used in relaunch combos. Has weirdly placed hitboxes, low damage, and can only land both hits on grounded opponents out of an IAD. Use j.B for jump-ins instead.<br />
<br />
</div><br />
</div><br />
<br />
===<big>j.B</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Gordeau_jB.png |5C with more utility.<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.B}}<br />
|}<br />
==== ====<br />
<br />
* Double jump cancelable.<br />
<br />
Primary jump-in attack and air combo part. Also used in relaunch combos. This is his best overhead as it does good damage and can lead into a full combo on a grounded hit. Can be used for fuzzies.<br />
</div><br />
</div><br />
<br />
===<big>j.C</big>===<br />
<span class="input-badge">'''Mortal Glide'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Gordeau_jC.png |No-one's cheese like Gordeau, stuffs footsies like Gordeau.<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.C}}<br />
|}<br />
==== ====<br />
<br />
* Launches on hit.<br />
<br />
Generally used mid-screen in air combos before Precise Aim or in the corner after jump-cancelable on hit normals to do relaunch combos. If this move scores a counter hit at point-blank range as close to the ground as possible, Gordeau can catch the opponent with a dashing 5A for a full conversion. Unsafe on block no matter what height its done at so never use this move in blockstrings.<br />
<br />
</div><br />
</div><br />
<br />
<br style="clear:both;"/><br />
<br />
==Universal Mechanics==<br />
===<big>Ground Throw</big>===<br />
<span class="input-badge">'''5B+C'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Gordeau_GroundThrow.png |Still good.<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|BC}}<br />
|}<br />
==== ====<br />
* 100% minimum damage (2000)<br />
* If Gordeau isn't near an opponent, he will dash a short distance then grab.<br />
* Holding back when inputting the grab will result in Gordeau throwing his opponent behind him.<br />
* Wall bounces mid-screen, wall sticks for 60 frames in corner.<br />
<br />
This is his fastest grab as well as his most damaging but it can be teched unlike Assimilation. Can combo the wall bounce into most of his grounded normals (save for 5B and 5C), specials (not 214A), and all of his supers, meaning his combo paths off of throw are pretty diverse. Wall stick can combo into literally any attack. Combo directly into Assimilation for good unburstable meterless damage.<br />
<br />
</div><br />
</div><br />
<br />
===<big>Aim Opening/Precise Aim</big>===<br />
<span class="input-badge">'''5A+D (Air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Gordeau_AimOpening.png |Welcome aboard Grim Reaper Airlines<br />
BBTag_Gordeau_AimOpening-air.png |We hope you enjoy the flight<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=Ground}}<br />
{{#lst:{{PAGENAME}}/Data|AD}}<br />
|-<br />
{{AttackVersion|name=Air}}<br />
{{#lst:{{PAGENAME}}/Data|j.AD}}<br />
|}<br />
==== ====<br />
<br />
* Invincible on start-up.<br />
* Ground version starts with Aim Opening, air version goes directly into Precise Aim.<br />
* Follow-up attack is only done if Precise Aim hit the opposing point character at least once.<br />
* Aim Opening hits once and is air unblockable, Precise Aim hits 6 times, and the follow-up hits once.<br />
* Aim Opening launches on hit, all other hits knockdown on hit.<br />
* 5% minimum damage. (Ground) 60 + (15 X 6) + 80 = 240. (Air) (35 X 6) + 50 = 260.<br />
<br />
Old 22B into j.214B. Gordeau slams his scythe into the ground then jumps while spinning it above his head, following-up with an overhead slash back into the ground. One of the slowest shoryuken-like reversals in the game at 21 frames of start-up, making it highly susceptible to safe-jumps. While Aim Opening has a deceptively large hitbox, it isn't very good as an anti-air as it doesn't reach very high vertically and even if it does catch an opponent he will need a very slow assist that can pick them up after Gordeau does both Aim Opening and Precise Aim. Not usually used in ground combos due to this move's poor oki options but this is his only choice for ending air combos. Has decent minimum damage which makes it good for finishing off opponents without burning meter.<br />
<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Skills==<br />
===<big>Grim Reaper</big>===<br />
<span class="input-badge">'''236A/B'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Gordeau_GrimReaper.png | So, you think you can control neutral better than me? Hah, how cute.<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=A}}<br />
{{#lst:{{PAGENAME}}/Data|236A}}<br />
|-<br />
{{AttackVersion|name=B}}<br />
{{#lst:{{PAGENAME}}/Data|236B}}<br />
|}<br />
==== ====<br />
<br />
* Hits 2 times.<br />
* Launches opponents away on hit.<br />
<br />
Gordeau spins with his scythe twice. Used in neutral alongside an assist to force opponents to block. Can link into 5A or 2B in the corner.<br />
----<br />
* Hits 4 times.<br />
* Launches opponents away on hit.<br />
<br />
Gordeau spins with his scythe 4 times. Used in optimal damage combos by calling an assist afterwards. Very strong for active switch pressure, especially in sandwich situations.<br />
<br />
</div><br />
</div><br />
<br />
===<big>Assimilation</big>===<br />
<span class="input-badge">'''214A/B'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Gordeau_Assimilation.png |He's especially good at assimilating.<br />
BBTag_Gordeau_Assimilation2.png |He loves to do this, a lot.<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=A}}<br />
{{#lst:{{PAGENAME}}/Data|214A}}<br />
|-<br />
{{AttackVersion|name=B}}<br />
{{#lst:{{PAGENAME}}/Data|214B}}<br />
|}<br />
==== ====<br />
* Hits 2 times. First hit is a command grab, second hit drains 2.5% of opponent's meter and gains 5% meter.<br />
* Works against standing or crouching point characters, even in hitstun.<br />
* Opponent is invincible to all other attacks until Gordeau releases them.<br />
* Opponents cannot burst during a throw.<br />
<br />
Used in pressure to mix-up opponents. Requires an assist to convert into a combo. Always provides safe-jump oki. <br />
----<br />
* Is head attribute invulnerable.<br />
* Hits 2 times. First hit is a command grab, second hit drains 2.5% of opponent's meter and gains 5% meter.<br />
* Works against airborne point characters, even in hitstun.<br />
* Opponent is invincible to all other attacks until Gordeau releases them.<br />
* Opponents cannot burst during a throw.<br />
<br />
Used in neutral to anti-air opponents, even those who are air guarding. Also used to end most grounded combos. Requires an assist to convert into a combo. Always provides safe-jump oki. <br />
<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Extra Skills==<br />
===<big>EX Grim Reaper</big>===<br />
<span class="input-badge">'''236C'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Gordeau_GrimReaper.png |Use raw if you want to die.<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|236C}}<br />
|}<br />
==== ====<br />
* Hits 6 times.<br />
* Launches opponents away on hit.<br />
* 10% minimum damage. (70 X 5) + 140 = 490.<br />
<br />
Gordeau spins with his scythe 6 times. Has massive range, damage, and travel distance. Used for optimal damage combos when assists are available.<br />
<br />
</div><br />
</div><br />
<br />
===<big>EX Assimilation</big>===<br />
<span class="input-badge">'''214C'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Gordeau_EXAssimilation.png | Steal meter for the price of meter.<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|214C}}<br />
|}<br />
==== ====<br />
* Throw invincible from frame 1.<br />
* Hits 4 times. First hit is a command grab, fourth hit drains 5% of opponent's meter and gains 5% meter.<br />
* Works against the opponent's point character in any state, even in hitstun.<br />
* Opponent is invincible to all other attacks until Gordeau releases them.<br />
* Opponents cannot burst during a throw.<br />
* 10% minimum damage. 80 + 100 + 150 = 330.<br />
<br />
Long animation on hit makes it difficult to extend combos with assists and also eats up a lot of the combo timer. Always provides safe-jump oki.<br />
<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Partner Skills==<br />
===<big>6P</big>===<br />
<span class="input-badge">'''Rusty Nail'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Gordeau_5AAAA.png |Basically a projectile assist.<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|6P}}<br />
|}<br />
==== ====<br />
* Hits 3 times.<br />
* Drains 2.5% of opponent's meter per hit, gains 1% meter per hit.<br />
* Launches opponents on hit.<br />
<br />
Somewhat slow but gives a decent amount of untechable stun on hit and can be done from a moderate range. Only assist that uses his EXS, making it vital for increasing metergain and keeping the opponent's resources low. Can be spammed in Cross Combo for masive metergain and meter steal.<br />
<br />
</div><br />
</div><br />
<br />
===<big>5P </big>===<br />
<span class="input-badge">'''Grim Reaper'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Gordeau_GrimReaper.png |Bibbidi bobbidi, neutral is now my property.<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|5P }}<br />
|}<br />
==== ====<br />
* Hits 2 times.<br />
* Launches opponents away on hit.<br />
<br />
This is his most versatile assist thanks to its fast start-up speed, huge range, high damage, and long active frames. Can lock down opponents for mix-ups and can limit their movement options by controlling space.<br />
</div><br />
</div><br />
<br />
===<big>4P </big>===<br />
<span class="input-badge">'''Aim Opening'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Gordeau_AimOpening.png | 'Sup<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|4P }}<br />
|}<br />
==== ====<br />
<br />
* Hits once.<br />
* Ground bounces on hit.<br />
<br />
This move may be a tad situational, but it gives you a hard knockdown that makes combo extension a breeze.<br />
<br />
</div><br />
</div><br />
<br />
<br style="clear:both;"/><br />
<br />
==Distortion Skills==<br />
===<big>Mortal Slide - Divest</big>===<br />
<span class="input-badge">'''236B+C'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Gordeau_MortalSlide.png |M O R T A L S L U T<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|236BC}}<br />
|}<br />
==== ====<br />
<br />
* Invincible on start up.<br />
* Hits 7 times on hit (10 times in RB), twice on block or whiff.<br />
* Only does follow-up attacks if the first hit connected against the opponent's point character.<br />
* Follow-up attacks can only hit the opponent's point character.<br />
* First hit restands opponents on hit.<br />
* Second hit vacuums opponents on block.<br />
* Fifth hit (Seventh in RB) drains 5% of opponent's meter, gains 10% meter.<br />
* Final hit launches opponents away (knocks down in RB).<br />
* 20%, 28%, 22% minimum damage. 200 + (280 X 4) + 506 = 1826.<br />
* (RB) 20%, 27%, 14% minimum damage. 200 + (135*3) + (270*4) + 336 = 2021.<br />
* Values in [] are for the Enhanced version, values in <> are for whiffed or blocked first hit.<br />
<br />
On block, the opponent will be dragged towards Gordeau, and he will no do any other hits. Has the same start up and frame disadvantage as Turbulence while having more horizontal range and being significantly safer on whiff, making this Gordeau's go-to reversal super. Grants safe-jump oki against 11 frame start-up reversals. Final frame advantage on hit becomes notably worse in RB, preventing any sort of safe set-ups. If either super will K.O. the opponent, use this one as it steals meter and refunds a small portion of the meter it used.<br />
<br />
</div><br />
</div><br />
<br />
===<big>Turbulence</big>===<br />
<span class="input-badge">'''214B+C'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Gordeau_Turbulence.png |''"Come get some! You're lost in a dream."''<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|214BC}}<br />
|}<br />
==== ====<br />
<br />
* Invincible on start up.<br />
* Becomes full invulnerable for the duration of the super if the opponent's point character is hit.<br />
* Hits 9 times (18 times in RB).<br />
* Final attack wall bounces, all other launch opponents on hit.<br />
* 10%, 22% minimum damage. (100 X 8) + 1056 = 1856.<br />
* (RB) 10%, minimum damage. (100 X 5) + (50 X 10) + (360 X 3) = 2080.<br />
* Values in [] are for Enhanced version.<br />
<br />
Normal version grants safe-jump oki against 11 frame start-up reversals while the RB version grants safe-jump against all reversals. Has slightly better damage and oki than Mortal Slide - Divest, making it good for ending combos that will either end the match or won't result in taking out one of the opponent's characters. Gordeau does all of the attacks on block or whiff, making this move hilariously unsafe if it doesn't hit. Has a gap between the initial strikes and spin attack that can be reversal-ed through on block. The normal version has an additional gap between the spins and the final attack.<br />
<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Distortion Skill Duo==<br />
===<big>Turbulence</big>===<br />
<span class="input-badge">'''P during Main Character's Distortion Skill '''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Gordeau_Turbulence.png |Spin to Win<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|Distortion Skill Duo}}<br />
|}<br />
==== ====<br />
* Identical to Gordeau's solo version of Turbulence except it deals slightly higher minimum damage.<br />
* 100% minimum damage. (240 X 5) + (40 x 3) + 680 = 2000.<br />
* 100% minimum damage. (200 X 5) + (35 X ) + (200 x 2) + 750 = 2500.<br />
<br />
Gordeau's assist super is Turbulence, but it has faster start-up, a better final frame advantage, and higher damage, making this a good super for finishing off opponents. The enhanced version still has safe-jump oki so keep that in mind.<br />
<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Astral Heat==<br />
===<big>Soul Vanish/Soul Exodus</big>===<br />
<span class="input-badge">'''222B+C'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Gordeau_SoulExodus.png |<br />
BBTag_Gordeau_SoulExodus2.png |You either vanish in the Japanese version, or see the exodus in the English dub. Your pick for death.<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|222BC}}<br />
|}<br />
==== ====<br />
<br />
* Requires 9 bars of meter, level 4 Resonance Blaze, and the opponent must have one character remaining.<br />
* Invincible on start-up.<br />
* Grants victory upon a successful hit.<br />
<br />
Should be used to end combos whenever possible. Can be used as a powerful reversal or projectile punish thanks to its invincibility and range but is very costly and unsafe on block.<br />
<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==External References==<br />
==Navigation==<br />
{{#lst:{{PAGENAME}}/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}<br />
{{Navbar-BBTag}}</div>73.119.87.123https://www.dustloop.com/wiki/index.php?title=BBTag/Yosuke_Hanamura&diff=197223BBTag/Yosuke Hanamura2021-03-01T18:03:26Z<p>73.119.87.123: /* */</p>
<hr />
<div>{{InvisibleHeader}}{{NavTabs|game=BBTag|chara=Yosuke Hanamura}}<br />
======<span style="visibility:hidden;font-size:0">Overview</span>======<br />
{{CharaOverview<br />
|overview= Yosuke is a quick rushdown character. His Dash spring and auto combos provide quick actions to pressure opponents and catch them in unlikely situations. His air game is good with his j.C, allowing for a variety of cross up potential from that move alone, and his quickness allows for good offensive tools to get the job done. With Yosuke, you want to stay offensive and keep good pressure while crossing up your opponent to keep them on the defensive.<br />
|lore= Yosuke Hanamura is the first party member Yu Narukami bonds with during his time in Inaba. Due to his father's manager position at the Junes superstore, Yosuke was forced to move from the big city to "the boonies," leaving him resenting his feelings of boredom and isolation. After accepting his shadow, he tries his hardest to be the best 'partner' he can be.<br />
|voice_actor= <br />
|quote= Leave it all to me, yeah!<br />
|summary= <br />
|pros=<br />
* Has great air mobility, as well as several air tools to help him out.<br />
* High solo damage<br />
* One of the fastest characters in the game.<br />
* Great assist kit.<br />
|cons=<br />
* Weak pokes/midrange game<br />
* Struggles against characters with strong air control<br />
* Fastest air normal is 10f.<br />
|unique_mechanic1_name= Air Actions<br />
|unique_mechanic1= Yosuke is able to chain multiple specials while in the air. He can string these together during combos, to mix up his aerial approach or bait anti-airs. <br />
<br />
His air action system in BBTAG still exist but to a much lesser extent (compared to the Arena series) since he only has 2 air specials (Moonsault and V Slash). They work almost like rekkas now off Moonsault / Dash Spring.<br />
<br />
* Hitting '''A''' during Moonsault / Dash Spring will give you V Slash<br />
* Hitting '''B or C''' during Dash Spring will give you Moonsault or EX Crescent Slash<br />
* Hitting '''B or C''' during Moonsault will give you Crescent Slash<br />
* Hitting '''B or C''' AFTER Crescent Slash will give you another Moonsault<br />
* You can also do manual inputs or 6/4+Button to change directions<br />
* You are able to cancel the start up for jC into air actions also using manual inputs.<br />
<br />
3 Moonsaults and 1 V Slash can be used per jump. V Slash can’t be canceled into any air actions but you can manually moonsault/normals after recovery while in the air.<br />
}}<br />
<br />
==Normal Moves==<br />
===<big>4A</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Yosuke_4A.png | Anti-Airs, Neutral, Pressure, Confirms. This normal does it all!<br />
BBTag_Yosuke_4AA.png |Cool poses for hitconfirming a situation.<br />
BBTag_Yosuke_4AAA.png |Yosuke NEVER skips Leg Day.<br />
BBTag_Yosuke_4AAAA.png |Who's ready for 2.0?<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=4A}}<br />
{{#lst:{{PAGENAME}}/Data|4A}}<br />
|-<br />
{{AttackVersion|name=4AA}}<br />
{{#lst:{{PAGENAME}}/Data|4AA}}<br />
|-<br />
{{AttackVersion|name=4AAA}}<br />
{{#lst:{{PAGENAME}}/Data|4AAA}}<br />
|-<br />
{{AttackVersion|name=4AAAA}}<br />
{{#lst:{{PAGENAME}}/Data|4AAAA}}<br />
|}<br />
==== ====<br />
* This is one of Yosuke's three jump cancelable on block ground normals. <br><br />
* You can cancel 4A into itself. This makes it useful for pressure or hit confirms.<br />
----<br />
*4AA is a pressure tool<br />
----<br />
* On block, 4AAA sends Yosuke flying backwards, creating somewhat safe space.<br />
* Special cancelable on hit and block.<br />
----<br />
* As the only "projectile" Yosuke has, 4AAAA does cause him to suspend in-place briefly in the air, which can avoid some characters' anti-airs and even some Reversal Actions.<br />
<br />
</div><br />
</div><br />
<br />
===<big>5A</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Yosuke_5A.png | 3 times the hitboxes for 3 times the fun.<br />
BBTag_Yosuke_5AA.png |Why DO we have both of Yosuke's autocombos?<br />
BBTag_Yosuke_5AAA.png |It's like Yosuke's a frog or somethin'...<br />
BBTag_Yosuke_5AAAA.png |Give us Kunai as a special, please! EDIT: 2.0 gives us kunai special, Mori heard our prayers!<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=5A}}<br />
{{#lst:{{PAGENAME}}/Data|5A}}<br />
|-<br />
{{AttackVersion|name=5AA}}<br />
{{#lst:{{PAGENAME}}/Data|5AA}}<br />
|-<br />
{{AttackVersion|name=5AAA}}<br />
{{#lst:{{PAGENAME}}/Data|5AAA}}<br />
|-<br />
{{AttackVersion|name=5AAAA}}<br />
{{#lst:{{PAGENAME}}/Data|5AAAA}}<br />
|}<br />
==== ====<br />
* Jump cancelable on hit and block.<br />
<br />
Always try to let all 3 hits land of 5A. The 5A framedata here applies when the three hits of the move connect, in the case that the move only hits twice it will have less blockstun and hitstun.<br />
----<br />
* Large forward hitbox<br />
* Jump cancelable on hit<br />
* If enemy is airbourne (5A off certain assist pick ups), 5AA will bring them back towards the ground allowing for more flexible combos<br />
----<br />
* 5AAA is special cancelable after the 3rd hit on hit and block.<br />
* Unsafe on block because it leaves Yosuke airborne (unless special canceled).<br />
* Jump cancelable on hit.<br />
* Can combo into Moonsault on hit except on small characters (e.g. Linne)<br />
----<br />
* As the only "projectile" Yosuke has, 5AAAA does cause him to suspend in-place briefly in the air, which can avoid some characters' anti-airs and even some Reversal Actions.<br />
<br />
</div><br />
</div><br />
<br />
===<big>5B</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Yosuke_5B.png | A pretty underrated poke. Send a Boot straight to their heads.<br />
BBTag_Yosuke_5BB.png |Objectively coolest looking normal.<br />
BBTag_Yosuke_5BBB.png |Tentarafoo's more useful as a normal than as a special... kinda sad.<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=5B}}<br />
{{#lst:{{PAGENAME}}/Data|5B}}<br />
|-<br />
{{AttackVersion|name=5BB}}<br />
{{#lst:{{PAGENAME}}/Data|5BB}}<br />
|-<br />
{{AttackVersion|name=5BBB}}<br />
{{#lst:{{PAGENAME}}/Data|5BBB}}<br />
|}<br />
==== ====<br />
* Has a long range but suffers from being a Persona normal (i.e., it’s a good poke but you take red life damage if it’s hit).<br />
* Mainly used as combo filler or corner relaunching.<br />
* Jump cancelable on hit<br />
----<br />
* 5BB is mainly used as combo filler<br />
* Jump cancelable on hit<br />
----<br />
* Disables Cross Burst on hit similar to a throw.<br />
* Pops opponent up fairly high on hit making it possible to combo into 236B but only from a close enough distance. Use 236A/C from farther away.<br />
<br />
The long animation time and launch makes it easy to extend combos with an assist move or even an Active Switch into follow-up combo with the incoming character.<br />
</div><br />
</div><br />
<br />
===<big>5C</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Yosuke_5C.png | #NetplayUnblockables<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|5C}}<br />
|}<br />
==== ====<br />
* Airborne during the hop<br />
<br />
Even though Yosuke's 5C is in the "fast startup unsafe on block" category, it does leap forward a short distance, giving him slightly more range compared to many others in the same category.<br />
</div><br />
</div><br />
<br />
===<big>2A</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Yosuke_2A.png | It's like Yosuke 4A, except it hits LOW!<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|2A}}<br />
|}<br />
==== ====<br />
* Hits low<br />
* Good forward hitbox.<br />
* Great for stagger pressure and punishing opponents for not blocking low.<br />
* Great to use to set up tick throws.<br />
<br />
</div><br />
</div><br />
<br />
===<big>2B</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Yosuke_2B.png | Remember when Hazama 5C was jump cancellable on block?<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|2B}}<br />
|}<br />
==== ====<br />
* Amazing anti-air as the hitbox extends behind his head as well as having tremendous vertical range, at the cost of having a shorter forward horizontal range than other 2Bs<br />
* Jump cancelable on hit and block<br />
<br />
</div><br />
</div><br />
<br />
===<big>2C</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Yosuke_2C.png | Slides under moves like sliding into their DMs.<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|2C}}<br />
|}<br />
==== ====<br />
* Good for low profiling long range pokes.<br />
* Special cancelable on hit / block<br />
* Very unsafe on block (unless special canceled)<br />
<br />
</div><br />
</div><br />
<br />
===<big>j.A</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Yosuke_jA.png | The Jump In everyone learned to hate.<br />
BBTag_Yosuke_jAA.png |Just mash the A button, he'll keep on swingin.<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=j.A}}<br />
{{#lst:{{PAGENAME}}/Data|j.A}}<br />
|-<br />
{{AttackVersion|name=j.AA}}<br />
{{#lst:{{PAGENAME}}/Data|j.AA}}<br />
|}<br />
==== ====<br />
* Can tag crouching opponents if performed low enough from a distance.<br />
* Really long forward range to catch opponents from a fair distance away<br />
* Can be used to perform safe jumps with.<br />
* Jump cancelable on hit and block<br />
----<br />
* Jump cancelable on hit and block<br />
<br />
j.AA is combo filler.<br />
</div><br />
</div><br />
<br />
===<big>j.B</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Yosuke_jB.png | #ThePssychSpecial<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.B}}<br />
|}<br />
==== ====<br />
* Hits 3 times<br />
* Not an overhead<br />
* The blockstun and hitstun of j.B depends on the height: the higher Yosuke from the opponent, the higher the blockstun and hitstun are.<br />
* Even though j.B has 3F of recovery after landing, Jiraya covers those 3 frames with blockstun so it feels like the move doesn’t have any recovery at all.<br />
<br />
Very active and safe on block, but just like any other Persona normal takes extra red life damage if interrupted. <br />
<br />
</div><br />
</div><br />
<br />
===<big>j.2A</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Yosuke_j2A.png | Ya like these?<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.2A}}<br />
|}<br />
==== ====<br />
*Special cancellable on hit and block<br />
The angle sadly makes it mostly unfit for neutral use, mainly used to combo into Moonsault-Cresent Slash after j.A. Very punishable on whiff.<br />
</div><br />
</div><br />
<br />
===<big>j.C</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Yosuke_jC.png | Either hit the floor, or flip out! Be that annoying fly everyone can't hit.<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.C}}<br />
|}<br />
==== ====<br />
* Can cancel the start up into other aerial specials to bait antiairs or to cross up.<br />
* Travels a short distance. <br />
* Special cancelable on hit and block.<br />
<br />
</div><br />
</div><br />
<br />
<br style="clear:both;"/><br />
<br />
==Universal Mechanics==<br />
===<big>Ground Throw</big>===<br />
<span class="input-badge">'''5B+C'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Yosuke_GroundThrow.png | What if this throw poisoned again... But special cancels are nice!<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|BC}}<br />
|}<br />
==== ====<br />
* Special cancelable<br />
* Super cancellable<br />
* Can be followed by normals<br />
<br />
</div><br />
</div><br />
<br />
===<big>Dodge</big>===<br />
<span class="input-badge">'''5A+D'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Yosuke_Dodge.png | "Come get som---YIKES!".<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=Taunt}}<br />
{{#lst:{{PAGENAME}}/Data|AD}}<br />
|-<br />
{{AttackVersion|name=Kick}}<br />
{{#lst:{{PAGENAME}}/Data|AD Attack}}<br />
|}<br />
==== ====<br />
Yosuke’s Reversal Action has 2 parts, “Taunt” and “Kick”. “Taunt” is the initial action when the DP is pressed (Kunai Swing) where Yosuke is in his counter state. “Kick” is when Yosuke’s Reversal Action is triggered causing Jiraiya to come out and kick the opponent away. If it’s not triggered, Yosuke sighs and becomes punishable.<br />
<br />
When activated, Yosuke briefly stops the opponent in place allowing Jiraiya to come out and quickly kick the opponent away with almost no interruptions.<br />
<br />
* Jiraiya can appear behind Yosuke during activation if he’s crossed up with proper timing<br />
* When triggered, Jiraiya will target the active character.<br />
<br />
</div><br />
</div><br />
<br />
<br style="clear:both;"/><br />
<br />
==Skills==<br />
===<big>Dash Spring</big>===<br />
<span class="input-badge">'''236A/B'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Yosuke_DashSpring.png | Don't use this as a command dash. That ALWAYS ends poorly.<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=A}}<br />
{{#lst:{{PAGENAME}}/Data|236A}}<br />
|-<br />
{{AttackVersion|name=B}}<br />
{{#lst:{{PAGENAME}}/Data|236B}}<br />
|}<br />
==== ====<br />
* Referred to as '''Run'''.<br />
* A Version goes a little over half screen and slightly bounces the opponent<br />
* B Version goes 3/4th screen, has a slow start up but bounces the opponent higher allowing for moonsault followups.<br />
* Allows Yosuke to cancel into Flying Flash Cut using '''A''' or Moonsault using '''B'''<br />
* You can late cancel into moonsault to negate the landing recovery<br />
<br />
</div><br />
</div><br />
<br />
===<big>Flying Flash Cut</big>===<br />
<span class="input-badge">'''j.236A</small></span> <span class="input-badge"><small>j.214A'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Yosuke_FlyingFlashCut.png | V SLASH!! Now an actual knockdown.<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.236A}}<br />
|}<br />
==== ====<br />
* Referred to as '''V Slash'''.<br />
* Send the opponent all the way to the ground on hit regardless of height.<br />
* Can’t directly cancel into other air actions.<br />
* Can extend combos from with when paired with an assist.<br />
* Direction depends on input.<br />
If j.236A/j.214A is blocked on the ground Yosuke gets pushed back enough for the second hit to whiff. The framedata here it’s when the move is blocked or hits on a grounded opponent. It’s punishable on both cases.<br />
</div><br />
</div><br />
<br />
===<big>Moonsault</big>===<br />
<span class="input-badge">'''j.236B</small></span> <span class="input-badge"><small>j.214B'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Yosuke_Moonsault.png | "Is this neutral?"<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.236B}}<br />
|}<br />
==== ====<br />
* Can cross up in the corner.<br />
* Direction depends on input.<br />
* Full invul for frames 4-11.<br />
* Can be performed by inputting 4B or 6B after Run or another Moonsault<br />
* Can be canceled into Crescent Slash, V-Slash, and other Moonsaults after 20f<br />
</div><br />
</div><br />
<br />
===<big>Crescent Slash</big>===<br />
<span class="input-badge">'''(during Moonsault) A/B/C'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Yosuke_CrescentSlash.png | I heard that the EX version of Crescent makes for a rather nasty surprise overhead.<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.236B X}}<br />
|}<br />
==== ====<br />
The optional follow up for Moonsault<br />
* Hitting C will do the Moonsault / Crescent combo<br />
* Hits overhead.<br />
* Long vertical hitbox.<br />
* The third Crescent Slash hit in an air action set will cause a Hard Knockdown.<br />
<br />
<br />
</div><br />
</div><br />
<br />
==Extra Skills==<br />
===<big>EX Dash Spring</big>===<br />
<span class="input-badge">'''236C'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Yosuke_DashSpring.png | Remember when this was projectile invuln??<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|236C}}<br />
|}<br />
==== ====<br />
* EX Version goes full screen, has a slightly slower start up but the bounce of B Version allowing for moonsault followups.<br />
<br />
</div><br />
</div><br />
<br />
===<big>EX Moonsault</big>===<br />
<span class="input-badge">'''j.236C</small></span> <span class="input-badge"><small>j.214C'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Yosuke_Moonsault.png |When you want to flip in place instead of everywhere at once.<br />
BBTag_Yosuke_CrescentSlash.png |This comes out automatically! No timing required!<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.236C}}<br />
|}<br />
==== ====<br />
* EX Version performs an auto Crescent Slash.<br />
* Doesn't switch sides<br />
<br />
</div><br />
</div><br />
<br />
<br style="clear:both;"/><br />
<br />
==Partner Skills==<br />
===<big>5P</big>===<br />
<span class="input-badge">'''Dash Spring'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Yosuke_DashSpring.png | Green Streak. Speeds By. Yosuke the Frog.<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|5P }}<br />
|}<br />
==== ====<br />
* Works the same as the A version of Dash Spring<br />
<br />
</div><br />
</div><br />
<br />
===<big>6P</big>===<br />
<span class="input-badge">'''P4A 5D'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Yosuke_5D.png | Now everyone can find out how much of a bro Jiraiya actually is.<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|6P }}<br />
|}<br />
==== ====<br />
JIraiya goes full screen. If it connects with the point character, Jiraiya does an uppercut launching the opponent into the air.<br />
<br />
</div><br />
</div><br />
<br />
===<big>4P</big>===<br />
<span class="input-badge">'''5AAA'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Yosuke_5AAA.png | YOSUKE UPPAH!!!<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|4P}}<br />
|}<br />
==== ====<br />
* Launching or Anti-Air assist<br />
<br />
</div><br />
</div><br />
<br />
<br style="clear:both;"/><br />
<br />
==Distortion Skills==<br />
===<big>Garudyne</big>===<br />
<span class="input-badge">'''236B+C (air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Yosuke_Garudyne.png | A Giant Spinny Projectile. What could POSSIBLY go wrong??<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|236BC}}<br />
|}<br />
==== ====<br />
*Homes in on the opponent, even on block. <br />
Everything could go wrong.<br />
However, it works well as a Distortion Duo Skill follow up, since the move doesn't scale as much as other supers. Plus it drags opponents to the corner. Very unsafe as a DHC on block, though.<br />
</div><br />
</div><br />
<br />
===<big>Shippu - Nagareboshi</big>===<br />
<span class="input-badge">'''214B+C (air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Yosuke_ShippuNagareboshi.png |Also known as, "That super where Yosuke goes WHOO!!"<br />
BBTag_Yosuke_ShippuNagareboshi2.png |Yosuke now saying "Woohoo!" was the worst possible nerf.<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|214BC}}<br />
|}<br />
==== ====<br />
* Referred to as '''Whoo'''.<br />
* Decent Invincibility.<br />
* Travels slightly over half screen.<br />
* This move has a stupidly large hitbox making it easy to hit from awkward angles.<br />
* Since this move doesn't scale as much as the other super, as well as being a lot stronger, it is considered to be a good (but dangerous) reversal and combo ender.<br />
<br />
</div><br />
</div><br />
<br />
<br style="clear:both;"/><br />
<br />
==Distortion Skill Duo==<br />
===<big>Garudyne</big>===<br />
<span class="input-badge">'''P during Partner's Distortion Skill'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Yosuke_Garudyne.png | Didn't get the kill? Try spinning. I hear it's a good trick.<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|Distortion Skill Duo}}<br />
|}<br />
==== ====<br />
* do this out of houtenjin, it'll be funny<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Astral Heat==<br />
===<big>Brave Blade</big>===<br />
<span class="input-badge">'''222B+C'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Yosuke_BraveBlade.png | EVERYDAY'S GREAT AT JUNES!!<br />
BBTag_Yosuke_BraveBlade2.png |"At Junes, everyday is Customer Appreciation Day. Come see for yourself, and get in touch with our products! Every day's great at your Junes!"<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|222BC}}<br />
|}<br />
==== ====<br />
* Blocking the first hit makes the rest do nothing<br />
* Can be done out of grab<br />
<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==External References==<br />
==Navigation==<br />
{{#lst:{{PAGENAME}}/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/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.}}<br />
{{Navbar-BBTag}}</div>73.119.87.123https://www.dustloop.com/wiki/index.php?title=BBTag/Neo_Politan&diff=196978BBTag/Neo Politan2021-02-26T12:54:56Z<p>73.119.87.123: /* Swooping Illusion/Plunging Illusion */</p>
<hr />
<div>{{InvisibleHeader}}{{NavTabs|game=BBTag|chara=Neo Politan}}<br />
<br />
======<span style="visibility:hidden;font-size:0">Overview</span>======<br />
{{CharaOverview<br />
|overview= Neo is an agile character that can apply pressure with her quick attacks and chain each strike into long combos. She is a strong midair fighter and has many attacks that can launch and keep her opponents in the air. Neo can also surprise opponents by teleporting from different sides of the field and attacking blind spots before chaining each attack with another combo.<br />
|lore= Neo is the silent right-hand woman of Vale's crimeboss, Roman Torchwick. No matter what mission he had for her, she followed his orders without question and is extremely loyal to him. While she is not particularly talkative, her actions and expressions are enough to show what she's thinking. After her boss is killed during the fall of Beacon, Neo is dead set on making whoever was responsible for Roman's death pay and set out on a quest to seek revenge.<br />
|voice_actor= <br />
|quote= ...<br />
|summary= is a tricky character to master than the rest of the cast, but with practice, she rewards the player with strong tools at their disposal.<br />
|pros=<br />
* Good Cross-ups. Can quickly switch sides on the fly.<br />
* Fast attacks that can be looped for longer combos.<br />
* Strong element of surprise when properly utilizing 214a/b/c teleporting moves as attacks can be low, overhead, or a parry.<br />
* Strong Jump Cancel game with extended airtime and extra jumps with Parasol Descent.<br />
* Suspension of Disbelief is a strong Command Grab super with no Super flash. It can act as a combo starter or extender.<br />
* Incredible reset potential including Fast overheads, fuzzy loops, teleports from 4 different directions, solo air unblockable routes, and mainly, Suspension of Disbelief<br />
* 236B/C Are great gap closers by themselves being only -4, but they're even better once you know they can low profile most projectiles (And some moves i.e. Mitsuru's Droit, hakumen's 5b... etc)<br />
|cons=<br />
* Poor assists that sends single projectiles that can easily be destroyed<br />
* Low damage and large damage falloff when long combos are achieved.<br />
* 214 specials take time to cast as the taunt always applies first before the actual attack hits.<br />
* Poor projectiles that have low durability against other attacks or Personas. This also applies for Overactive Devastation to a lesser extent, easily being blocked by Personas.<br />
* Whiffing Suspension of Disbelief will force Neo to stop and sigh, leaving her very vulnerable open to attacks.<br />
* Parasol Descent is a hard move to incorporate as, besides its parry version, its only use is to grant Neo an extra jump as well as to let her descend slowly.<br />
* Low minimum damage on both of her supers and using Suspension of Disbelief as a combo extender is generally a waste of bars.<br />
|unique_mechanic1_name= Semblance: Overactive Imagination<br />
|unique_mechanic1=<br />
Neo's semblance allows her to create physical illusions that can be seen or touched by everyone. Using this, she gives off the illusion of teleporting. In gameplay, her semblance allows her to almost instantaneously teleporting around the screen, surprising her opponents by attacking from their blindspots.<br />
}}<br />
<br />
==Normal Moves==<br />
===<big>5A</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Neo_5A.png |<br />
BBTag_Neo_5AA.png |<br />
BBTag_Neo_5AAA.png |<br />
BBTag_Neo_5AAAA.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=5A}}<br />
{{#lst:{{PAGENAME}}/Data|5A}}<br />
|-<br />
{{AttackVersion|name=5AA}}<br />
{{#lst:{{PAGENAME}}/Data|5AA}}<br />
|-<br />
{{AttackVersion|name=5AAA}}<br />
{{#lst:{{PAGENAME}}/Data|5AAA}}<br />
|-<br />
{{AttackVersion|name=5AAAA}}<br />
{{#lst:{{PAGENAME}}/Data|5AAAA}}<br />
|}<br />
==== ====<br />
* Jump cancelable.<br />
<br />
Neo strikes her opponent with her parasol and ends with a series of flip kicks. 5A and 5AA Are jump cancelable<br />
<br />
5A is a surprisngly bad move. At 10 frames, it comes out a lot slower than the rest of the casts 5A's, with a lot less range. In comparison, Ruby's 5B is 10 frames and significantly outranges it<br />
<br />
What this means is, 5A is a TERRIBLE round start option unless you know that your opponent doesn't have a quick/lengthy move to contest you. So avoid doing it<br />
<br />
5A is usefull for getting your jump cancel so you can start your mixups, and is gennerally your best starter for your combos<br />
<br />
</div><br />
</div><br />
<br />
===<big>5B</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Neo_5B.png |<br />
BBTag_Neo_5BB.png |Free launches with a small chance of rain<br />
BBTag_Neo_5BBB.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=5B}}<br />
{{#lst:{{PAGENAME}}/Data|5B}}<br />
|-<br />
{{AttackVersion|name=5BB}}<br />
{{#lst:{{PAGENAME}}/Data|5BB}}<br />
|-<br />
{{AttackVersion|name=5BBB}}<br />
{{#lst:{{PAGENAME}}/Data|5BBB}}<br />
|}<br />
==== ==== <br />
* Jump cancelable at 5B<br />
* 5BB can launch<br />
Neo strikes the opponent with her open parasol. Avoid using 5B outside of combos, it can be usefull in a blockstring to get you closer to your oponent since 5B will make you walk forwards slightly<br />
<br />
5B is a great stabilizing tool for stray aerial hits, this is because 5B brings them down to the ground, at the perfect height so that you can follow up with 2C and get your combos going<br />
<br />
<br />
</div><br />
</div><br />
<br />
===<big>5C</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Neo_5C.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|5C}}<br />
|}<br />
==== ====<br />
Neo performs an overhead arc kick. Strong reach and quick.<br />
<br />
</div><br />
</div><br />
<br />
===<big>2A</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Neo_2A.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|2A}}<br />
|}<br />
==== ====<br />
Neo pokes the ground with her parasol. Very quick and decent reach. <br />
<br />
Very important button for Neo gameplay, easily her best normal, you are always going to be using this, in neutral, to combo after 214A,to frame trap with J.236A, or even make a true blockstring with j.236C<br />
</div><br />
</div><br />
<br />
===<big>2B</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Neo_2B.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|2B}}<br />
|}<br />
==== ====<br />
Neo kicks up, letting her make a small leap into the air. <br />
<br />
If you ever played Yang, Jubei, or Adachi, this is kinda the same thing as their anti air... but worse, neo cannot jump cancel 2B on block, but she can special cancel it, leaving you options on what to do if they block it.<br />
<br />
Be carefull when using it as an anti air, as neo walks forward slightly, and it can (and will) whiff against certain jump ins<br />
</div><br />
</div><br />
<br />
===<big>2C</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Neo_2C.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|2C}}<br />
|}<br />
==== ====<br />
*Standard Launcher<br />
*Jump cancellable on 2nd hit<br />
Neo sweeps her opponent with her parasol and launches the opponent into the air with a spin kick. <br />
<br />
First things first, don't you EVER use this on block, i will slap you if i see you using this on a solo blockstring<br />
<br />
Neo's 2C is a versatile move, and its your go to launcher for all your combos, you're either sending them down with 5B before you send them up again with 2C, or you're using it after a ground starter to get your combo starting<br />
<br />
2C hits twice, but has a gap in between the hits, this is actually usefull for her gameplan, since having a gap, enables active switch mixups, and makes this a really good tool to use in cross combo sandwich situations, but if you're alone, don't ever use this as a mixup, if you get pushblocked and it whiffs, you're in for a world of hurt<br />
</div><br />
</div><br />
<br />
===<big>j.A</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Neo_jA.png |<br />
BBTag_Neo_jAA.png |<br />
</gallery><br />
</div><br />
<br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=j.A}}<br />
{{#lst:{{PAGENAME}}/Data|j.A}}<br />
|-<br />
{{AttackVersion|name=j.AA}}<br />
{{#lst:{{PAGENAME}}/Data|j.AA}}<br />
|}<br />
==== ====<br />
*Jump Cancellable<br />
Neo Slashes with her closed umbrella in the air.<br />
<br />
Fast air normal, this is your best round start option, really good Air to air tool, but has horrible scaling and it will kill your damage.<br />
<br />
Its simple, use this for neutral, don't ever use this in a combo (unless you would like to do literally 0 damage per normal, thanks colpe)<br />
</div><br />
</div><br />
<br />
===<big>j.B</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Neo_jB.png |Get ready to delay a LOT<br />
BBTag_Neo_jBB.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=j.B}}<br />
{{#lst:{{PAGENAME}}/Data|j.B}}<br />
|-<br />
{{AttackVersion|name=j.BB}}<br />
{{#lst:{{PAGENAME}}/Data|j.BB}}<br />
|}<br />
==== ====<br />
*Jump cancellable<br />
Neo kicks and strikes the opponent downward with her Parasol. Your go to jump-in and cross up attack. <br />
<br />
Delaying the second j.BB is pretty much essential to all of Neo's combos so you better get down the timing. Seriously. It's not even funny how much this move is used in combos.<br />
</div><br />
</div><br />
<br />
===<big>j.C</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Neo_jC.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.C}}<br />
|}<br />
==== ====<br />
Neo axe-kicks the opponent down into the ground. Can be special canceled on hit<br />
<br />
This is a really decent mixup button, its not an instant overhead, but its close enough, not only that, but its a huge enabler on future mixups, and leads to okay damage, its safe on block, but if you use this and they block it, your turn is over<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Universal Moves==<br />
===<big>Ground Throw</big>===<br />
<span class="input-badge">'''5B+C'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Neo_GroundThrow.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|BC}}<br />
|}<br />
==== ====<br />
Neo grabs the opponent, twirls on their heads, and uses their weight to throw them forward. <br />
<br />
Very simple grab, both 6 and 4 versions leave the oponent in a OTG state for a little bit, allowing you to walk forward and combo with 5A anywhere on the screen. Most combos should work here.<br />
</div><br />
</div><br />
<br />
===<big>Backlash</big>===<br />
<span class="input-badge">'''5A+D'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Neo_Backlash.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|AD}}<br />
|}<br />
==== ====<br />
Neo axe kicks her opponents to the ground. Quick execution and recovery with decent iframes. Can knock airborne opponents into the ground. If it hits on counter-hit and the opponent was high enough in the air, you can link into 2A and continue your combo. Berry situational though.<br />
</div><br />
</div><br />
<br />
<br style="clear:both;"/><br />
<br />
==Skills==<br />
===<big>Illusory Charge/Illusory Strike</big>===<br />
<span class="input-badge">'''236A/B'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Neo_IllusoryCharge.png |<br />
BBTag_Neo_RapidSwing.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=A}}<br />
{{#lst:{{PAGENAME}}/Data|236A}}<br />
|-<br />
{{AttackVersion|name=B}}<br />
{{#lst:{{PAGENAME}}/Data|236B}}<br />
|-<br />
{{AttackVersion|name=B > A/B/C}}<br />
{{#lst:{{PAGENAME}}/Data|236B X}}<br />
|}<br />
==== ====<br />
Neo sends a clone of herself to strike forward as a projectile. Her B version will send herself and allows a follow up on hit or on block. The C version follow up will Wall bounce or Wall slam and allows Neo to continue the combo<br />
<br />
Get used to this move, if you want to have optimal damage on your combos, you're using 236B>5A links, you can rely on it as a gap closer, its safe on block, but don't do the follow up if you're not confident in the hitconfirm, its VERY punishable<br />
<br />
The B and C versions of Illusory Charge can low profile a good majority of projectiles. Honorable mentions include Yukiko 5B fans and Nu 5B swords.<br />
</div><br />
</div><br />
<br />
===<big>Stealth Blitz/Striking Stance/Stealth Sweep</big>===<br />
<span class="input-badge">'''214A/B/C'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Neo_StealthBlitz.png |They all start like this<br />
BBTag_Neo_SweepingIllusion.png |Easiest 50/50 of my life<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=A}}<br />
{{#lst:{{PAGENAME}}/Data|214A}}<br />
|-<br />
{{AttackVersion|name=B}}<br />
{{#lst:{{PAGENAME}}/Data|214B}}<br />
|-<br />
{{AttackVersion|name=C}}<br />
{{#lst:{{PAGENAME}}/Data|214C}}<br />
|}<br />
==== ==== <br />
Neo taunts her opponent and strikes overhead or at their feet.<br />
<br />
Stealth Blitz will have Neo attack from above. On hit, you can use 2A to link into a combo. If the opponent is air-dashing, there's a good chance that the move will hit cross-up. On chicken block? You done messed up son, get ready to eat fist. <br />
<br />
Striking Stance is a parry that counters all attacks, including throws and supers, and teleports Neo directly behind the opponent if an attack hits during her taunt. Note that there is a small delay after she teleports so if your opponent threw out a meaty move that has a big hitbox before then, there's a good chance you're gettin' SMACKED for reading your opponent correctly.<br />
<br />
Stealth Sweep will have Neo strike low into a hard knockdown if they're on the ground, if its an air hit, the oponent will just tech quickly and you have no oportunities to combo.<br />
<br />
A and C versions always lose to Backdashing and chicken blocking , so have your assist cover you, or throw in the parry every now and then to keep opponents on their toes.<br />
</div><br />
</div><br />
<br />
===<big>Swooping Illusion/Plunging Illusion</big>===<br />
<span class="input-badge">'''j.236A/B'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Neo_SwoopingIllusion.png | Going down, in STYLE!<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=A}}<br />
{{#lst:{{PAGENAME}}/Data|j.236A}}<br />
|-<br />
{{AttackVersion|name=B}}<br />
{{#lst:{{PAGENAME}}/Data|j.236B}}<br />
|}<br />
==== ====<br />
Neo dive kicks her opponents and teleports. 236A will have her teleport to the ground behind the opponent with a slight delay. 236B will allow her to teleport behind and above the opponent <br />
<br />
On block, the A version is safe and and leads to a 10F frame trap with 2A . The B version can actually be used as a DP bait since you still have your air action left. The C version is positive and pretty good to get a true blockstring with 2A, or a 3F frametrap with 5A, or for converting an air combo back to the ground.<br />
<br />
If you have an assist on deck, you can even create a sandwich mixup<br />
<br />
</div><br />
</div><br />
<br />
===<big>Parasol Descent/Illusion</big>===<br />
<span class="input-badge">'''j.214A/B'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Neo_ParasolDescent.png |"I'm Mary Poppins y'all"<br />
BBTag_Neo_ParasolIllusion.png | ''slam'' I'm- wait she can't talk. Correction: ''slam'' .....<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=A}}<br />
{{#lst:{{PAGENAME}}/Data|j.214A}}<br />
|-<br />
{{AttackVersion|name=B}}<br />
{{#lst:{{PAGENAME}}/Data|j.214B}}<br />
|}<br />
==== ==== <br />
Neo opens up her parsol and floats back down to the ground, stalling her jump momentum. <br />
<br />
A version is cancelable with an attack. <br />
<br />
B version is a parry that let's her teleport behind her opponents like Striking Stance. Be warned, there is HELLA landing recovery animation on a whiffed parry. Looks neat though.<br />
</div><br />
</div><br />
<br />
===<big>Pinwheel Flip</big>===<br />
<span class="input-badge">'''66'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Neo_PinwheelFlip.png | MvC Captain America would be proud<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|66}}<br />
|}<br />
==== ====<br />
Neo dodges forward and let's her switch sides if she's close enough to the opponent. This move has some projectile invincibility, but can be stuffed by quick jabs on reaction.<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Extra Skills==<br />
===<big>EX Illusory Strike</big>===<br />
<span class="input-badge">'''236C'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Neo_IllusoryCharge.png |<br />
BBTag_Neo_RapidSwing.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=236C}}<br />
{{#lst:{{PAGENAME}}/Data|236C}}<br />
|-<br />
{{AttackVersion|name=236C > A/B/C}}<br />
{{#lst:{{PAGENAME}}/Data|236C X}}<br />
|}<br />
==== ====<br />
Neo sends a clone of herself to strike forward as a projectile. This version will cause Wall bounce if you're not in the corner or Wall slam if you are. <br />
</div><br />
</div><br />
<br />
===<big>EX Parasol Descent</big>===<br />
<span class="input-badge">'''j.214C'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Neo_ParasolDescent.png | I heard you like jump cancels?<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.214C}}<br />
|}<br />
==== ====<br />
Whenever Neo uses EX Parasol, you gain an extra jump. Has the quickest recovery and start-up out of all the three parasol moves.<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
===<big>EX Swooping Illusion</big>===<br />
<span class="input-badge">'''j.236C'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Neo_SwoopingIllusion.png |''Boop!''<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.236C}}<br />
|}<br />
==== ====<br />
EX divekick, looks just like her other j.236X series, but with a blue flash, use this to get a true blockstring with 2A or a 3F frametrap with 5A, it also has its use in combos, EX divekick puts the enemy in an untech until land state, meaning you get to teleport all the way back to the ground after an air combo, and still super<br />
</div><br />
</div><br />
<br />
==Partner Skills==<br />
===<big>5P</big>===<br />
<span class="input-badge">'''Illusory Charge'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Neo_IllusoryCharge.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|5P}}<br />
|}<br />
==== ====<br />
Neo sends herself instead of a clone doing the same attack as 6P. Attack comes out wherever the opponent is, so it won't travel full screen unless the opponent is full screen. <br />
</div><br />
</div><br />
<br />
===<big>6P</big>===<br />
<span class="input-badge">'''Illusory Strike'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Neo_IllusoryCharge.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|6P}}<br />
|}<br />
==== ====<br />
Neo sends a clone of herself as a projectile. Attack comes out wherever the opponent is, so it won't travel full screen unless the opponent is full screen. <br />
<br />
A good candidate for active switching since Neo is usually far away enough from the point character that whatever your opponent does on reaction (DP, mash,etc.) makes her safe. Unless they mash full screen beam super, then in that case, eject the disc, put it in the box, go back to Gamestop, get your $2.52 refund and Ggs.<br />
</div><br />
</div><br />
<br />
===<big>4P</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Neo_SwoopingIllusion.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|4P}}<br />
|}<br />
==== ====<br />
Neo sends a diving clone in front of her that causes a guaranteed ground bounce and is good for extending combos. Unlike the rest of the cast who's 4P is an anti-air, you should never try to use this as an anti-air unless you actively dislike ice cream and just want to see her suffer you jerk. <br />
<br />
Outside of combo extensions and tagging bursts, this move is, quite honestly and frankly speaking, kinda garbage.<br />
</div><br />
</div><br />
<br />
<br style="clear:both;"/><br />
<br />
==Distortion Skills==<br />
===<big>Overactive Devastation</big>===<br />
<span class="input-badge">'''236B+C'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Neo_OveractiveDevastation.png | "Go forth and conquer" - Alfred Lord Tennyson, to the scrub he was wasting in pools.<br />
BBTag_Neo_OveractiveDevastation2.png |The hat is so cute on her<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|236BC}}<br />
|}<br />
==== ====<br />
Neo sends a clone to strike the opponent. Upon hitting, she will instantly move in and strike her umbrella twice before slamming it down. During Resonance mode or when performing a cross combo, Neo will add an extra hit by having a clone kick the opponent away. The projectile is full screen and low profiles projectiles and some attacks, but will still be destroyed by things such as Personas or assists. Specifically, if there's a Persona active and in front of the opponent, there's a damn good chance that your special will only destroy the Persona and not actually hit the opponent. Use carefully.<br />
<br />
On a side note, Overactive Devastation is probably one of the least damaging supers in the game to use in a combo, so more often than not, you're going to have to burn an extra 2 bars to DHC and kill.<br />
</div><br />
</div><br />
<br />
===<big>Suspension of Disbelief</big>===<br />
<span class="input-badge">'''214B+C'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Neo_SuspensionOfDisbelief.png | I am mashing this on wake up like the scrub I am<br />
BBTag_Neo_SuspensionOfDisbelief2.png |surprisedpikachuface.jpg<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|214BC}}<br />
|}<br />
==== ====<br />
Neo grabs her opponent and throws them forward. During resonance mode or when performing cross combos, Neo will add in an extra kick that will bounce them back towards you.<br />
<br />
Neo's very unique command grab is THE super that earned her the title of trickster, its command grab with no super flash, if that doesn't sound good enough for you, she slides a fairly long distance on it too, meaning its VERY active, and it gets even better, the uniqueness doesn't stop here, Neo gets to combo after this super, and INTO the super, you can use Suspension of disbelief as a combo extender if you want to.<br />
<br />
But of course, she has her flaws here as well, Whiffing the super puts neo in a deep sigh, leaving you extremely vulnerable to a punish, and about that extender? its the lowest minimum damage super in the game, so don't use that as an extension tool unless you're in resonance, and you got tons of meter to burn.<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Distortion Skill Duo==<br />
===<big>Overactive Devastation</big>===<br />
<span class="input-badge">'''P during Partner's Distortion Skill '''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Neo_OveractiveDevastation2.png | "'''''.....'''''"<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|Distortion Skill Duo}}<br />
|}<br />
==== ====<br />
Neo sends a clone to strike the opponent. Upon hitting, she will instantly move in and strike her umbrella twice before slamming it down. When performed during a cross combo, Neo will add an extra hit by having a clone kick the opponent away. The projectile reaches a good range and is durable against a good amount of projectiles, but will still be destroyed by things such as Personas or assists. Use carefully.<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Astral Heat==<br />
===<big>Shattering Skewer</big>===<br />
<span class="input-badge">'''222B+C'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Neo_ShatteringSkewer.png |"Kill for kill, eye for eye, blood for blood..."<br />
BBTag_Neo_ShatteringSkewer2.png |"IT'S TIME TO DIE"<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|222BC}}<br />
|}<br />
==== ====<br />
Neo charges in and assaults her opponent with a barrage of illusions before pulling out her parasol blade and skewering them.<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
<br />
==External References==<br />
==Navigation==<br />
{{#lst:{{PAGENAME}}/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/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.}}<br />
{{Navbar-BBTag}}</div>73.119.87.123https://www.dustloop.com/wiki/index.php?title=BBTag/Yang_Xiao_Long&diff=194785BBTag/Yang Xiao Long2021-02-10T16:17:42Z<p>73.119.87.123: /* */</p>
<hr />
<div>{{InvisibleHeader}}{{NavTabs|game=BBTag|chara=Yang Xiao Long}}<br />
<br />
======<span style="visibility:hidden;font-size:0">Overview</span>======<br />
{{CharaOverview<br />
|overview= <br />
|lore= Yang Xiao Long is a former student at Beacon Academy and one of the main protagonists of RWBY. Her weapons of choice are a pair of Dual Ranged Shot Gauntlets, Ember Celica. <br />
<br />
She made her first appearance in the "Yellow" Trailer, searching for clues regarding the whereabouts of her mother, Raven Branwen, who left her when she was very young. At Beacon, Yang becomes a member of Team RWBY alongside her younger half-sister Ruby Rose, Weiss Schnee and Blake Belladonna.<br />
|voice_actor= <br />
|quote= I'm a thrill-seeker. I want to travel around the world and get wrapped up in as many crazy adventures as I can. And if I help people along the way, then that's even better. It's a win-win, y'know?<br />
|summary= <br />
|pros=<br />
* Shoto-type (projectile, rush attack, etc) tool kit. <br />
* Semblance buff not only increases attack, but also enhances some of her moves’ damage properties to extend combos and turns her armor into guard point.<br />
* Great fullscreen reversal option in the form of Burning Gold, on par with [[BBTag/Azrael|Azrael]]’s Black Hawk Stinger.<br />
* High mobility.<br />
* Armor can save her from bad situations, including DPs and even supers.<br />
* Semblance activation when her health gets low is a free pause button that stops oki pressure.<br />
<br />
|cons=<br />
* Semblance buff can only be activated when Yang is in a "danger" state.<br />
* When not empowered, her overall damage is much lower. <br />
* Lacks consistent and strong approach options.<br />
* Normals mostly have short range.<br />
* Takes unscaled damage when hit during her armored moves. Multi-hitting attacks such as susanoo's thunder hand can melt through her health very quickly.<br />
* More as a point than an actual anchor if paired with a character with better anchor potential, despite extremely damaging assists (e.g. Gordeau)<br />
|unique_mechanic1_name= Semblance: Burn<br />
|unique_mechanic1=<br />
In RWBY, Yang's Semblance allows her to tank the damage she receives and then use it to amplify the effectiveness of her attacks.<br />
<br />
Some of her normal attacks have armor (such as [[#5B|5B]]). If she absorbs a hit, her attack will do a second hit.<br />
<br />
When her health drops to the "Danger!!" point, she enters her empowered state, complete with flaming hair. While in this state, many of Yang's moves get significant buffs. Most notably, all of Yang's punch normals and some of her special moves gain an extra hit(s). This gives Yang some of the highest damage normals out of the entire roster. All her armored attacks also change their attribute into guard point, allowing her to plow through enemy attacks without worrying about losing health. Note that although Yang has to be in "Danger!!" state to activate her Semblance, it will remain active even if she then heals above that point.<br />
}}<br />
<br />
==Normal Moves==<br />
===<big>5A</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Yang_5A.png |The first move you'll do <br/> after '''I, B U R N'''<br />
BBTag_Yang_5AA.png |Classic backhander.<br />
BBTag_Yang_5AAA.png |<br />
BBTag_Yang_5AAAA.png |Boot to the face.<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=5A}}<br />
{{#lst:{{PAGENAME}}/Data|5A}}<br />
|-<br />
{{AttackVersion|name=5AA}}<br />
{{#lst:{{PAGENAME}}/Data|5AA}}<br />
|-<br />
{{AttackVersion|name=5AAA}}<br />
{{#lst:{{PAGENAME}}/Data|5AAA}}<br />
|-<br />
{{AttackVersion|name=5AAAA}}<br />
{{#lst:{{PAGENAME}}/Data|5AAAA}}<br />
|}<br />
==== ====<br />
* Values in [] are during Semblance<br />
* Jump-Cancelable<br />
* While in Semblance, gains an extra gunshot hitbox, greatly increasing its range.<br />
<br />
Outside of Semblance, 5A has very limited horizontal range, requiring Yang to nearly be point-blank to connect. If it does connect however, her 5A followups move her forward so she doesn't have to worry about whiffing them. As 5A and 5AA are both jump-cancelable on block, there is a choice of resetting or going into other gatling options.<br />
<br />
While in Semblance, her 5A range is much more respectable, making it a viable, fast poke to use alongside 5B.<br />
----<br />
* Values in [] are during Semblance<br />
* Jump-cancelable<br />
* While in Semblance, gains an extra gunshot hitbox, ensuring it combos properly from a max range 5A.<br />
<br />
5AA can be canceled into 2A and then back into 5A and its followups if within range, even when 2A is used to start. This greatly extends the length of Yang's pressure without assists, making her pressure strings less predictably short.<br />
----<br />
* Safe on block<br />
* Combo filler/ Pressure tool<br />
* Unnaffected by Semblance<br />
<br />
----<br />
* Launches the opponent away from Yang on hit.<br />
<br />
Like most if not all Smart Combo enders it's non special cancellable. Use an assist to extend the combo/extend pressure. But keep in mind that since it launches the opponent a fair bit you will have to catch up to them.<br />
</div><br />
</div><br />
<br />
===<big>5B</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Yang_5B.png |The YOLO button<br />
BBTag_Yang_5BB.png |Geez, ever heard of a bra?<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=5B}}<br />
{{#lst:{{PAGENAME}}/Data|5B}}<br />
|-<br />
{{AttackVersion|name=5BB}}<br />
{{#lst:{{PAGENAME}}/Data|5BB}}<br />
|}<br />
==== ====<br />
* Values in [] are during Semblance<br />
*Has armor against body-attribute attacks during during frames 4-12. While armoring, this move gains Semblance property of extra damage and additional hit. In Semblance, armor is converted into guard point.<br />
*Jump-cancelable.<br />
*While in Semblance, gains an extra gunshot hitbox, making it Yang's longest ranged normal poke. Reaching even further than her 2C.<br />
*4~12 BP Armor<br />
<br />
Due to Yang's limited normal ranges, throwing 5B out in neutral for both offensive and defensive reasons can be a strong option, as it can apply pressure if close enough as well as eat through body-attribute attacks that have longer ranges than hers. The armor on 5B only applies to body-attribute attacks however, so it's ineffective against most of the lows and overheads in the game. <br />
<br />
Yang's main options from 5B when connecting with the opponent are essentially 5BB, 2C, 214A, 214B, 236X, and jump-cancel, making it a key branching point for a lot of her offense.<br />
<br />
Since the vast majority of the Reversal Actions in the game have body-attribute, Yang has the potential to safely plow through such reversal options. However, as the armor on 5B does not come out frame 1 and the startup and active frames of Reversal Actions generally come fairly late, 5B cannot be used as a meaty when attempting to beat Reversal Actions, nor to directly challenge them. A certain delayed timing is thus required to manage Reversal Actions after knockdown, but with this delayed timing the opponent has the potential to counterhit or throw Yang before 5B can come out.<br />
<br />
5B has the potential to armor through various Distortion Skills, but this is much more limited. Certain Distortion Skills, such as Gordeau's 236BC, have enough startup after the superflash that Yang can 5B on reaction. However, the faster startup of most body-attribute Distortion Skills do not offer Yang this luxury. As a result, unless 5B was already started before a Distortion Skill, which is essentially uncontrollable, it is not very likely to go through one.<br />
----<br />
*Values in [] are during Semblance<br />
*Has armor against body attribute attacks during the middle portion of the move. While armoring, this move gains Semblance property of extra damage and additional hit. In Semblance, armor is converted into guard point.<br />
*Launches opponents, allowing you to transition into an air combo. Can also go to 2B and then an air combo.<br />
*Less horizontal range than 5B, so will whiff when chained from a max range 5B.<br />
*Unsafe if whiffed or not canceled.<br />
*While in Semblance, gains an additional hit. Does not gain any additional horizontal range, so it still does not combo properly from a max range 5B.<br />
*1~18 BP Armor<br />
5BB is mostly combo and potentially pressure filler. Because of Yang's average run speed and general lacking range, she will often whiff 5BB at 5B's max-range leaving her open to being punished. As a result, caution must be exercised with 5BB, making sure to both cancel into it at appropriate ranges, and cancel out of it if blocked.<br />
<br />
If armoring through something with greater active frames and invuln than 5B, continuing into 5BB provides further invuln that generally takes care of the rest. <br />
<br />
While auto-piloting into 5BB is not advised since it can be punished if whiffed or push-blocked, when 5B armors through an attack, there is a very slight pause, with this pause being repeated for multi-hit attacks. If wary of this pause, it can be used as a way to be sure 5B's armor is active and confirm into 5BB.<br />
</div><br />
</div><br />
<br />
===<big>5C</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Yang_5C.png | Up and ''DOWN.<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|5C}}<br />
|}<br />
==== ====<br />
* Can be anti-aired<br />
<br />
Universal overhead. <br />
Uses the same animation as j.C.<br />
</div><br />
</div><br />
<br />
===<big>2A</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Yang_2A.png | She's very eager to kick people's toes.<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|2A}}<br />
|}<br />
==== ====<br />
*Relatively good horizontal range<br />
Considering Yang's other normal options, this and 5B are likely to be her go-to normals when trying to approach. Due to 5A's lacking horizontal range, 2A should be given priority if a relatively fast, decently ranged normal is desired. <br />
<br />
Canceling into 5B when not point-blank is generally a good idea since 5A is stubby and 2C leaves little room to continue pressure. This is particularly strong against opponents that disrespect 2A's range or cannot react with appropriate lows.<br />
<br />
If within range, 2A can be canceled into 5AA, which allows her to cancel back into 2A and then another 5A cancel, allowing her to greatly extend her normally relatively short pressure. While making her pressure less predictable, this does require being within range for 5A in the first place, so being mindful of ranges is necessary when not in Semblance.<br />
</div><br />
</div><br />
<br />
===<big>2B</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Yang_2B.png | SHORYUKEN!<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|2B}}<br />
|}<br />
==== ====<br />
*Values in [] are during Semblance<br />
*Invincible to head-attribute attacks.<br />
*Can be double jump-canceled.<br />
*Mediocre horizontal, good vertical reach.<br />
*Fairly fast.<br />
*While in Semblance, gains an additional hit and armor turns into guard point.<br />
*7~16 H Armor. While armoring, this move gains Semblance property of extra damage and additional hit.<br />
<br />
A fairly good antiair that propels Yang into the air, requiring either a double jump or j.236X to cancel out of it. If blocked and able to react well, pressure can continue after the double jump with her various air options.<br />
<br />
Can be used in pressure, though as it has limited horizontal range, Yang has to be careful that it does not whiff as she is then unable to cancel out of its long recovery.<br />
</div><br />
</div><br />
<br />
===<big>2C</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Yang_2C.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|2C}}<br />
|}<br />
==== ====<br />
* Longest ranged normal outside of Semblance.<br />
* Yang slides forward a good distance during the animation.<br />
* Leads into high damage corner combos when cancelled into Perfect Bombshell.<br />
<br />
This is one of Yang's best combo starters in semblance. Someone please put a good combo hear I beg you<br />
<br />
</div><br />
</div><br />
<br />
===<big>j.A</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Yang_jA.png |<br />
BBTag_Yang_jAA.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=j.A}}<br />
{{#lst:{{PAGENAME}}/Data|j.A}}<br />
|-<br />
{{AttackVersion|name=j.AA}}<br />
{{#lst:{{PAGENAME}}/Data|j.AA}}<br />
|}<br />
==== ====<br />
*Good horizontal, lacking vertical hitbox<br />
*Can hit behind her and autocorrect for crossups<br />
A very useful, well-ranged normal that, while not terribly fast and not able to hit crouching opponents immediately after an IAD, does provide a general use aerial that can easily poke the opponent.<br />
<br />
As j.A's hitbox hits slightly behind her and she reliably autocorrects after her forward jump-cancels when done close, she can naturally crossup if positioning is good or safely reset pressure if the opponent does not anticipate it.<br />
</div><br />
</div><br />
<br />
===<big>j.B</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Yang_jB.png | Shinku's favorite air normal... now with armor.<br />
BBTag_Yang_jAA.png |Reaching out to add icing on the cake.<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=j.B}}<br />
{{#lst:{{PAGENAME}}/Data|j.B}}<br />
|-<br />
{{AttackVersion|name=j.BB}}<br />
{{#lst:{{PAGENAME}}/Data|j.AA}}<br />
|}<br />
==== ====<br />
*Values in [] are during Semblance<br />
*Gains H Armor F7~19. While armoring, this move gains Semblance property of extra damage and additional hit.<br />
*Decent horizontal, decent downwards vertical hitbox.<br />
*While in Semblance, gains an extra gunshot hitbox, increasing its vertical and horizontal range. Armor also turns into guard point.<br />
<br />
Mostly functionally the same as j.A, except slightly slower and with a slightly better downwards hitbox. Even though the downwards hitbox is better, an immediate j.B after an IAD will whiff on crouching opponents, making a delay required. <br />
<br />
When in Semblance, j.B's downward hitbox does increase, which allows immediate j.B after IAD to hit crouching opponents. Hooray!<br />
----<br />
*Values in [] are during Semblance<br />
*Short horizontal and vertical hitbox.<br />
*While in Semblance, gains an additional hit.<br />
<br />
While j.BB's hitbox is fairly lacking, it does its job as a quick aerial to follow j.B with. This mostly comes into play canceling into it off of IAD j.B, as j.A's slightly higher startup causes it to not come out if the j.B is slightly delayed and generally requires more immediate timing. <br />
<br />
It can be okay as air blockstring filler, but j.A can then be gone into instead, and j.A's hitbox is simply better. As a result, there's not much reason for this outside of fairly niche cases or combo filler.<br />
<br />
While its damage is essentially the same as other air combo options, because both j.B and j.BB utilize Yang's gauntlet, both hits benefit from Semblance's damage boost. Assuming the faster startup and better hitbox of j.A is not needed, j.BB then becomes optimal when taking to the air.<br />
</div><br />
</div><br />
<br />
===<big>j.C</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Yang_jC.png | Come on and SLAM!<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.C}}<br />
|}<br />
==== ====<br />
*Values in [] are during Semblance<br />
*Propels Yang slightly forward before slamming into the ground.<br />
*Has a hitbox behind her, allowing for potential crossups.<br />
*While in Semblance, does an additional hit upon landing.<br />
*Advantage based on immediate j.C on standing opponent<br />
*Second hit from Semblance can only connect if first hit hit<br />
* Cancellable on hit.<br />
<br />
Mostly used as a combo ender. Can also be used as surprise yolo instant overhead or a crossup.<br />
<br />
If used at the end of combos, your opponent is usually able to freely forward roll past Yang. Thus, careful movement needs to be used to ensure you don't let your opponent escape the corner for free. If desired for pressure, an assist is recommended as this normal is very unsafe on block. Since she can simply continue pressure off other falling aerials without committing assist bar however, this may not be an efficient option to go for if the setup from the assist is not seriously desired.<br />
<br />
If done immediately after a jump, j.C is notably Yang's fastest overhead. Similar to pressure situations, calling an assist will allow Yang to combo after a successful hit, and keep her safe in case the j.C is blocked.<br />
<br />
On defense, the normal is also decent enough to Fuzzy j.C with (17BC1) to steal your turn, granted you get a good read on when there's a gap in your opponent's pressure/your opponent will try to grab you.<br />
</div><br />
</div><br />
<br />
<br style="clear:both;"/><br />
<br />
==Universal Mechanics==<br />
===<big>Ground Throw</big>===<br />
<span class="input-badge">'''5B+C'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Yang_GroundThrow.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|BC}}<br />
|}<br />
==== ====<br />
* Can combo by linking a 5A or 5B juggle.<br />
*100% minimum damage<br />
<br />
Detailed description of the usefulness of the move go here<br />
</div><br />
</div><br />
<br />
===<big>Strawberry Sunrise</big>===<br />
<span class="input-badge">'''5A+D (air ok)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Yang_StrawberrySunrise.png |VOLCANIC VIPER!!!<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=Ground}}<br />
{{#lst:{{PAGENAME}}/Data|AD}}<br />
|-<br />
{{AttackVersion|name=Air}}<br />
{{#lst:{{PAGENAME}}/Data|j.AD}}<br />
|}<br />
==== ====<br />
* While in Semblance, gains an additional hit<br />
* Go-to antiair for most situations as 2B is fairly weak<br />
*Grounded version 1~22 All invul<br />
*Air version 1~12 All invul<br />
</div><br />
</div><br />
<br />
<br style="clear:both;"/><br />
<br />
==Skills==<br />
===<big>Firecracker </big>===<br />
<span class="input-badge">'''236A/B'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Yang_Firecracker.png |First rule of RWBY: (Insert Item Here) is also a gun.<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=A}}<br />
{{#lst:{{PAGENAME}}/Data|236A}}<br />
|-<br />
{{AttackVersion|name=B}}<br />
{{#lst:{{PAGENAME}}/Data|236B}}<br />
|}<br />
==== ====<br />
*Relatively short range and arc<br />
*Explodes upon hitting the ground, leaving a lingering hitbox.<br />
*Values in [] are for if fireball explodes on the ground<br />
*Opponent experiences an extra 5 [4] frames hitstop on hit/block and an extra 7 [9] frames on counterhit<br />
While slightly minus, it's a fairly good tool for resetting pressure as its pushback, combined with that of preceding normals, makes it hard for opponents to take their turn with quick normals. <br />
<br />
A fairly good option after using 236A to reset pressure is to immediately go into 5B. As most 5As and 2As are too short to reach her, 5B has enough time to obtain its body-invuln for longer-reaching, slower normals. Wise opponents watching out for 236A reset can beat out the 5B easily with just about any 2C however.<br />
<br />
If Reject Guarded, it will not reach the opponent due to the greatly increased distance. Its lingering hitbox can catch opponents attempting to move forward after, but this still leaves a large gap that can be punished by Distortion Skills and other options.<br />
----<br />
*Relatively long range and arc<br />
*Explodes upon hitting the ground, leaving a lingering hitbox.<br />
*Values in [] are for if fireball explodes on the ground<br />
*Opponent experiences an extra 5 [4] frames hitstop on hit/block and an extra 7 [9] frames on counterhit<br />
If 236X is desired for zoning on the ground, 236B is practically better than 236A in every way as its arc extends 2/3 the screen horizontally. It's slightly more negative than 236A on block so should be exclusively for zoning.<br />
</div><br />
</div><br />
<br />
===<big>Bottle Rocket</big>===<br />
<span class="input-badge">'''j.236A/B'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Yang_BottleRocket.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=A}}<br />
{{#lst:{{PAGENAME}}/Data|j.236A}}<br />
|-<br />
{{AttackVersion|name=B}}<br />
{{#lst:{{PAGENAME}}/Data|j.236B}}<br />
|}<br />
==== ====<br />
*45 degree angle projectile<br />
*Travels 1/2 to near fullscreen<br />
*Explodes upon hitting the ground, leaving a lingering hitbox.<br />
*Values in [] are for if fireball explodes on the ground<br />
*Opponent experiences an extra 5 [4] frames hitstop on hit/block and an extra 7 [9] frames on counterhit<br />
Great zoning tool that singlehandedly provides Yang some good fullscreen presence as the projectiles come out fast and can cover space quickly.<br />
<br />
Steeper angle and travels slightly slower than j.236B though the space it covers can be increased by performing it higher. With this angle, switching to it is important when expecting opponents to try to rush in as whiffing j.236B instead leaves her open to being anti-aired as she cannot act until she becomes grounded.<br />
----<br />
*66 degree angle projectile<br />
*Travels 2/3 to over fullscreen<br />
*Explodes upon hitting the ground, leaving a lingering hitbox.<br />
*Values in [] are for if fireball explodes on the ground<br />
*Opponent experiences an extra 5 [4] frames hitstop on hit/block and an extra 7 [9] frames on counterhit<br />
Great zoning tool that singlehandedly provides Yang some good fullscreen presence as the projectiles come out fast and can cover space quickly.<br />
<br />
Wider angle and travels slightly faster than j.236A though the space it covers can be increased by performing it higher. <br />
<br />
While it can easily cover fullscreen, contesting zoners can be difficult as the travel time allows them to hit her before the rocket can reach. Further, the rocket has only 1 durability so it easily loses to many projectiles or the ability to cancel into further projectiles. <br />
<br />
Especially strong against characters with tall vertical hitboxes that cannot avoid projectiles easily or lack fullscreen presence, such as Gordeau or Waldstein. <br />
<br />
Due to the inability to act until grounded, it is risky to throw out against characters with fast, fullscreen supers, especially if trying to jump higher to obtain more reach.<br />
</div><br />
</div><br />
<br />
===<big>Burst Of Embers</big>===<br />
<span class="input-badge">'''214A'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Yang_BurstOfEmbers.png | Shoulder to the- wait<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|214A}}<br />
|}<br />
==== ====<br />
* Used for closing the gap in neutral, keeping up pressure against Reject Guards, and in combos.<br />
* Has armor against body attribute attacks. In Semblance, armor is converted into guard point.<br />
* +6 on Counter Hit. Can link into 5A in these situations.<br />
*7~23 BP Armor<br />
*Enters 20 recovery on block 2 frames after attack connects<br />
*Can be canceled on hit/block to any followup until 8 frames before recovery ends<br />
<br />
Burst of Embers is useful neutral and pressure tool. Yang gains armor against body attribute attacks once she gets moving, giving her a valuable tool to approach her opponent in certain situations, especially when covered by an assist call. If cancelled into from a blocked normal, Burst of Embers can function as a simple frame trap that also helps counter predictable Reject Guards. On counter hit, Burst of Embers is +6, allowing you to convert into a combo by linking into 5A. Burst of Embers is -1 on regular hit and -4 on block, so you give up any further pressure in most cases unless you perform one of its followups or you're covered by an assist call. Since Burst of Embers does not have armor against foot or head attribute attacks, it should also not be thrown out haphazardly or during situations where you could easily be hit during the startup. <br />
<br />
</div><br />
</div><br />
<br />
===<big>Rising Fire</big>===<br />
<span class="input-badge">'''A during Burst of Embers'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Yang_RisingFire.png | Just duck<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|214A A}}<br />
|}<br />
==== ====<br />
*Values in [] are during Semblance<br />
*Performs three consecutive hits instead of one during Semblance on hit only<br />
* While Semblance is active, this can be used to extend combos in the corner<br />
* Plus if the opponent is standing, Highly unsafe if the opponent is crouching<br />
*Crouching under second hit and causing it to whiff results in attack being -17<br />
<br />
</div><br />
</div><br />
<br />
===<big>Too Hot to Handle</big>===<br />
<span class="input-badge">'''B during Burst of Embers'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Yang_TooHotToHandle.png |''"BANISHING FANG!"''<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|214A B}}<br />
|}<br />
==== ====<br />
*Good for extending combos in the corner.<br />
*Relatively slow, unrewarding overhead without using an assist.<br />
*6~26 F invul<br />
*This is not Chesto. Do not mistake this for Chesto. Thank you for listening.<br />
A somewhat useful option if the opponent is trained to block due to staggered Rising Fire (214AA) but if not the opponent is likely to just mash Yang out of it if not backed with assists. Yet, if an assist is used to make it gapless, the assist will not be available to continue the combo after.<br />
<br />
As Yang does not have a low followup from Burst of Embers (214A), outside of resetting into 2A or 2C, a wise opponent will simply autopilot into high block. Since 214A is minus, even if the low reset is desired, an opponent that is not specifically trained to avoid mashing has a good bit of time to challenge the reset, making the high/low mixup from this point fairly underwhelming.<br />
<br />
In the corner, it can be comboed off of if the opponent is hovering at around the top of 214A's vertical hitbox (eg: Throw > 5AAA > 214AB > 5A...).<br />
</div><br />
</div><br />
<br />
===<big>Cold Shoulder</big>===<br />
<span class="input-badge">'''214B'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Yang_ColdShoulder.png |Heeeeav.......'''''H O E'''''<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|214B}}<br />
|}<br />
==== ====<br />
*Values in [] are during Semblance<br />
* Command Grab<br />
* Launches opponent higher while Semblance is active, allowing for fairly damaging combos<br />
* Deals an additional 32% damage while in Semblance<br />
Can combo from it without Semblance but requires calling a Partner Skill into Active Change and then following up after Yang completes her animation. While a strong option to justify going for command grab against overly defensive opponents, if the opponent commits to an offensive option Yang and her partner are likely to eat a hefty chunk of damage.<br />
</div><br />
</div><br />
<br />
<br style="clear:both;"/><br />
<br />
==Extra Skills==<br />
===<big>Firecracker</big>===<br />
<span class="input-badge">'''236C'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Yang_Firecracker.png | The Yang Bang<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|236C}}<br />
|}<br />
==== ====<br />
*Fireball explodes on contact with either opponent or the ground, leaving a lingering hitbox<br />
*Opponent experiences an extra 5/4 frames hitstop on hit/block and an extra 7/9 frames on counterhit<br />
*Neutral on block, giving Yang an ok option to reset pressure in some situations.<br />
</div><br />
</div><br />
<br />
===<big>Bottle Rocket</big>===<br />
<span class="input-badge">'''j.236C'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Yang_BottleRocket.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.236C}}<br />
|}<br />
==== ====<br />
* Fireball explodes on contact with either opponent or the ground, leaving a lingering hitbox.<br />
*Opponent experiences an extra 5/4 frames hitstop on hit/block and an extra 7/9 frames on counterhit<br />
* If used right after 5BB, she can extend the grounded part of her combos<br />
The nice thing about this EX version of the move is that if used after a 2B > jump cancel > AA combo, Yang has enough time to land and catch with 5A and continue the combo.<br />
<br />
</div><br />
</div><br />
<br />
===<big>Raging Inferno</big>===<br />
<span class="input-badge">'''C During Burst of Embers'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Yang_RagingInferno.png | Frametraps? I love frametraps!<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|214A C}}<br />
|}<br />
==== ====<br />
*Values in [] are during Semblance<br />
*Can convert into Burning Gold midscreen. Can convert into combos by using assist or corner<br />
<br />
</div><br />
</div><br />
<br />
===<big>Perfect Bombshell</big>===<br />
<span class="input-badge">'''214C'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Yang_PerfectBombshell.png | '''G O T C H A'''<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|214C}}<br />
|}<br />
==== ====<br />
*Values in [] are during Semblance<br />
*Command grab that catches standing and jumping opponents, but whiffs on crouching opponents<br />
*Great for extending combos in the corner at the cost of Skill Gauge<br />
*Groundslides opponent on release<br />
*(11 before active)~Active H invul<br />
<br />
A fairly important tool for obtaining good solo damage. While it is a command grab, it whiffs on crouching opponents. However, it is able to catch aerial opponents, which can somewhat create a mixup if they are conditioned to jump in response to Yang's regular command grab.<br />
<br />
Can be used to grab airborne opponents in combos, though this requires both a relatively high amount of hitstun as well as low air height. This is generally preceded by 5BB or 2C, but can also occur from a variety of assists.<br />
<br />
In the corner, 5BB/2C > 214C can be looped into itself multiple times depending on proration, allowing for very damaging solo routes. As proration becomes higher, special-canceling from 2C becomes preferable to 5BB for the purposes of looping.<br />
<br />
Assuming meter is available, following Perfect Bombshell with Burning Gold is a great way to tack on damage regardless of Yang's positioning.<br />
</div><br />
</div><br />
<br />
<br style="clear:both;"/><br />
<br />
==Partner Skills==<br />
<br />
===<big>5P</big>===<br />
<span class="input-badge">'''Burst of Embers'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Yang_BurstOfEmbers.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|5P}}<br />
|}<br />
==== ====<br />
*Good horizontal, short vertical reach<br />
*On hit, does a followup attack<br />
*Values in [] are for followup<br />
*Goes into followup or recovery on contact<br />
A solid standard Partner Skill that uses the animation of Burst of Embers (214A), but goes into the animation of 5AAA on hit, causing a wall bounce. As it is much faster than 6P and has better horizontal reach than 4P, it is a safe, simple option for pressure and combos.<br />
</div><br />
</div><br />
<br />
===<big>6P</big>===<br />
<span class="input-badge">'''Raging Inferno'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Yang_RagingInferno.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|6P}}<br />
|}<br />
==== ====<br />
* Values in [] are during Semblance<br />
*Travels almost fullscreen<br />
*Limited vertical reach<br />
*Higher startup than other assists<br />
*Potentially high blockstun due to its multiple swings<br />
While it travels fairly far horizontally and can put the opponent into a high amount of block or hitstun, its lack of vertical reach and relatively high startup can make it hard for it to connect on opponents. <br />
<br />
If able to cover Yang with projectiles, long-reaching normals, Distortion Skills, etc. that can punish opponents challenging 6P's startup, then it can be a useful tool to help contest neutral. <br />
<br />
If used for pressure and able to cover its hefty startup, because of its high blockstun it becomes a great tool for mixup, especially when side-switching with Active Change and Cross Combo.<br />
</div><br />
</div><br />
<br />
===<big>4P</big>===<br />
<span class="input-badge">'''Rising Fire'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Yang_4P.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|4P}}<br />
|}<br />
==== ====<br />
* Values in [] are during Semblance<br />
*Short horizontal, good vertical reach<br />
While its limited horizontal reach makes 4P difficult to utilize on the ground, as Yang's other Partner Skills lack vertical reach 4P is her go-to Partner Skill when needing to catch aerial opponents, acting somewhat as a quick vertical wall. As 4P is also her fastest Partner Skill, it can be a more reliable option for combo purposes so long as the opponent stays within its range.<br />
<br />
With its fast startup and limited horizontal movement, it serves as a decent way to build up Resonance Level if scared to commit to 5P or 6P, since the opponent may have difficulty punishing it if Yang's partner is waiting patiently and since 4P's vertical hitbox can deal effectively with jump-ins.<br />
</div><br />
</div><br />
<br />
<br style="clear:both;"/><br />
<br />
==Distortion Skills==<br />
===<big>Burning Gold</big>===<br />
<span class="input-badge">'''236B+C'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Yang_BurningGold.png |''"Bionic Armmmmmmm"''<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=Normal}}<br />
{{#lst:{{PAGENAME}}/Data|236BC}}<br />
|-<br />
{{AttackVersion|name=Enhanced}}<br />
{{#lst:{{PAGENAME}}/Data|Enhanced 236BC}}<br />
|}<br />
==== ====<br />
*Values in [] are during Semblance<br />
*Minimum damage 32% (1760 [2094])<br />
*Enchanced version minimum damage 1350, 667 (2017) [1485, 638 (2123)]<br />
*Enhanced version first hit has 30 additional hitstop for opponent; Only performs second hit on contact<br />
*Invulnerable along its path until after the first hit, which means it eats projectiles and trumps most active attacks.<br />
*Extremely fast<br />
*Full-screen horizontal, limited vertical<br />
*Deals roughly 10% more damage while in Semblance.<br />
*1~14 All invul<br />
*Enhanced 1~40 All invul<br />
With its invulnerability and extreme speed, Burning Gold is a very threatening option open to wary players. So long as the opponent isn't grounded or not too high in the air, it can be used before and after most Distortion Skills and come out on top. <br />
<br />
Similarly, it can even be used on reaction to punish high recovery projectiles such as Vatista's and Naoto's 236A even after blockstun, but the timing for this is strict and not for the faint of heart. Conversely, it also works well against high startup projectiles such as Jin's 236B or Vatista's 214C/j.214C, though with good reactions even faster projectiles can be punished. Certain options like Aigis's 236X which inflict a high amount of blockstun and have low recovery after can be punished by canceling blockstun with Reject Guard.<br />
<br />
When being pressured, Reject Guard into Burning Gold can be a costly though highly rewarding and threatening option. It forces the opponent to stray away from predictable and/or high recovery pressure options which for most characters tends to be their 5AAA and/or 5BB. While this is less effective against players/characters that do not commit to such options, against those that do it is a serious threat that the opponent must learn to respect. Wary opponents may stagger their pressure with normals that have low recovery and blockstun to both avoid Reject Guard as well as large gaps that can be punished by Reject Guard. Even more wary opponents can cancel into their own Distortion Skills or Reversal Actions in reaction to Burning Gold's superflash assuming they have sufficient invuln and have not special-canceled into something.<br />
<br />
Being wary of when Yang enters Semblance is very important since it provides a brief pause to examine the opponent as soon as she is grounded and in neutral. If the opponent commits to either a high startup or high recovery option, the pause Semblance offers provides enough time to safely "punish" with Burning Gold or Reversal Action, since both are frame 1 invuln and quickly active. While the timing is relatively strict since poor timing will have Yang stuffed by an opponent's active frames, getting it down and recognizing when the opponent has committed too hard is important for punishing opponents that do not respect Semblance's activation.<br />
<br />
For all Burning Gold's strengths, it is not entirely better than Unrelenting Fire (214B+C). First, its invuln can lose to Distortion Skills and Reversal Actions with higher invuln. Second, it does leave Yang point-blank to the opponent when blocked, so if Yang's partner is available, be prepared to Distortion Skill Duo or Cross Burst (and avoid predictable timing) if using it riskily.<br />
</div><br />
</div><br />
<br />
===<big>Unrelenting Fire</big>===<br />
<span class="input-badge">'''214B+C'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Yang_UnrelentingFire.png |''"Can you handle this? '''Well!?'''"''<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=Normal}}<br />
{{#lst:{{PAGENAME}}/Data|214BC}}<br />
|-<br />
{{AttackVersion|name=Enhanced}}<br />
{{#lst:{{PAGENAME}}/Data|Enhanced 214BC}}<br />
|}<br />
==== ====<br />
*Values in [] are during Semblance<br />
*Has a ridiculous amount of armor during the startup. In Semblance, armor is converted to guard point.<br />
*Please don't use this raw.<br />
*Gains full invulnerability for duration on hitting point character<br />
*Minimum damage 203*7, 540 (1961) [226*7, 594 (2176)]<br />
*Enhanced version minimum damage 90*19, 396 (2106) [99*19, 356 (2237)]<br />
*Deals roughly 10% more damage while in Semblance.<br />
*1~19 GP All<br />
*Enhanced 1~18 GP All<br />
<br />
A super primarily used to end combos. While it has a lot of armor, be extremely careful about using Unrelenting Fire as a reversal, as you can get thrown out of it fairly easily. Many normals can be canceled into a throw as soon as you armor through them. This is especially easy to do on reaction because of the superflash. Thus, Burning Gold's invincibility and much faster startup makes it the preferred super in most reversal situations. Missing Unrelenting fire also means that Yang goes through all the punches before stopping, so miss, and you'll get punished by whatever the opponent can throw at you.<br />
<br />
</div><br />
</div><br />
<br />
<br style="clear:both;"/><br />
<br />
==Distortion Skill Duo==<br />
===<big>Burning Gold</big>===<br />
<span class="input-badge">'''P during Partner's Distortion Skill '''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Yang_BurningGold.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|Distortion Skill Duo}}<br />
|}<br />
==== ====<br />
*Values in [] for Enhanced version<br />
*Minimum damage 100% (2000) [2500]<br />
*Enhanced version first hit has 30 additional hitstop for opponent; Only performs second hit on contact<br />
*1~4 All invul<br />
*Enhanced version 1~30 All invul<br />
*Does have the potential to just miss entirely because the opponent is too high.<br />
<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Astral Heat==<br />
===<big>Yellow Dragon</big>===<br />
<span class="input-badge">'''222B+C'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Yang_YellowDragon.png |'''''I BURN!'''''<br />
BBTag_Yang_YellowDragon2.png |''Can't hold me now, You got nothing that can stop me.''<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|222BC}}<br />
|}<br />
==== ====<br />
you can do this out of grab<br />
and probably other things<br />
<br />
</div><br />
</div><br />
<br />
<br style="clear:both;"/><br />
<br />
==External References==<br />
==Navigation==<br />
{{#lst:{{PAGENAME}}/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/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.}}<br />
{{Navbar-BBTag}}</div>73.119.87.123https://www.dustloop.com/wiki/index.php?title=BBTag/Yang_Xiao_Long&diff=194784BBTag/Yang Xiao Long2021-02-10T15:57:31Z<p>73.119.87.123: /* Raging Inferno */</p>
<hr />
<div>{{InvisibleHeader}}{{NavTabs|game=BBTag|chara=Yang Xiao Long}}<br />
<br />
======<span style="visibility:hidden;font-size:0">Overview</span>======<br />
{{CharaOverview<br />
|overview= <br />
|lore= Yang Xiao Long is a former student at Beacon Academy and one of the main protagonists of RWBY. Her weapons of choice are a pair of Dual Ranged Shot Gauntlets, Ember Celica. <br />
<br />
She made her first appearance in the "Yellow" Trailer, searching for clues regarding the whereabouts of her mother, Raven Branwen, who left her when she was very young. At Beacon, Yang becomes a member of Team RWBY alongside her younger half-sister Ruby Rose, Weiss Schnee and Blake Belladonna.<br />
|voice_actor= <br />
|quote= I'm a thrill-seeker. I want to travel around the world and get wrapped up in as many crazy adventures as I can. And if I help people along the way, then that's even better. It's a win-win, y'know?<br />
|summary= <br />
|pros=<br />
* Shoto-type (projectile, rush attack, etc) tool kit. <br />
* Semblance buff not only increases attack, but also enhances some of her moves’ damage properties to extend combos and turns her armor into guard point.<br />
* Great fullscreen reversal option in the form of Burning Gold, on par with [[BBTag/Azrael|Azrael]]’s Black Hawk Stinger.<br />
* High mobility.<br />
* Armor can save her from bad situations, including DPs and even supers.<br />
* Semblance activation when her health gets low is a free pause button that stops oki pressure.<br />
<br />
|cons=<br />
* Semblance buff can only be activated when Yang is in a "danger" state.<br />
* When not empowered, her overall damage is much lower. <br />
* Lacks consistent and strong approach options.<br />
* Normals mostly have short range.<br />
* Takes unscaled damage when hit during her armored moves. Multi-hitting attacks such as susanoo's thunder hand can melt through her health very quickly.<br />
* More as a point than an actual anchor if paired with a character with better anchor potential, despite extremely damaging assists (e.g. Gordeau)<br />
|unique_mechanic1_name= Semblance: Burn<br />
|unique_mechanic1=<br />
In RWBY, Yang's Semblance allows her to tank the damage she receives and then use it to amplify the effectiveness of her attacks.<br />
<br />
Some of her normal attacks have armor (such as [[#5B|5B]]). If she absorbs a hit, her attack will do a second hit.<br />
<br />
When her health drops to the "Danger!!" point, she enters her empowered state, complete with flaming hair. While in this state, many of Yang's moves get significant buffs. Most notably, all of Yang's punch normals and some of her special moves gain an extra hit(s). This gives Yang some of the highest damage normals out of the entire roster. All her armored attacks also change their attribute into guard point, allowing her to plow through enemy attacks without worrying about losing health. Note that although Yang has to be in "Danger!!" state to activate her Semblance, it will remain active even if she then heals above that point.<br />
}}<br />
<br />
==Normal Moves==<br />
===<big>5A</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Yang_5A.png |The first move you'll do <br/> after '''I, B U R N'''<br />
BBTag_Yang_5AA.png |Classic backhander.<br />
BBTag_Yang_5AAA.png |<br />
BBTag_Yang_5AAAA.png |Boot to the face.<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=5A}}<br />
{{#lst:{{PAGENAME}}/Data|5A}}<br />
|-<br />
{{AttackVersion|name=5AA}}<br />
{{#lst:{{PAGENAME}}/Data|5AA}}<br />
|-<br />
{{AttackVersion|name=5AAA}}<br />
{{#lst:{{PAGENAME}}/Data|5AAA}}<br />
|-<br />
{{AttackVersion|name=5AAAA}}<br />
{{#lst:{{PAGENAME}}/Data|5AAAA}}<br />
|}<br />
==== ====<br />
* Values in [] are during Semblance<br />
* Jump-Cancelable<br />
* While in Semblance, gains an extra gunshot hitbox, greatly increasing its range.<br />
<br />
Outside of Semblance, 5A has very limited horizontal range, requiring Yang to nearly be point-blank to connect. If it does connect however, her 5A followups move her forward so she doesn't have to worry about whiffing them. As 5A and 5AA are both jump-cancelable on block, there is a choice of resetting or going into other gatling options.<br />
<br />
While in Semblance, her 5A range is much more respectable, making it a viable, fast poke to use alongside 5B.<br />
----<br />
* Values in [] are during Semblance<br />
* Jump-cancelable<br />
* While in Semblance, gains an extra gunshot hitbox, ensuring it combos properly from a max range 5A.<br />
<br />
5AA can be canceled into 2A and then back into 5A and its followups if within range, even when 2A is used to start. This greatly extends the length of Yang's pressure without assists, making her pressure strings less predictably short.<br />
----<br />
* Safe on block<br />
* Combo filler/ Pressure tool<br />
* Unnaffected by Semblance<br />
<br />
----<br />
* Launches the opponent away from Yang on hit.<br />
<br />
Like most if not all Smart Combo enders it's non special cancellable. Use an assist to extend the combo/extend pressure. But keep in mind that since it launches the opponent a fair bit you will have to catch up to them.<br />
</div><br />
</div><br />
<br />
===<big>5B</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Yang_5B.png |The YOLO button<br />
BBTag_Yang_5BB.png |Geez, ever heard of a bra?<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=5B}}<br />
{{#lst:{{PAGENAME}}/Data|5B}}<br />
|-<br />
{{AttackVersion|name=5BB}}<br />
{{#lst:{{PAGENAME}}/Data|5BB}}<br />
|}<br />
==== ====<br />
* Values in [] are during Semblance<br />
*Has armor against body-attribute attacks during during frames 4-12. While armoring, this move gains Semblance property of extra damage and additional hit. In Semblance, armor is converted into guard point.<br />
*Jump-cancelable.<br />
*While in Semblance, gains an extra gunshot hitbox, making it Yang's longest ranged normal poke. Reaching even further than her 2C.<br />
*4~12 BP Armor<br />
<br />
Due to Yang's limited normal ranges, throwing 5B out in neutral for both offensive and defensive reasons can be a strong option, as it can apply pressure if close enough as well as eat through body-attribute attacks that have longer ranges than hers. The armor on 5B only applies to body-attribute attacks however, so it's ineffective against most of the lows and overheads in the game. <br />
<br />
Yang's main options from 5B when connecting with the opponent are essentially 5BB, 2C, 214A, 214B, 236X, and jump-cancel, making it a key branching point for a lot of her offense.<br />
<br />
Since the vast majority of the Reversal Actions in the game have body-attribute, Yang has the potential to safely plow through such reversal options. However, as the armor on 5B does not come out frame 1 and the startup and active frames of Reversal Actions generally come fairly late, 5B cannot be used as a meaty when attempting to beat Reversal Actions, nor to directly challenge them. A certain delayed timing is thus required to manage Reversal Actions after knockdown, but with this delayed timing the opponent has the potential to counterhit or throw Yang before 5B can come out.<br />
<br />
5B has the potential to armor through various Distortion Skills, but this is much more limited. Certain Distortion Skills, such as Gordeau's 236BC, have enough startup after the superflash that Yang can 5B on reaction. However, the faster startup of most body-attribute Distortion Skills do not offer Yang this luxury. As a result, unless 5B was already started before a Distortion Skill, which is essentially uncontrollable, it is not very likely to go through one.<br />
----<br />
*Values in [] are during Semblance<br />
*Has armor against body attribute attacks during the middle portion of the move. While armoring, this move gains Semblance property of extra damage and additional hit. In Semblance, armor is converted into guard point.<br />
*Launches opponents, allowing you to transition into an air combo. Can also go to 2B and then an air combo.<br />
*Less horizontal range than 5B, so will whiff when chained from a max range 5B.<br />
*Unsafe if whiffed or not canceled.<br />
*While in Semblance, gains an additional hit. Does not gain any additional horizontal range, so it still does not combo properly from a max range 5B.<br />
*1~18 BP Armor<br />
5BB is mostly combo and potentially pressure filler. Because of Yang's average run speed and general lacking range, she will often whiff 5BB at 5B's max-range leaving her open to being punished. As a result, caution must be exercised with 5BB, making sure to both cancel into it at appropriate ranges, and cancel out of it if blocked.<br />
<br />
If armoring through something with greater active frames and invuln than 5B, continuing into 5BB provides further invuln that generally takes care of the rest. <br />
<br />
While auto-piloting into 5BB is not advised since it can be punished if whiffed or push-blocked, when 5B armors through an attack, there is a very slight pause, with this pause being repeated for multi-hit attacks. If wary of this pause, it can be used as a way to be sure 5B's armor is active and confirm into 5BB.<br />
</div><br />
</div><br />
<br />
===<big>5C</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Yang_5C.png | Up and ''DOWN.<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|5C}}<br />
|}<br />
==== ====<br />
* Can be anti-aired<br />
<br />
Universal overhead. <br />
Uses the same animation as j.C.<br />
</div><br />
</div><br />
<br />
===<big>2A</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Yang_2A.png | She's very eager to kick people's toes.<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|2A}}<br />
|}<br />
==== ====<br />
*Relatively good horizontal range<br />
Considering Yang's other normal options, this and 5B are likely to be her go-to normals when trying to approach. Due to 5A's lacking horizontal range, 2A should be given priority if a relatively fast, decently ranged normal is desired. <br />
<br />
Canceling into 5B when not point-blank is generally a good idea since 5A is stubby and 2C leaves little room to continue pressure. This is particularly strong against opponents that disrespect 2A's range or cannot react with appropriate lows.<br />
<br />
If within range, 2A can be canceled into 5AA, which allows her to cancel back into 2A and then another 5A cancel, allowing her to greatly extend her normally relatively short pressure. While making her pressure less predictable, this does require being within range for 5A in the first place, so being mindful of ranges is necessary when not in Semblance.<br />
</div><br />
</div><br />
<br />
===<big>2B</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Yang_2B.png | SHORYUKEN!<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|2B}}<br />
|}<br />
==== ====<br />
*Values in [] are during Semblance<br />
*Invincible to head-attribute attacks.<br />
*Can be double jump-canceled.<br />
*Mediocre horizontal, good vertical reach.<br />
*Fairly fast.<br />
*While in Semblance, gains an additional hit and armor turns into guard point.<br />
*7~16 H Armor. While armoring, this move gains Semblance property of extra damage and additional hit.<br />
<br />
A fairly good antiair that propels Yang into the air, requiring either a double jump or j.236X to cancel out of it. If blocked and able to react well, pressure can continue after the double jump with her various air options.<br />
<br />
Can be used in pressure, though as it has limited horizontal range, Yang has to be careful that it does not whiff as she is then unable to cancel out of its long recovery.<br />
</div><br />
</div><br />
<br />
===<big>2C</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Yang_2C.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|2C}}<br />
|}<br />
==== ====<br />
* Longest ranged normal outside of Semblance.<br />
* Yang slides forward a good distance during the animation.<br />
* Leads into high damage corner combos when cancelled into Perfect Bombshell.<br />
<br />
This is one of Yang's best combo starters in semblance. Someone please put a good combo hear I beg you<br />
<br />
</div><br />
</div><br />
<br />
===<big>j.A</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Yang_jA.png |<br />
BBTag_Yang_jAA.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=j.A}}<br />
{{#lst:{{PAGENAME}}/Data|j.A}}<br />
|-<br />
{{AttackVersion|name=j.AA}}<br />
{{#lst:{{PAGENAME}}/Data|j.AA}}<br />
|}<br />
==== ====<br />
*Good horizontal, lacking vertical hitbox<br />
*Can hit behind her and autocorrect for crossups<br />
A very useful, well-ranged normal that, while not terribly fast and not able to hit crouching opponents immediately after an IAD, does provide a general use aerial that can easily poke the opponent.<br />
<br />
As j.A's hitbox hits slightly behind her and she reliably autocorrects after her forward jump-cancels when done close, she can naturally crossup if positioning is good or safely reset pressure if the opponent does not anticipate it.<br />
</div><br />
</div><br />
<br />
===<big>j.B</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Yang_jB.png | Shinku's favorite air normal... now with armor.<br />
BBTag_Yang_jAA.png |Reaching out to add icing on the cake.<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=j.B}}<br />
{{#lst:{{PAGENAME}}/Data|j.B}}<br />
|-<br />
{{AttackVersion|name=j.BB}}<br />
{{#lst:{{PAGENAME}}/Data|j.AA}}<br />
|}<br />
==== ====<br />
*Values in [] are during Semblance<br />
*Gains H Armor F7~19. While armoring, this move gains Semblance property of extra damage and additional hit.<br />
*Decent horizontal, decent downwards vertical hitbox.<br />
*While in Semblance, gains an extra gunshot hitbox, increasing its vertical and horizontal range. Armor also turns into guard point.<br />
<br />
Mostly functionally the same as j.A, except slightly slower and with a slightly better downwards hitbox. Even though the downwards hitbox is better, an immediate j.B after an IAD will whiff on crouching opponents, making a delay required. <br />
<br />
When in Semblance, j.B's downward hitbox does increase, which allows immediate j.B after IAD to hit crouching opponents. Hooray!<br />
----<br />
*Values in [] are during Semblance<br />
*Short horizontal and vertical hitbox.<br />
*While in Semblance, gains an additional hit.<br />
<br />
While j.BB's hitbox is fairly lacking, it does its job as a quick aerial to follow j.B with. This mostly comes into play canceling into it off of IAD j.B, as j.A's slightly higher startup causes it to not come out if the j.B is slightly delayed and generally requires more immediate timing. <br />
<br />
It can be okay as air blockstring filler, but j.A can then be gone into instead, and j.A's hitbox is simply better. As a result, there's not much reason for this outside of fairly niche cases or combo filler.<br />
<br />
While its damage is essentially the same as other air combo options, because both j.B and j.BB utilize Yang's gauntlet, both hits benefit from Semblance's damage boost. Assuming the faster startup and better hitbox of j.A is not needed, j.BB then becomes optimal when taking to the air.<br />
</div><br />
</div><br />
<br />
===<big>j.C</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Yang_jC.png | Come on and SLAM!<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.C}}<br />
|}<br />
==== ====<br />
*Values in [] are during Semblance<br />
*Propels Yang slightly forward before slamming into the ground.<br />
*Has a hitbox behind her, allowing for potential crossups.<br />
*While in Semblance, does an additional hit upon landing.<br />
*Advantage based on immediate j.C on standing opponent<br />
*Second hit from Semblance can only connect if first hit hit<br />
* Cancellable on hit.<br />
<br />
Mostly used as a combo ender. Can also be used as surprise yolo instant overhead or a crossup.<br />
<br />
If used at the end of combos, your opponent is usually able to freely forward roll past Yang. Thus, careful movement needs to be used to ensure you don't let your opponent escape the corner for free. If desired for pressure, an assist is recommended as this normal is very unsafe on block. Since she can simply continue pressure off other falling aerials without committing assist bar however, this may not be an efficient option to go for if the setup from the assist is not seriously desired.<br />
<br />
If done immediately after a jump, j.C is notably Yang's fastest overhead. Similar to pressure situations, calling an assist will allow Yang to combo after a successful hit, and keep her safe in case the j.C is blocked.<br />
<br />
On defense, the normal is also decent enough to Fuzzy j.C with (17BC1) to steal your turn, granted you get a good read on when there's a gap in your opponent's pressure/your opponent will try to grab you.<br />
</div><br />
</div><br />
<br />
<br style="clear:both;"/><br />
<br />
==Universal Mechanics==<br />
===<big>Ground Throw</big>===<br />
<span class="input-badge">'''5B+C'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Yang_GroundThrow.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|BC}}<br />
|}<br />
==== ====<br />
* Can combo by linking a 5A or 5B juggle.<br />
*100% minimum damage<br />
<br />
Detailed description of the usefulness of the move go here<br />
</div><br />
</div><br />
<br />
===<big>Strawberry Sunrise</big>===<br />
<span class="input-badge">'''5A+D (air ok)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Yang_StrawberrySunrise.png |VOLCANIC VIPER!!!<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=Ground}}<br />
{{#lst:{{PAGENAME}}/Data|AD}}<br />
|-<br />
{{AttackVersion|name=Air}}<br />
{{#lst:{{PAGENAME}}/Data|j.AD}}<br />
|}<br />
==== ====<br />
* While in Semblance, gains an additional hit<br />
* Go-to antiair for most situations as 2B is fairly weak<br />
*Grounded version 1~22 All invul<br />
*Air version 1~12 All invul<br />
</div><br />
</div><br />
<br />
<br style="clear:both;"/><br />
<br />
==Skills==<br />
===<big>Firecracker </big>===<br />
<span class="input-badge">'''236A/B'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Yang_Firecracker.png |First rule of RWBY: (Insert Item Here) is also a gun.<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=A}}<br />
{{#lst:{{PAGENAME}}/Data|236A}}<br />
|-<br />
{{AttackVersion|name=B}}<br />
{{#lst:{{PAGENAME}}/Data|236B}}<br />
|}<br />
==== ====<br />
*Relatively short range and arc<br />
*Explodes upon hitting the ground, leaving a lingering hitbox.<br />
*Values in [] are for if fireball explodes on the ground<br />
*Opponent experiences an extra 5 [4] frames hitstop on hit/block and an extra 7 [9] frames on counterhit<br />
While slightly minus, it's a fairly good tool for resetting pressure as its pushback, combined with that of preceding normals, makes it hard for opponents to take their turn with quick normals. <br />
<br />
A fairly good option after using 236A to reset pressure is to immediately go into 5B. As most 5As and 2As are too short to reach her, 5B has enough time to obtain its body-invuln for longer-reaching, slower normals. Wise opponents watching out for 236A reset can beat out the 5B easily with just about any 2C however.<br />
<br />
If Reject Guarded, it will not reach the opponent due to the greatly increased distance. Its lingering hitbox can catch opponents attempting to move forward after, but this still leaves a large gap that can be punished by Distortion Skills and other options.<br />
----<br />
*Relatively long range and arc<br />
*Explodes upon hitting the ground, leaving a lingering hitbox.<br />
*Values in [] are for if fireball explodes on the ground<br />
*Opponent experiences an extra 5 [4] frames hitstop on hit/block and an extra 7 [9] frames on counterhit<br />
If 236X is desired for zoning on the ground, 236B is practically better than 236A in every way as its arc extends 2/3 the screen horizontally. It's slightly more negative than 236A on block so should be exclusively for zoning.<br />
</div><br />
</div><br />
<br />
===<big>Bottle Rocket</big>===<br />
<span class="input-badge">'''j.236A/B'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Yang_BottleRocket.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=A}}<br />
{{#lst:{{PAGENAME}}/Data|j.236A}}<br />
|-<br />
{{AttackVersion|name=B}}<br />
{{#lst:{{PAGENAME}}/Data|j.236B}}<br />
|}<br />
==== ====<br />
*45 degree angle projectile<br />
*Travels 1/2 to near fullscreen<br />
*Explodes upon hitting the ground, leaving a lingering hitbox.<br />
*Values in [] are for if fireball explodes on the ground<br />
*Opponent experiences an extra 5 [4] frames hitstop on hit/block and an extra 7 [9] frames on counterhit<br />
Great zoning tool that singlehandedly provides Yang some good fullscreen presence as the projectiles come out fast and can cover space quickly.<br />
<br />
Steeper angle and travels slightly slower than j.236B though the space it covers can be increased by performing it higher. With this angle, switching to it is important when expecting opponents to try to rush in as whiffing j.236B instead leaves her open to being anti-aired as she cannot act until she becomes grounded.<br />
----<br />
*66 degree angle projectile<br />
*Travels 2/3 to over fullscreen<br />
*Explodes upon hitting the ground, leaving a lingering hitbox.<br />
*Values in [] are for if fireball explodes on the ground<br />
*Opponent experiences an extra 5 [4] frames hitstop on hit/block and an extra 7 [9] frames on counterhit<br />
Great zoning tool that singlehandedly provides Yang some good fullscreen presence as the projectiles come out fast and can cover space quickly.<br />
<br />
Wider angle and travels slightly faster than j.236A though the space it covers can be increased by performing it higher. <br />
<br />
While it can easily cover fullscreen, contesting zoners can be difficult as the travel time allows them to hit her before the rocket can reach. Further, the rocket has only 1 durability so it easily loses to many projectiles or the ability to cancel into further projectiles. <br />
<br />
Especially strong against characters with tall vertical hitboxes that cannot avoid projectiles easily or lack fullscreen presence, such as Gordeau or Waldstein. <br />
<br />
Due to the inability to act until grounded, it is risky to throw out against characters with fast, fullscreen supers, especially if trying to jump higher to obtain more reach.<br />
</div><br />
</div><br />
<br />
===<big>Burst Of Embers</big>===<br />
<span class="input-badge">'''214A'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Yang_BurstOfEmbers.png | Shoulder to the- wait<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|214A}}<br />
|}<br />
==== ====<br />
* Used for closing the gap in neutral, keeping up pressure against Reject Guards, and in combos.<br />
* Has armor against body attribute attacks. In Semblance, armor is converted into guard point.<br />
* +6 on Counter Hit. Can link into 5A in these situations.<br />
*7~23 BP Armor<br />
*Enters 20 recovery on block 2 frames after attack connects<br />
*Can be canceled on hit/block to any followup until 8 frames before recovery ends<br />
<br />
Burst of Embers is useful neutral and pressure tool. Yang gains armor against body attribute attacks once she gets moving, giving her a valuable tool to approach her opponent in certain situations, especially when covered by an assist call. If cancelled into from a blocked normal, Burst of Embers can function as a simple frame trap that also helps counter predictable Reject Guards. On counter hit, Burst of Embers is +6, allowing you to convert into a combo by linking into 5A. Burst of Embers is -1 on regular hit and -4 on block, so you give up any further pressure in most cases unless you perform one of its followups or you're covered by an assist call. Since Burst of Embers does not have armor against foot or head attribute attacks, it should also not be thrown out haphazardly or during situations where you could easily be hit during the startup. <br />
<br />
</div><br />
</div><br />
<br />
===<big>Rising Fire</big>===<br />
<span class="input-badge">'''A during Burst of Embers'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Yang_RisingFire.png | Just duck<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|214A A}}<br />
|}<br />
==== ====<br />
*Values in [] are during Semblance<br />
*Performs three consecutive hits instead of one during Semblance on hit only<br />
* While Semblance is active, this can be used to extend combos in the corner<br />
* Plus if the opponent is standing, Highly unsafe if the opponent is crouching<br />
*Crouching under second hit and causing it to whiff results in attack being -17<br />
<br />
</div><br />
</div><br />
<br />
===<big>Too Hot to Handle</big>===<br />
<span class="input-badge">'''B during Burst of Embers'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Yang_TooHotToHandle.png |''"BANISHING FANG!"''<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|214A B}}<br />
|}<br />
==== ====<br />
*Good for extending combos in the corner.<br />
*Relatively slow, unrewarding overhead without using an assist.<br />
*6~26 F invul<br />
*This is not Chesto. Do not mistake this for Chesto. Thank you for listening.<br />
A somewhat useful option if the opponent is trained to block due to staggered Rising Fire (214AA) but if not the opponent is likely to just mash Yang out of it if not backed with assists. Yet, if an assist is used to make it gapless, the assist will not be available to continue the combo after.<br />
<br />
As Yang does not have a low followup from Burst of Embers (214A), outside of resetting into 2A or 2C, a wise opponent will simply autopilot into high block. Since 214A is minus, even if the low reset is desired, an opponent that is not specifically trained to avoid mashing has a good bit of time to challenge the reset, making the high/low mixup from this point fairly underwhelming.<br />
<br />
In the corner, it can be comboed off of if the opponent is hovering at around the top of 214A's vertical hitbox (eg: Throw > 5AAA > 214AB > 5A...).<br />
</div><br />
</div><br />
<br />
===<big>Cold Shoulder</big>===<br />
<span class="input-badge">'''214B'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Yang_ColdShoulder.png |Heeeeav.......'''''H O E'''''<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|214B}}<br />
|}<br />
==== ====<br />
*Values in [] are during Semblance<br />
* Command Grab<br />
* Launches opponent higher while Semblance is active, allowing for fairly damaging combos<br />
* Deals an additional 32% damage while in Semblance<br />
Can combo from it without Semblance but requires calling a Partner Skill into Active Change and then following up after Yang completes her animation. While a strong option to justify going for command grab against overly defensive opponents, if the opponent commits to an offensive option Yang and her partner are likely to eat a hefty chunk of damage.<br />
</div><br />
</div><br />
<br />
<br style="clear:both;"/><br />
<br />
==Extra Skills==<br />
===<big>Firecracker</big>===<br />
<span class="input-badge">'''236C'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Yang_Firecracker.png | The Yang Bang<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|236C}}<br />
|}<br />
==== ====<br />
*Fireball explodes on contact with either opponent or the ground, leaving a lingering hitbox<br />
*Opponent experiences an extra 5/4 frames hitstop on hit/block and an extra 7/9 frames on counterhit<br />
*Neutral on block, giving Yang an ok option to reset pressure in some situations.<br />
</div><br />
</div><br />
<br />
===<big>Bottle Rocket</big>===<br />
<span class="input-badge">'''j.236C'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Yang_BottleRocket.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.236C}}<br />
|}<br />
==== ====<br />
* Fireball explodes on contact with either opponent or the ground, leaving a lingering hitbox.<br />
*Opponent experiences an extra 5/4 frames hitstop on hit/block and an extra 7/9 frames on counterhit<br />
* If used right after 5BB, she can extend the grounded part of her combos<br />
The nice thing about this EX version of the move is that if used after a 2B > jump cancel > AA combo, Yang has enough time to land and catch with 5A and continue the combo.<br />
<br />
</div><br />
</div><br />
<br />
===<big>Raging Inferno</big>===<br />
<span class="input-badge">'''C During Burst of Embers'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Yang_RagingInferno.png | Frametraps? I love frametraps!<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|214A C}}<br />
|}<br />
==== ====<br />
*Values in [] are during Semblance<br />
*Can convert into Burning Gold midscreen. Can convert into combos by using assist or corner<br />
<br />
</div><br />
</div><br />
<br />
===<big>Perfect Bombshell</big>===<br />
<span class="input-badge">'''214C'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Yang_PerfectBombshell.png | '''G O T C H A'''<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|214C}}<br />
|}<br />
==== ====<br />
*Values in [] are during Semblance<br />
*Command grab that catches standing and jumping opponents, but whiffs on crouching opponents<br />
*Great for extending combos in the corner at the cost of Skill Gauge<br />
*Groundslides opponent on release<br />
*(11 before active)~Active H invul<br />
<br />
A fairly important tool for obtaining good solo damage. While it is a command grab, it whiffs on crouching opponents. However, it is able to catch aerial opponents, which can somewhat create a mixup if they are conditioned to jump in response to Yang's regular command grab.<br />
<br />
Can be used to grab airborne opponents in combos, though this requires both a relatively high amount of hitstun as well as low air height. This is generally preceded by 5BB or 2C, but can also occur from a variety of assists.<br />
<br />
In the corner, 5BB/2C > 214C can be looped into itself multiple times depending on proration, allowing for very damaging solo routes. As proration becomes higher, special-canceling from 2C becomes preferable to 5BB for the purposes of looping.<br />
<br />
Assuming meter is available, following Perfect Bombshell with Burning Gold is a great way to tack on damage regardless of Yang's positioning.<br />
</div><br />
</div><br />
<br />
<br style="clear:both;"/><br />
<br />
==Partner Skills==<br />
<br />
===<big>5P</big>===<br />
<span class="input-badge">'''Burst of Embers'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Yang_BurstOfEmbers.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|5P}}<br />
|}<br />
==== ====<br />
*Good horizontal, short vertical reach<br />
*On hit, does a followup attack<br />
*Values in [] are for followup<br />
*Goes into followup or recovery on contact<br />
A solid standard Partner Skill that uses the animation of Burst of Embers (214A), but goes into the animation of 5AAA on hit, causing a wall bounce. As it is much faster than 6P and has better horizontal reach than 4P, it is a safe, simple option for pressure and combos.<br />
</div><br />
</div><br />
<br />
===<big>6P</big>===<br />
<span class="input-badge">'''Raging Inferno'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Yang_RagingInferno.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|6P}}<br />
|}<br />
==== ====<br />
* Values in [] are during Semblance<br />
*Travels almost fullscreen<br />
*Limited vertical reach<br />
*Higher startup than other assists<br />
*Potentially high blockstun due to its multiple swings<br />
While it travels fairly far horizontally and can put the opponent into a high amount of block or hitstun, its lack of vertical reach and relatively high startup can make it hard for it to connect on opponents. <br />
<br />
If able to cover Yang with projectiles, long-reaching normals, Distortion Skills, etc. that can punish opponents challenging 6P's startup, then it can be a useful tool to help contest neutral. <br />
<br />
If used for pressure and able to cover its hefty startup, because of its high blockstun it becomes a great tool for mixup, especially when side-switching with Active Change and Cross Combo.<br />
</div><br />
</div><br />
<br />
===<big>4P</big>===<br />
<span class="input-badge">'''Rising Fire'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Yang_4P.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|4P}}<br />
|}<br />
==== ====<br />
* Values in [] are during Semblance<br />
*Short horizontal, good vertical reach<br />
While its limited horizontal reach makes 4P difficult to utilize on the ground, as Yang's other Partner Skills lack vertical reach 4P is her go-to Partner Skill when needing to catch aerial opponents, acting somewhat as a quick vertical wall. As 4P is also her fastest Partner Skill, it can be a more reliable option for combo purposes so long as the opponent stays within its range.<br />
<br />
With its fast startup and limited horizontal movement, it serves as a decent way to build up Resonance Level if scared to commit to 5P or 6P, since the opponent may have difficulty punishing it if Yang's partner is waiting patiently and since 4P's vertical hitbox can deal effectively with jump-ins.<br />
</div><br />
</div><br />
<br />
<br style="clear:both;"/><br />
<br />
==Distortion Skills==<br />
===<big>Burning Gold</big>===<br />
<span class="input-badge">'''236B+C'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Yang_BurningGold.png |''"Bionic Armmmmmmm"''<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=Normal}}<br />
{{#lst:{{PAGENAME}}/Data|236BC}}<br />
|-<br />
{{AttackVersion|name=Enhanced}}<br />
{{#lst:{{PAGENAME}}/Data|Enhanced 236BC}}<br />
|}<br />
==== ====<br />
*Values in [] are during Semblance<br />
*Minimum damage 32% (1760 [2094])<br />
*Enchanced version minimum damage 1350, 667 (2017) [1485, 638 (2123)]<br />
*Enhanced version first hit has 30 additional hitstop for opponent; Only performs second hit on contact<br />
*Invulnerable along its path until after the first hit, which means it eats projectiles and trumps most active attacks.<br />
*Extremely fast<br />
*Full-screen horizontal, limited vertical<br />
*Deals roughly 10% more damage while in Semblance.<br />
*1~14 All invul<br />
*Enhanced 1~40 All invul<br />
With its invulnerability and extreme speed, Burning Gold is a very threatening option open to wary players. So long as the opponent isn't grounded or not too high in the air, it can be used before and after most Distortion Skills and come out on top. <br />
<br />
Similarly, it can even be used on reaction to punish high recovery projectiles such as Vatista's and Naoto's 236A even after blockstun, but the timing for this is strict and not for the faint of heart. Conversely, it also works well against high startup projectiles such as Jin's 236B or Vatista's 214C/j.214C, though with good reactions even faster projectiles can be punished. Certain options like Aigis's 236X which inflict a high amount of blockstun and have low recovery after can be punished by canceling blockstun with Reject Guard.<br />
<br />
When being pressured, Reject Guard into Burning Gold can be a costly though highly rewarding and threatening option. It forces the opponent to stray away from predictable and/or high recovery pressure options which for most characters tends to be their 5AAA and/or 5BB. While this is less effective against players/characters that do not commit to such options, against those that do it is a serious threat that the opponent must learn to respect. Wary opponents may stagger their pressure with normals that have low recovery and blockstun to both avoid Reject Guard as well as large gaps that can be punished by Reject Guard. Even more wary opponents can cancel into their own Distortion Skills or Reversal Actions in reaction to Burning Gold's superflash assuming they have sufficient invuln and have not special-canceled into something.<br />
<br />
Being wary of when Yang enters Semblance is very important since it provides a brief pause to examine the opponent as soon as she is grounded and in neutral. If the opponent commits to either a high startup or high recovery option, the pause Semblance offers provides enough time to safely "punish" with Burning Gold or Reversal Action, since both are frame 1 invuln and quickly active. While the timing is relatively strict since poor timing will have Yang stuffed by an opponent's active frames, getting it down and recognizing when the opponent has committed too hard is important for punishing opponents that do not respect Semblance's activation.<br />
<br />
For all Burning Gold's strengths, it is not entirely better than Unrelenting Fire (214B+C). First, its invuln can lose to Distortion Skills and Reversal Actions with higher invuln. Second, it does leave Yang point-blank to the opponent when blocked, so if Yang's partner is available, be prepared to Distortion Skill Duo or Cross Burst (and avoid predictable timing) if using it riskily.<br />
</div><br />
</div><br />
<br />
===<big>Unrelenting Fire</big>===<br />
<span class="input-badge">'''214B+C'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Yang_UnrelentingFire.png |''"Can you handle this? '''Well!?'''"''<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=Normal}}<br />
{{#lst:{{PAGENAME}}/Data|214BC}}<br />
|-<br />
{{AttackVersion|name=Enhanced}}<br />
{{#lst:{{PAGENAME}}/Data|Enhanced 214BC}}<br />
|}<br />
==== ====<br />
*Values in [] are during Semblance<br />
*Has a ridiculous amount of armor during the startup. In Semblance, armor is converted to guard point.<br />
*Please don't use this raw.<br />
*Gains full invulnerability for duration on hitting point character<br />
*Minimum damage 203*7, 540 (1961) [226*7, 594 (2176)]<br />
*Enhanced version minimum damage 90*19, 396 (2106) [99*19, 356 (2237)]<br />
*Deals roughly 10% more damage while in Semblance.<br />
*1~19 GP All<br />
*Enhanced 1~18 GP All<br />
<br />
A super primarily used to end combos. While it has a lot of armor, be extremely careful about using Unrelenting Fire as a reversal, as you can get thrown out of it fairly easily. Many normals can be canceled into a throw as soon as you armor through them. This is especially easy to do on reaction because of the superflash. Thus, Burning Gold's invincibility and much faster startup makes it the preferred super in most reversal situations. Missing Unrelenting fire also means that Yang goes through all the punches before stopping, so miss, and you'll get punished by whatever the opponent can throw at you.<br />
<br />
</div><br />
</div><br />
<br />
<br style="clear:both;"/><br />
<br />
==Distortion Skill Duo==<br />
===<big>Burning Gold</big>===<br />
<span class="input-badge">'''P during Partner's Distortion Skill '''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Yang_BurningGold.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|Distortion Skill Duo}}<br />
|}<br />
==== ====<br />
*Values in [] for Enhanced version<br />
*Minimum damage 100% (2000) [2500]<br />
*Enhanced version first hit has 30 additional hitstop for opponent; Only performs second hit on contact<br />
*1~4 All invul<br />
*Enhanced version 1~30 All invul<br />
*Does have the potential to just miss entirely because the opponent is too high.<br />
<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Astral Heat==<br />
===<big>Yellow Dragon</big>===<br />
<span class="input-badge">'''222B+C'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Yang_YellowDragon.png |'''''I BURN!'''''<br />
BBTag_Yang_YellowDragon2.png |''Can't hold me now, You got nothing that can stop me.''<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|222BC}}<br />
|}<br />
==== ====<br />
<br />
<br />
</div><br />
</div><br />
<br />
<br style="clear:both;"/><br />
<br />
==External References==<br />
==Navigation==<br />
{{#lst:{{PAGENAME}}/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/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.}}<br />
{{Navbar-BBTag}}</div>73.119.87.123https://www.dustloop.com/wiki/index.php?title=BBTag/Hilda&diff=192056BBTag/Hilda2021-01-14T14:12:10Z<p>73.119.87.123: /* Trifurcate */</p>
<hr />
<div>{{InvisibleHeader}}{{NavTabs|game=BBTag|chara=Hilda}}<br />
======<span style="visibility:hidden;font-size:0">Overview</span>======<br />
{{FlexContainer}}<br />
{{FlexTopContainer}}<!-- BEGIN TOP SECTION --><br />
{{FP Box|header=Overview<br />
|content=<br />
Hilda is a long range zoner similar to Nu-13. Her normals keep the opponent out and attack from a distance, with 5B covering the whole screen. She has many ways to mix up the opponent, with the low attack 2C, Fallen Pain, and her ridiculously long ranged Clash Assault. In addition to mixups and playing keepaway, Hilda can easily apply wakeup pressure thanks to Condensity Gloom. Despite her low damage output, Hilda can relentlessly pressure the opponent once a knockdown is secured, though she suffers when being pressured herself by rushdown characters due to not having much in the way of defensive options outside of Reject Guard and Reversal Action. To play Hilda effectively, keep the opponent away with her far reaching normals, apply okizeme, and do not let the opponent get in close.<br />
{{Bio<br />
| name = Hilda<br />
| game = BBTag<br />
| quote = <br />
| lore = <br />
The final boss of Under Night In-Birth. The leader of Amnesia, a beautiful diva, and one of the most powerful In-Births, if not the most powerful. Despite her status as a very powerful combatant, she isn't very smart, and is only respected for her wealth and abilities, with Gordeau and Chaos having to do most of the heavy lifting and planning as well as keeping Hilda from getting killed. Her goal is to transcend the power of an In-Birth and become an even more powerful being known as a Re-Birth in order to free the Hollow Night from Amnesia's rivals, the Licht Kreis. However, gathering a large amount of EXS and becoming a Re-Birth carries a gigantic risk of becoming a Void from the inside out, something Hilda chooses to ignore. When the Hollow Night comes, she awaits at the Altar of Light and Darkness near the Abyss, a fountain of infinite EXS at the center of the Hollow Night. She hopes to take Hyde's Insulator and use it to force the Abyss open and obtain eternity.<br />
<br />
}}<br />
{{StrengthsAndWeaknesses<br />
|intro=<br />
|pros=<br />
* Very strong keep-out game. 5A pushes opponents back quite a distance and 214A prevents button presses on wakeup.<br />
* Large hitboxes that can be thrown out to disrupt momentum.<br />
* DP is extremely large, punishing players who like to super jump-in and block.<br />
* Assists are also very large.<br />
|cons=<br />
* Tough to reach damaging combos past 5k without meter or assist.<br />
* Most of her attacks are projectiles which makes for a disastrous weakness against characters with projectile invulnerable moves.<br />
* Can be punished easily by full screen supers if not careful.<br />
* Struggles against quick / rushdown characters.<br />
* DP is directional, and does not auto-correct against well-timed cross-ups.<br />
* Whiffed attacks are easily punishable due to very long recovery.<br />
*Even though her assist are all really well, they all have long startup and will lose to alot if not used properly.<br />
*Hard to overall play at a high level of play.<br />
}}<br />
}}<br />
{{Closediv}}<!--END TOP SECTION--><br />
{{FlexSideContainer}}<!-- BEGIN FLEX SECTION --><br />
{{FP TOC}}<br />
{{FP Box<br />
| padding=no<br />
| content={{CharaInfo<br />
| game=BBTag<br />
| fullname=Hilda<br />
| health={{#lst:{{PAGENAME}}/Data|health}}<br />
| comborate={{#lst:{{PAGENAME}}/Data|comborate}}<br />
| prejump={{#lst:{{PAGENAME}}/Data|prejump}}<br />
| backdash={{#lst:{{PAGENAME}}/Data|backdash}}<br />
| movement={{#lst:{{PAGENAME}}/Data|movementoptions}}<br />
}}<br />
}}<br />
{{Closediv}}<!--END FLEX OTHER SECTION--><br />
{{Closediv}}<br />
<br />
==Normal Moves==<br />
===<big>5A</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Hilda_5A.png |UNI 66B/5BB<br />
BBTag_Hilda_5AA.png |UNI 5C<br />
BBTag_Hilda_5AAA.png |UNI 5CC: Clock hands say it's time to die.<br />
BBTag_Hilda_5AAAA.png |Last part of her throw animation<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=5A}}<br />
{{#lst:{{PAGENAME}}/Data|5A}}<br />
|-<br />
{{AttackVersion|name=5AA}}<br />
{{#lst:{{PAGENAME}}/Data|5AA}}<br />
|-<br />
{{AttackVersion|name=5AAA}}<br />
{{#lst:{{PAGENAME}}/Data|5AAA}}<br />
|-<br />
{{AttackVersion|name=5AAAA}}<br />
{{#lst:{{PAGENAME}}/Data|5AAAA}}<br />
|}<br />
==== ====<br />
<br />
</div><br />
</div><br />
<br />
===<big>5B</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Hilda_5B.png |Skewers must be one of Hilda's fave dishes. (UNI 236A/B)<br />
BBTag_Hilda_5BB.png |B Revenance Pillar (UNI 22A/B)<br />
BBTag_Hilda_5BBB.png |Perfect to set up Gloom Oki (UNI ]Bpin[)<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=5B}}<br />
{{#lst:{{PAGENAME}}/Data|5B}}<br />
|-<br />
{{AttackVersion|name=5BB}}<br />
{{#lst:{{PAGENAME}}/Data|5BB}}<br />
|-<br />
{{AttackVersion|name=5BBB}}<br />
{{#lst:{{PAGENAME}}/Data|5BBB}}<br />
|}<br />
==== ====<br />
Fullscreen laser-like projectile, jump cancellable on hit, not on block. Vertical range is deceptively bad. Projectile attribute for the entirety of the autocombo, both 5B and 5BB are pretty safe on block and all parts are pretty delayable. 5BB>5BBB is not a true blockstring. <br />
</div><br />
</div><br />
<br />
===<big>5C</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Hilda_5C.png |UNI Assault j.C<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|5C}}<br />
|}<br />
==== ====<br />
<br />
</div><br />
</div><br />
<br />
===<big>2A</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Hilda_2A.png |UNI 2B<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|2A}}<br />
|}<br />
==== ====<br />
Mostly the same as in UNI, but no longer has a point blank blindspot. Hilda's fastest normal (aside from universal throw). Leg attribute, but is a mid.<br />
</div><br />
</div><br />
<br />
===<big>2B</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Hilda_2B.png |UNI 3C<br />
BBTag_Hilda_2BB.png |UNI 3CC<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=2B}}<br />
{{#lst:{{PAGENAME}}/Data|2B}}<br />
|-<br />
{{AttackVersion|name=2BB}}<br />
{{#lst:{{PAGENAME}}/Data|2BB}}<br />
|}<br />
==== ====<br />
<br />
</div><br />
</div><br />
<br />
===<big>2C</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Hilda_2C.png |UNI 2C<br />
BBTag_Hilda_2CC.png |UNI 2CC<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=2C}}<br />
{{#lst:{{PAGENAME}}/Data|2C}}<br />
|-<br />
{{AttackVersion|name=2CC}}<br />
{{#lst:{{PAGENAME}}/Data|2CC}}<br />
|}<br />
==== ====<br />
Now the first 2C hit is actually a low unlike in UNI. 2CC still hits low and can't be reverse beat except into 5B series. Still special cancellable<br />
</div><br />
</div><br />
<br />
===<big>j.A</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Hilda_jA.png |UNI uncharged j.C<br />
BBTag_Hilda_jAA.png |UNI j.B<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=j.A}}<br />
{{#lst:{{PAGENAME}}/Data|j.A}}<br />
|-<br />
{{AttackVersion|name=j.AA}}<br />
{{#lst:{{PAGENAME}}/Data|j.AA}}<br />
|}<br />
==== ====<br />
Old j.C, no longer chargeable. Can hit some characters as an ioh now though.<br />
</div><br />
</div><br />
<br />
===<big>j.B</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Hilda_jB.png |Air A Skewer (UNI j.236A)<br />
BBTag_Hilda_jBB.png |Air C Dismal Sign (UNI j.421C)<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=j.B}}<br />
{{#lst:{{PAGENAME}}/Data|j.B}}<br />
|-<br />
{{AttackVersion|name=j.BB}}<br />
{{#lst:{{PAGENAME}}/Data|j.BB}}<br />
|}<br />
==== ====<br />
A more diagonal and less horizontal version of UNI j.236A/B, both j.B and j.BB are jump and special cancellable on block and lead into j.C. j.B leads into a faster version of UNI 421C teleport that teleports Hilda in front of the opponent instead of the back, you can't make her teleport in the back anymore. <br />
</div><br />
</div><br />
<br />
===<big>j.C</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Hilda_jC.png |UNI j.2C<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.C}}<br />
|}<br />
==== ====<br />
One of Hilda's best movement tools because of its range and speed, and the fact she has a double jump now, unlike in the game this move came from. Will get you out of very sticky situations sometimes. This move is a mid and cannot be special cancelled even on hit. It being safe on block depends on height.<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Universal Moves==<br />
===<big>Ground Throw</big>===<br />
<span class="input-badge">'''5B+C'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Hilda_GroundThrow.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|BC}}<br />
|}<br />
==== ====<br />
<br />
</div><br />
</div><br />
<br />
===<big>Trifurcate</big>===<br />
<span class="input-badge">'''5A+D (air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Hilda_Trifurcate.png | UNIST Fully charged Force Function. Wasn't this called memory slip in uniclr?<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=Ground}}<br />
{{#lst:{{PAGENAME}}/Data|AD}}<br />
|-<br />
{{AttackVersion|name=Air}}<br />
{{#lst:{{PAGENAME}}/Data|j.AD}}<br />
|}<br />
==== ====<br />
Very slow but incredibly ranged DP. Very potent air unblockable against characters like Hazama. Not a projectile.<br />
</div><br />
</div><br />
<br />
<br style="clear:both;"/><br />
<br />
==Skills==<br />
===<big>Interference</big>===<br />
<span class="input-badge">'''236A/B'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Hilda_Interference.png |UNI 623X<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=A}}<br />
{{#lst:{{PAGENAME}}/Data|236A}}<br />
|-<br />
{{AttackVersion|name=B}}<br />
{{#lst:{{PAGENAME}}/Data|236B}}<br />
|}<br />
==== ====<br />
<br />
</div><br />
</div><br />
<br />
===<big>Condensity Gloom</big>===<br />
<span class="input-badge">'''214A(air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Hilda_CondensityGloom.png |UNI 214X<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=Ground}}<br />
{{#lst:{{PAGENAME}}/Data|214A}}<br />
|-<br />
{{AttackVersion|name=Air}}<br />
{{#lst:{{PAGENAME}}/Data|j.214A}}<br />
|}<br />
==== ====<br />
<br />
</div><br />
</div><br />
<br />
===<big>Aspersivity</big>===<br />
<span class="input-badge">'''214B (air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Hilda_Aspersivity.png | Only French Bread would make up a move name like this. (UNI 41236C)<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=Ground}}<br />
{{#lst:{{PAGENAME}}/Data|214B}}<br />
|-<br />
{{AttackVersion|name=Air}}<br />
{{#lst:{{PAGENAME}}/Data|j.214B}}<br />
|}<br />
==== ====<br />
<br />
</div><br />
</div><br />
<br />
==Extra Skills==<br />
===<big>Pillar of Revenance</big>===<br />
<span class="input-badge">'''236C'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Hilda_PillarOfRevenance.png |UNI 22C<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|236C}}<br />
|}<br />
==== ====<br />
Fullscreen tracking projectile that costs meter but hits low for fullscreen high/low mixup. You can't combo off of it solo and it's not + on block<br />
</div><br />
</div><br />
<br />
===<big>Fallen Pain</big>===<br />
<span class="input-badge">'''214C (air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Hilda_5BBB.png |UNI [X], charged version<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=Ground}}<br />
{{#lst:{{PAGENAME}}/Data|214C}}<br />
|-<br />
{{AttackVersion|name=Air}}<br />
{{#lst:{{PAGENAME}}/Data|j.214C}}<br />
|}<br />
==== ====<br />
Fullscreen tracking air-ok projectile that hits high. In conjunction with 236C you can use this to make the opponent guess between high and low. You can combo off it even with 5B from fullscreen, won't lead to much damage but will give you time.<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Partner Skills==<br />
===<big>5P</big>===<br />
<span class="input-badge">'''5A'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Hilda_5A.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|5P}}<br />
|}<br />
==== ====<br />
<br />
</div><br />
</div><br />
<br />
===<big>6P</big>===<br />
<span class="input-badge">'''Aspersivity'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Hilda_Aspersivity.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|6P}}<br />
|}<br />
==== ====<br />
<br />
</div><br />
</div><br />
<br />
===<big>4P</big>===<br />
<span class="input-badge">'''UNI 5[C]'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Hilda_4P.png | This space is mine now<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|4P}}<br />
|}<br />
==== ====<br />
<br />
</div><br />
</div><br />
<br />
<br style="clear:both;"/><br />
<br />
==Distortion Skills==<br />
===<big>Impalement</big>===<br />
<span class="input-badge">'''236B+C'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Hilda_Impalement.png |Could hit you on the far side of the Moon. "Gravity Squeeze" (UNI Infinite Worth 41236D)<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|236BC}}<br />
|}<br />
==== ====<br />
One of the true fullscreen supers in this game, you cannot dodge it without invulnerability as it hits literally everywhere. Single target super but doesn't deal as much damage as that kind of super usually does. Projectile attribute.<br />
</div><br />
</div><br />
<br />
===<big>Nail Torrent</big>===<br />
<span class="input-badge">'''214B+C (air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Hilda_NailTorrent.png |UNI j.41236C<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=Ground}}<br />
{{#lst:{{PAGENAME}}/Data|214BC}}<br />
|-<br />
{{AttackVersion|name=Air}}<br />
{{#lst:{{PAGENAME}}/Data|j.214BC}}<br />
|}<br />
==== ====<br />
One of the classic not-very-invulneable but very + on block supers in this game, covers a LOT of space and it can be hard to reach her if she does it high up in the air.<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Distortion Skill Duo==<br />
===<big>Impalement</big>===<br />
<span class="input-badge">'''P during Partner's Distortion Skill'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Hilda_Impalement.png |"Wanna see this trick I learned from Magneto?" (UNI Infinite Worth 41236D)<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|Distortion Skill Duo}}<br />
|}<br />
==== ====<br />
<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Astral Heat==<br />
===<big>In The Darkness</big>===<br />
<span class="input-badge">'''222B+C'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Hilda_InTheDarkness.png | I think I recognize this<br />
BBTag_Hilda_InTheDarkness2.png | OH WAIT IT'S HER IWE-<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|222BC}}<br />
|}<br />
==== ====<br />
<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==External References==<br />
==Navigation==<br />
{{#lst:{{PAGENAME}}/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/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.}}<br />
{{Navbar-BBTag}}</div>73.119.87.123https://www.dustloop.com/wiki/index.php?title=BBTag/Elizabeth&diff=192047BBTag/Elizabeth2021-01-14T13:31:01Z<p>73.119.87.123: /* */</p>
<hr />
<div>{{InvisibleHeader}}{{NavTabs|game=BBTag|chara=Elizabeth}}<br />
<br />
======<span style="visibility:hidden;font-size:0">Overview</span>======<br />
{{FlexContainer}}<br />
{{FlexTopContainer}}<!-- BEGIN TOP SECTION --><br />
{{FP Box|header=Overview<br />
|content=<br />
{{Bio<br />
| name = Elizabeth<br />
| game = BBTag<br />
| quote = I, Elizabeth, humbly accept your challenge.<br />
| lore = <br />
Known as "One Who Governs Power", Elizabeth is a resident of the Velvet Room who assists Igor in his endeavors to assist Velvet Room guests.<br />
<br />
}}<br />
{{StrengthsAndWeaknesses<br />
|intro=<br />
Elizabeth is mostly a mid spacing character with a high risk high reward factor. With powerful zoning tools with an alright kit that shines when she reaches awakening but, will not survive a hit afterwords without alot of resources spent into healing. Speculation: She has a powerful oki game with spending a meter for Hama or in the corner with Agi but, lacking a overhead will be a big issue for her. Her pressure game is mostly about stagger pressure just like her base game but, her improvements on her command grab make it so the opponent doesn't just low blow everything.<br />
|pros=<br />
* Far reaching normals which can pull your opponent towards you.<br />
* High meter gain with Mind Charge. <br />
* Semi fast projectiles <br />
* One of the highest damaging solo zoners <br />
* Respectable combo damage, can freeze or drop the opponent in front of her using all of her specials allowing extensions.<br />
* Can issue commands to her persona to have it do the command where it is, allowing her to use specials and even command grabs anywhere on the screen.<br />
* Strong throw game :)<br />
|cons=<br />
*NO OVERHEADS aside from Clash(ja is technically an overhead but this is never useful)<br />
*Slow ground movement<br />
*Low hp, which could result in an early death (life or death playstyle).<br />
}}<br />
}}<br />
{{Closediv}}<!--END TOP SECTION--><br />
{{FlexSideContainer}}<!-- BEGIN FLEX SECTION --><br />
{{FP TOC}}<br />
{{FP Box<br />
| padding=no<br />
| content={{CharaInfo<br />
| game=BBTag<br />
| fullname=Elizabeth<br />
| health={{#lst:{{PAGENAME}}/Data|health}}<br />
| comborate={{#lst:{{PAGENAME}}/Data|comborate}}<br />
| prejump={{#lst:{{PAGENAME}}/Data|prejump}}<br />
| backdash={{#lst:{{PAGENAME}}/Data|backdash}}<br />
| movement={{#lst:{{PAGENAME}}/Data|movementoptions}}<br />
}}<br />
}}<br />
{{Closediv}}<!--END FLEX OTHER SECTION--><br />
{{Closediv}}<br />
{{FP Box<br />
| header=Awakening, Mind Charge, and Healing<br />
| content=<br />
When Elizabeth is at low health (around 30%), she enters Awakening. Elizabeth's moves gain several upgrades during Awakening that improve her combos and zoning. Awakening lasts for the remainder of the match.<br />
<br />
She can use [[#Mind Charge|Mind Charge]] to convert her health to meter and force herself into Awakening.<br />
<br />
Afterwards, she can tag out or use [[#Diarahan|Diarahan]] to heal herself as well!<br />
}}<br />
<br />
==Normal Moves==<br />
===<big>4A</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Elizabeth_5A.png |A little bop!<br />
P4AU_Elizabeth_5AA.png |A little swirl!<br />
BBTag_Elizabeth_4AAA.png |A little tornado!<br />
BBTag_Elizabeth_4AAAA.png |A little chilly, huh?<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=4A}}<br />
{{#lst:{{PAGENAME}}/Data|4A}}<br />
|-<br />
{{AttackVersion|name=4AA}}<br />
{{#lst:{{PAGENAME}}/Data|4AA}}<br />
|-<br />
{{AttackVersion|name=4AAA}}<br />
{{#lst:{{PAGENAME}}/Data|4AAA}}<br />
|-<br />
{{AttackVersion|name=4AAAA}}<br />
{{#lst:{{PAGENAME}}/Data|4AAAA}}<br />
|}<br />
==== ====<br />
4A is pretty decent poke due to its speed, but nothing special.<br />
----<br />
4AA is just combo filler. <br />
----<br />
Elizabeth blows out a single card. If it connects, the opponent is subject to an attack where they're surrounded by a vortex of cards. The animation is quite long, making it ideal for a cross combo scenario or a swap. You can even cancel this with your DP and continue the combo, since the vortex is independent of Elizabeth's actions once it's out!<br />
----<br />
4AAAA Becomes stronger in Awakening.<br />
<br />
</div><br />
</div><br />
<br />
===<big>5A </big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Elizabeth_5B.png | Ah yes neutral<br />
P4AU_Elizabeth_5BB.png |Please read<br />
P4AU_Elizabeth_5BBB.png |The storm before the storm<br />
P4Arena_Elizabeth_Magarudyne.png |Wheeeee!<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=5A}}<br />
{{#lst:{{PAGENAME}}/Data|5A}}<br />
|-<br />
{{AttackVersion|name=5AA}}<br />
{{#lst:{{PAGENAME}}/Data|5AA}}<br />
|-<br />
{{AttackVersion|name=5AAA}}<br />
{{#lst:{{PAGENAME}}/Data|5AAA}}<br />
|-<br />
{{AttackVersion|name=5AAAA}}<br />
{{#lst:{{PAGENAME}}/Data|5AAAA}}<br />
|}<br />
==== ====<br />
On hit or block, 5A drags the the opponent to her, making it an excellent poke that can start your pressure. Due to its lengthy recovery, though, you shouldn't carelessly throw this out. <br />
----<br />
5AA is a wave of cards. Combo filler. <br />
----<br />
Due to 5AAA's lengthy animation, this is also ideal for partner shenanigans. <br />
----<br />
5AAAA is a move that's similar to her 236A. ''Similar'' is the key word here, as it sends the opponent away instead of upwards, and this won't change even in Awakening. You won't really use this unless you want to Cross Raid. <br />
</div><br />
</div><br />
<br />
===<big>5B </big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Elizabeth_5C.png |Hack, slash<br />
P4Arena_Elizabeth_2C.png |Little roar<br />
P4Arena_Elizabeth_Maziodyne.png |BIG ROAR<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=5B}}<br />
{{#lst:{{PAGENAME}}/Data|5B}}<br />
|-<br />
{{AttackVersion|name=5BB}}<br />
{{#lst:{{PAGENAME}}/Data|5BB}}<br />
|-<br />
{{AttackVersion|name=5BBB}}<br />
{{#lst:{{PAGENAME}}/Data|5BBB}}<br />
|}<br />
==== ====<br />
5B has pretty great range, making it a nice tool to have in neutral. Jump-Cancelable on hit as well!<br />
----<br />
5BB is combo filler. 5B>5BB has a natural gap in it, making it an easy frame trap. You can use this fact to your advantage by conditioning your opponent to block, and then using 5B again.<br />
----<br />
5BBB is similar to Maziodyne. It's not exactly Maziodyne, though, meaning that it doesn't gain Maziodyne's buffs. However, you can combo into Maziodyne from it.<br />
</div><br />
</div><br />
<br />
===<big>5B>5C</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Elizabeth_5D.png |"THANATOOOOOOOOOS"<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|5B 5C}}<br />
|}<br />
==== ====<br />
This can only be done from either 5B or 5BB. A command grab, but not a hitgrab, so you can't combo into it. An important tool for Liz's mixup game, as you can combo from it from 2A when not in the corner. Mix this in with your other mix-up tools to keep your opponent guessing.<br />
</div><br />
</div><br />
<br />
===<big>5B>2C</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Elizabeth_2D.png |I need some MeMentos™, Mori<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|5B 2C}}<br />
|}<br />
==== ====<br />
Hits low, and can only be done from 5B or 5BB. Only special or super cancellable, meaning you'll have to spend meter to get much damage out of this. If you notice your opponent jumping out from 5B to avoid getting grabbed by 5B>5C, using this will catch their jump frames. It also beats mashing if you happen to notice them pressing buttons to break Thanatos, but remember that 5BB naturally does this as well.<br />
</div><br />
</div><br />
<br />
===<big>5C</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Elizabeth_AOA.png |Take a look, it's in a book<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|5C}}<br />
|}<br />
==== ====<br />
Standard overhead. Somewhat slow to come out, but safe on block.<br />
</div><br />
</div><br />
<br />
===<big>2A</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Elizabeth_2A.png |Pick a card.<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|2A}}<br />
|}<br />
==== ====<br />
</div><br />
</div><br />
<br />
===<big>2B</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Elizabeth_2B.png |Don't whiff this.<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|2B}}<br />
|}<br />
==== ====<br />
Anti-air and combo tool. 9f startup is actually pretty good for an anti-air, but the hitbox on this thing can be a bit awkward to get used to. For combo purposes this button is used a lot after 5AAA, typically you'll go into j.A>jc>j.AA>j.B>2A and continue the combo from there.<br />
</div><br />
</div><br />
<br />
===<big>2C</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Elizabeth_Sweep.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|2C}}<br />
|}<br />
==== ====<br />
Hits low, surprisingly fast. Generally doesn't see much use in blockstrings as Liz has safer ways to go about trying to open someone up. Still, a low is a low. Primary use is as combo fodder, notably can be used after hitting an airborne opponent with 5AAA to continue the combo with either 4A or another 5A.<br />
</div><br />
</div><br />
<br />
===<big>j.A</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Elizabeth_jB.png |<br />
P4Arena_Elizabeth_jA.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=j.A}}<br />
{{#lst:{{PAGENAME}}/Data|j.A}}<br />
|-<br />
{{AttackVersion|name=j.AA}}<br />
{{#lst:{{PAGENAME}}/Data|j.AA}}<br />
|}<br />
Barely useful as an overhead<br />
==== ====<br />
</div><br />
</div><br />
<br />
===<big>j.B</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Elizabeth_jC.png | Why is this not an overhead?<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.B}}<br />
|}<br />
==== ====<br />
Also not a high, usually used in order to pick up with 2A. Not many notable things about it.<br />
</div><br />
</div><br />
<br />
===<big>j.C</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Elizabeth_jD.png |If you ever wished for BBTag to have airthrows, I got good news for ya.<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.C}}<br />
|}<br />
==== ====<br />
Airthrow that allows for extensions using 2A. For use when your opponent is jumping around like a moron. Also usable as a combo tool, most notably from 5B. Can also be special canceled, allowing for a 214A follow-up, or for a Mind Charge extension.<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Universal Moves==<br />
===<big>Ground Throw</big>===<br />
<span class="input-badge">'''5B+C'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Elizabeth_GroundThrow.png | "Your fate is..."<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|BC}}<br />
|}<br />
==== ====<br />
</div><br />
</div><br />
<br />
===<big>Debilitate</big>===<br />
<span class="input-badge">'''5A+D (Air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4AU_Elizabeth_Debilitate.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=Ground}}<br />
{{#lst:{{PAGENAME}}/Data|AD}}<br />
|-<br />
{{AttackVersion|name=Air}}<br />
{{#lst:{{PAGENAME}}/Data|j.AD}}<br />
|}<br />
==== ====<br />
A pretty decent dp! Can be used during 4AAA to cancel and go into 5AAA.<br />
</div><br />
</div><br />
<br />
<br style="clear:both;"/><br />
<br />
==Skills==<br />
===<big>Magarudyne</big>===<br />
<span class="input-badge">'''236A(Air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Elizabeth_Magarudyne.png |WOOOSH<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=Ground}}<br />
{{#lst:{{PAGENAME}}/Data|236A}}<br />
|-<br />
{{AttackVersion|name=Air}}<br />
{{#lst:{{PAGENAME}}/Data|j.236A}}<br />
|}<br />
==== ====<br />
This move is plus if it hits an assist, tracks, and can sideswitch. Have fun. (rather long and obvious startup tho)<br />
</div><br />
</div><br />
<br />
===<big>Maziodyne</big>===<br />
<span class="input-badge">'''236B(Air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Elizabeth_Maziodyne.png | "Crackle crack." Or if you're Japanese, "Vika vika vika!"<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=Ground}}<br />
{{#lst:{{PAGENAME}}/Data|236B}}<br />
|-<br />
{{AttackVersion|name=Air}}<br />
{{#lst:{{PAGENAME}}/Data|j.236B}}<br />
|}<br />
==== ====<br />
Shoots two lasers in awakening, chips a bit. Great as a neutral/active switch tool, as well as tacking on extra damage if you do the full 5B string. If Thanatos gets hit, Liz will stand there posing in Ch state for the rest of the move, so be careful to not let that happen<br />
</div><br />
</div><br />
<br />
===<big>Mabufudyne</big>===<br />
<span class="input-badge">'''214A'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Elizabeth_Mabufudyne.png | "Towering wall of ice"<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|214A}}<br />
|}<br />
==== ====<br />
I love this move so much. Outside of awakening it works as a servicable anti air, but you are usually better off using 2B. In awakening the fun starts. It moves fullscreen and freezes, letting you combo if you are close, go for a reset, or cancel into Ghastly Wail if the opponent is too far and you are in res. Overall a great special. Thanotos is also invincible to projectiles during awakening.<br />
</div><br />
</div><br />
<br />
===<big>Maragidyne</big>===<br />
<span class="input-badge">'''214B'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Elizabeth_Maragidyne.png |did someone hail a taxi to the corner?<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|214B}}<br />
|}<br />
==== ====<br />
This move doesn't see much usage in neutral, outide of assist covered zoning. it is used in some corner carry setups to deliver the opponent to the corner because it is quite easy to pickup.<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Extra Skills==<br />
===<big>Mahamaon</big>===<br />
<span class="input-badge">'''236C'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Elizabeth_Mahamaon.png |I'm sorry, everyone... I had to trade in the insta-kill for better start-up<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|236C}}<br />
|}<br />
==== ====<br />
Typically used for oki or other setups, but also used for setting up either high damage or healing during combos!<br />
</div><br />
</div><br />
<br />
===<big>Diarahan</big>===<br />
<span class="input-badge">'''214C'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Elizabeth_Diarahan.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|214C}}<br />
|}<br />
<br />
Since this heals, you might wanna use it before/after mind charge. You get the meter back anyway!...probably.<br />
==== ====<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
===<big>Mamudoon</big>===<br />
<span class="input-badge">'''j.236C'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Elizabeth_Mamudoon.png |Don't lie, you forgot she had this move too<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.236C}}<br />
|}<br />
==== ====<br />
a good combo tool if you can set it up<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Partner Skills==<br />
===<big>5P</big>===<br />
<span class="input-badge">'''5B'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Elizabeth_5C.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|5P}}<br />
|}<br />
==== ====<br />
</div><br />
</div><br />
<br />
===<big>6P</big>===<br />
<span class="input-badge">'''Maziodyne'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Elizabeth_Maziodyne.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|6P}}<br />
|}<br />
==== ====<br />
</div><br />
</div><br />
<br />
===<big>4P</big>===<br />
<span class="input-badge">'''Mabufudyne'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Elizabeth_Mabufudyne.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|4P}}<br />
|}<br />
==== ====<br />
</div><br />
</div><br />
<br />
<br style="clear:both;"/><br />
<br />
==Distortion Skills==<br />
===<big>Ghastly Wail</big>===<br />
<span class="input-badge">'''236B+C'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Elizabeth_GhastlyWail.png | Yes the tank somehow fits into the coffin<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|236BC}}<br />
|}<br />
==== ====<br />
* Minimum damage: 2125 [2300]<br />
Command throw super that's 0F after superflash, but can still combo airborne opponents<br />
</div><br />
</div><br />
<br />
===<big>Mind Charge</big>===<br />
<span class="input-badge">'''214B+C'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Elizabeth_MindCharge.png | Atarax570 putting fear into his opponents. also the closest to RC we gonna get<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|214BC}}<br />
|}<br />
==== ====<br />
Drains Elizabeth’s health and converts it to meter. Allows her to enter Awakening if her health is low enough, though it naturally also means that she will have low health when this happens. The health drained is shown as red health, meaning it can be restored if she tags out for long enough, though this means that you have to be really careful when using Partner Skills/Cross Combo or else Elizabeth will be KO’d really easily.<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Distortion Skill Duo==<br />
===<big>Ghastly Wail</big>===<br />
<span class="input-badge">'''P during Partner's Distortion Skill '''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Elizabeth_GhastlyWail.png | ''"Memento Mori."''<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|Distortion Skill Duo}}<br />
|}<br />
==== ====<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Astral Heat==<br />
===<big>Megidolaon</big>===<br />
<span class="input-badge">'''222B+C'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Elizabeth_Megidolaon.png | I now present to you... Megidolaon, MONEY SHOT!!!<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=Catch}}<br />
{{#lst:{{PAGENAME}}/Data|222BC}}<br />
|-<br />
{{AttackVersion|name=Attack}}<br />
{{#lst:{{PAGENAME}}/Data|222BC Attack}}<br />
|}<br />
==== ====<br />
Counter astral, with the added benefit of being able to confirm into it much like Hakumen's. The confirm is stupidly easy, going seemingly fullscreen. If you hit someone while you're in resonance, landing this thing is actually rather simple with Elizabeth's high meter gain.<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
<br />
==External References==<br />
==Navigation==<br />
{{#lst:{{PAGENAME}}/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/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.}}<br />
{{Navbar-BBTag}}</div>73.119.87.123https://www.dustloop.com/wiki/index.php?title=BBTag/Elizabeth&diff=192045BBTag/Elizabeth2021-01-14T13:27:07Z<p>73.119.87.123: /* */</p>
<hr />
<div>{{InvisibleHeader}}{{NavTabs|game=BBTag|chara=Elizabeth}}<br />
<br />
======<span style="visibility:hidden;font-size:0">Overview</span>======<br />
{{FlexContainer}}<br />
{{FlexTopContainer}}<!-- BEGIN TOP SECTION --><br />
{{FP Box|header=Overview<br />
|content=<br />
{{Bio<br />
| name = Elizabeth<br />
| game = BBTag<br />
| quote = I, Elizabeth, humbly accept your challenge.<br />
| lore = <br />
Known as "One Who Governs Power", Elizabeth is a resident of the Velvet Room who assists Igor in his endeavors to assist Velvet Room guests.<br />
<br />
}}<br />
{{StrengthsAndWeaknesses<br />
|intro=<br />
Elizabeth is mostly a mid spacing character with a high risk high reward factor. With powerful zoning tools with an alright kit that shines when she reaches awakening but, will not survive a hit afterwords without alot of resources spent into healing. Speculation: She has a powerful oki game with spending a meter for Hama or in the corner with Agi but, lacking a overhead will be a big issue for her. Her pressure game is mostly about stagger pressure just like her base game but, her improvements on her command grab make it so the opponent doesn't just low blow everything.<br />
|pros=<br />
* Far reaching normals which can pull your opponent towards you.<br />
* High meter gain with Mind Charge. <br />
* Semi fast projectiles <br />
* One of the highest damaging solo zoners <br />
* Respectable combo damage, can freeze or drop the opponent in front of her using all of her specials allowing extensions.<br />
* Can issue commands to her persona to have it do the command where it is, allowing her to use specials and even command grabs anywhere on the screen.<br />
* Strong throw game :)<br />
|cons=<br />
*NO OVERHEADS aside from Clash(ja is technically an overhead but this is never useful)<br />
*Slow ground movement<br />
*Low hp, which could result in an early death (life or death playstyle).<br />
}}<br />
}}<br />
{{Closediv}}<!--END TOP SECTION--><br />
{{FlexSideContainer}}<!-- BEGIN FLEX SECTION --><br />
{{FP TOC}}<br />
{{FP Box<br />
| padding=no<br />
| content={{CharaInfo<br />
| game=BBTag<br />
| fullname=Elizabeth<br />
| health={{#lst:{{PAGENAME}}/Data|health}}<br />
| comborate={{#lst:{{PAGENAME}}/Data|comborate}}<br />
| prejump={{#lst:{{PAGENAME}}/Data|prejump}}<br />
| backdash={{#lst:{{PAGENAME}}/Data|backdash}}<br />
| movement={{#lst:{{PAGENAME}}/Data|movementoptions}}<br />
}}<br />
}}<br />
{{Closediv}}<!--END FLEX OTHER SECTION--><br />
{{Closediv}}<br />
{{FP Box<br />
| header=Awakening, Mind Charge, and Healing<br />
| content=<br />
When Elizabeth is at low health (around 30%), she enters Awakening. Elizabeth's moves gain several upgrades during Awakening that improve her combos and zoning. Awakening lasts for the remainder of the match.<br />
<br />
She can use [[#Mind Charge|Mind Charge]] to convert her health to meter and force herself into Awakening.<br />
<br />
Afterwards, she can tag out or use [[#Diarahan|Diarahan]] to heal herself as well!<br />
}}<br />
<br />
==Normal Moves==<br />
===<big>4A</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Elizabeth_5A.png |A little bop!<br />
P4AU_Elizabeth_5AA.png |A little swirl!<br />
BBTag_Elizabeth_4AAA.png |A little tornado!<br />
BBTag_Elizabeth_4AAAA.png |A little chilly, huh?<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=4A}}<br />
{{#lst:{{PAGENAME}}/Data|4A}}<br />
|-<br />
{{AttackVersion|name=4AA}}<br />
{{#lst:{{PAGENAME}}/Data|4AA}}<br />
|-<br />
{{AttackVersion|name=4AAA}}<br />
{{#lst:{{PAGENAME}}/Data|4AAA}}<br />
|-<br />
{{AttackVersion|name=4AAAA}}<br />
{{#lst:{{PAGENAME}}/Data|4AAAA}}<br />
|}<br />
==== ====<br />
4A is pretty decent poke due to its speed, but nothing special.<br />
----<br />
4AA is just combo filler. <br />
----<br />
Elizabeth blows out a single card. If it connects, the opponent is subject to an attack where they're surrounded by a vortex of cards. The animation is quite long, making it ideal for a cross combo scenario or a swap. You can even cancel this with your DP and continue the combo, since the vortex is independent of Elizabeth's actions once it's out!<br />
----<br />
4AAAA Becomes stronger in Awakening.<br />
<br />
</div><br />
</div><br />
<br />
===<big>5A </big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Elizabeth_5B.png | Ah yes neutral<br />
P4AU_Elizabeth_5BB.png |Please read<br />
P4AU_Elizabeth_5BBB.png |The storm before the storm<br />
P4Arena_Elizabeth_Magarudyne.png |Wheeeee!<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=5A}}<br />
{{#lst:{{PAGENAME}}/Data|5A}}<br />
|-<br />
{{AttackVersion|name=5AA}}<br />
{{#lst:{{PAGENAME}}/Data|5AA}}<br />
|-<br />
{{AttackVersion|name=5AAA}}<br />
{{#lst:{{PAGENAME}}/Data|5AAA}}<br />
|-<br />
{{AttackVersion|name=5AAAA}}<br />
{{#lst:{{PAGENAME}}/Data|5AAAA}}<br />
|}<br />
==== ====<br />
On hit or block, 5A drags the the opponent to her, making it an excellent poke that can start your pressure. Due to its lengthy recovery, though, you shouldn't carelessly throw this out. <br />
----<br />
5AA is a wave of cards. Combo filler. <br />
----<br />
Due to 5AAA's lengthy animation, this is also ideal for partner shenanigans. <br />
----<br />
5AAAA is a move that's similar to her 236A. ''Similar'' is the key word here, as it sends the opponent away instead of upwards, and this won't change even in Awakening. You won't really use this unless you want to Cross Raid. <br />
</div><br />
</div><br />
<br />
===<big>5B </big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Elizabeth_5C.png |Hack, slash<br />
P4Arena_Elizabeth_2C.png |Little roar<br />
P4Arena_Elizabeth_Maziodyne.png |BIG ROAR<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=5B}}<br />
{{#lst:{{PAGENAME}}/Data|5B}}<br />
|-<br />
{{AttackVersion|name=5BB}}<br />
{{#lst:{{PAGENAME}}/Data|5BB}}<br />
|-<br />
{{AttackVersion|name=5BBB}}<br />
{{#lst:{{PAGENAME}}/Data|5BBB}}<br />
|}<br />
==== ====<br />
5B has pretty great range, making it a nice tool to have in neutral. Jump-Cancelable on hit as well!<br />
----<br />
5BB is combo filler. 5B>5BB has a natural gap in it, making it an easy frame trap. You can use this fact to your advantage by conditioning your opponent to block, and then using 5B again.<br />
----<br />
5BBB is similar to Maziodyne. It's not exactly Maziodyne, though, meaning that it doesn't gain Maziodyne's buffs. However, you can combo into Maziodyne from it.<br />
</div><br />
</div><br />
<br />
===<big>5B>5C</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Elizabeth_5D.png |"THANATOOOOOOOOOS"<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|5B 5C}}<br />
|}<br />
==== ====<br />
This can only be done from either 5B or 5BB. A command grab, but not a hitgrab, so you can't combo into it. An important tool for Liz's mixup game, as you can combo from it from 2A when not in the corner. Mix this in with your other mix-up tools to keep your opponent guessing.<br />
</div><br />
</div><br />
<br />
===<big>5B>2C</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Elizabeth_2D.png |I need some MeMentos™, Mori<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|5B 2C}}<br />
|}<br />
==== ====<br />
Hits low, and can only be done from 5B or 5BB. Only special or super cancellable, meaning you'll have to spend meter to get much damage out of this. If you notice your opponent jumping out from 5B to avoid getting grabbed by 5B>5C, using this will catch their jump frames. It also beats mashing if you happen to notice them pressing buttons to break Thanatos, but remember that 5BB naturally does this as well.<br />
</div><br />
</div><br />
<br />
===<big>5C</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Elizabeth_AOA.png |Take a look, it's in a book<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|5C}}<br />
|}<br />
==== ====<br />
Standard overhead. Somewhat slow to come out, but safe on block.<br />
</div><br />
</div><br />
<br />
===<big>2A</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Elizabeth_2A.png |Pick a card.<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|2A}}<br />
|}<br />
==== ====<br />
</div><br />
</div><br />
<br />
===<big>2B</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Elizabeth_2B.png |Don't whiff this.<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|2B}}<br />
|}<br />
==== ====<br />
Anti-air and combo tool. 9f startup is actually pretty good for an anti-air, but the hitbox on this thing can be a bit awkward to get used to. For combo purposes this button is used a lot after 5AAA, typically you'll go into j.A>jc>j.AA>j.B>2A and continue the combo from there.<br />
</div><br />
</div><br />
<br />
===<big>2C</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Elizabeth_Sweep.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|2C}}<br />
|}<br />
==== ====<br />
Hits low, surprisingly fast. Generally doesn't see much use in blockstrings as Liz has safer ways to go about trying to open someone up. Still, a low is a low. Primary use is as combo fodder, notably can be used after hitting an airborne opponent with 5AAA to continue the combo with either 4A or another 5A.<br />
</div><br />
</div><br />
<br />
===<big>j.A</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Elizabeth_jB.png |<br />
P4Arena_Elizabeth_jA.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=j.A}}<br />
{{#lst:{{PAGENAME}}/Data|j.A}}<br />
|-<br />
{{AttackVersion|name=j.AA}}<br />
{{#lst:{{PAGENAME}}/Data|j.AA}}<br />
|}<br />
Barely useful as an overhead<br />
==== ====<br />
</div><br />
</div><br />
<br />
===<big>j.B</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Elizabeth_jC.png | Why is this not an overhead?<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.B}}<br />
|}<br />
==== ====<br />
Also not a high, usually used in order to pick up with 2A. Not many notable things about it.<br />
</div><br />
</div><br />
<br />
===<big>j.C</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Elizabeth_jD.png |If you ever wished for BBTag to have airthrows, I got good news for ya.<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.C}}<br />
|}<br />
==== ====<br />
Airthrow that allows for extensions using 2A. For use when your opponent is jumping around like a moron. Also usable as a combo tool, most notably from 5B. Can also be special canceled, allowing for a 214A follow-up, or for a Mind Charge extension.<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Universal Moves==<br />
===<big>Ground Throw</big>===<br />
<span class="input-badge">'''5B+C'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Elizabeth_GroundThrow.png | "Your fate is..."<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|BC}}<br />
|}<br />
==== ====<br />
</div><br />
</div><br />
<br />
===<big>Debilitate</big>===<br />
<span class="input-badge">'''5A+D (Air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4AU_Elizabeth_Debilitate.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=Ground}}<br />
{{#lst:{{PAGENAME}}/Data|AD}}<br />
|-<br />
{{AttackVersion|name=Air}}<br />
{{#lst:{{PAGENAME}}/Data|j.AD}}<br />
|}<br />
==== ====<br />
A pretty decent dp! Can be used during 4AAA to cancel and go into 5AAA.<br />
</div><br />
</div><br />
<br />
<br style="clear:both;"/><br />
<br />
==Skills==<br />
===<big>Magarudyne</big>===<br />
<span class="input-badge">'''236A(Air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Elizabeth_Magarudyne.png |WOOOSH<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=Ground}}<br />
{{#lst:{{PAGENAME}}/Data|236A}}<br />
|-<br />
{{AttackVersion|name=Air}}<br />
{{#lst:{{PAGENAME}}/Data|j.236A}}<br />
|}<br />
==== ====<br />
This move is plus if it hits an assist, tracks, and can sideswitch. Have fun. (rather long and obvious startup tho)<br />
</div><br />
</div><br />
<br />
===<big>Maziodyne</big>===<br />
<span class="input-badge">'''236B(Air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Elizabeth_Maziodyne.png | "Crackle crack." Or if you're Japanese, "Vika vika vika!"<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=Ground}}<br />
{{#lst:{{PAGENAME}}/Data|236B}}<br />
|-<br />
{{AttackVersion|name=Air}}<br />
{{#lst:{{PAGENAME}}/Data|j.236B}}<br />
|}<br />
==== ====<br />
Shoots two lasers in awakening, chips a bit. Great as a neutral/active switch tool, as well as tacking on extra damage if you do the full 5B string. If Thanatos gets hit, Liz will stand there posing in Ch state for the rest of the move, so be careful to not let that happen<br />
</div><br />
</div><br />
<br />
===<big>Mabufudyne</big>===<br />
<span class="input-badge">'''214A'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Elizabeth_Mabufudyne.png | "Towering wall of ice"<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|214A}}<br />
|}<br />
==== ====<br />
I love this move so much. Outside of awakening it works as a servicable anti air, but you are usually better off using 2B. In awakening the fun starts. It moves fullscreen and freezes, letting you combo if you are close, go for a reset, or cancel into Ghastly Wail if the opponent is too far and you are in res. Overall a great special. Thanotos is also invincible to projectiles during awakening.<br />
</div><br />
</div><br />
<br />
===<big>Maragidyne</big>===<br />
<span class="input-badge">'''214B'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Elizabeth_Maragidyne.png |did someone hail a taxi to the corner?<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|214B}}<br />
|}<br />
==== ====<br />
This move doesn't see much usage in neutral, outide of assist covered zoning. it is used in some corner carry setups to deliver the opponent to the corner because it is quite easy to pickup.<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Extra Skills==<br />
===<big>Mahamaon</big>===<br />
<span class="input-badge">'''236C'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Elizabeth_Mahamaon.png |I'm sorry, everyone... I had to trade in the insta-kill for better start-up<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|236C}}<br />
|}<br />
==== ====<br />
Typically used for oki or other setups, but also used for setting up either high damage or healing during combos!<br />
</div><br />
</div><br />
<br />
===<big>Diarahan</big>===<br />
<span class="input-badge">'''214C'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Elizabeth_Diarahan.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|214C}}<br />
|}<br />
==== ====<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
===<big>Mamudoon</big>===<br />
<span class="input-badge">'''j.236C'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Elizabeth_Mamudoon.png |Don't lie, you forgot she had this move too<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.236C}}<br />
|}<br />
==== ====<br />
a good combo tool if you can set it up<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Partner Skills==<br />
===<big>5P</big>===<br />
<span class="input-badge">'''5B'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Elizabeth_5C.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|5P}}<br />
|}<br />
==== ====<br />
</div><br />
</div><br />
<br />
===<big>6P</big>===<br />
<span class="input-badge">'''Maziodyne'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Elizabeth_Maziodyne.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|6P}}<br />
|}<br />
==== ====<br />
</div><br />
</div><br />
<br />
===<big>4P</big>===<br />
<span class="input-badge">'''Mabufudyne'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Elizabeth_Mabufudyne.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|4P}}<br />
|}<br />
==== ====<br />
</div><br />
</div><br />
<br />
<br style="clear:both;"/><br />
<br />
==Distortion Skills==<br />
===<big>Ghastly Wail</big>===<br />
<span class="input-badge">'''236B+C'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Elizabeth_GhastlyWail.png | Yes the tank somehow fits into the coffin<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|236BC}}<br />
|}<br />
==== ====<br />
* Minimum damage: 2125 [2300]<br />
Command throw super that's 0F after superflash, but can still combo airborne opponents<br />
</div><br />
</div><br />
<br />
===<big>Mind Charge</big>===<br />
<span class="input-badge">'''214B+C'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Elizabeth_MindCharge.png | Atarax570 putting fear into his opponents. also the closest to RC we gonna get<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|214BC}}<br />
|}<br />
==== ====<br />
Drains Elizabeth’s health and converts it to meter. Allows her to enter Awakening if her health is low enough, though it naturally also means that she will have low health when this happens. The health drained is shown as red health, meaning it can be restored if she tags out for long enough, though this means that you have to be really careful when using Partner Skills/Cross Combo or else Elizabeth will be KO’d really easily.<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Distortion Skill Duo==<br />
===<big>Ghastly Wail</big>===<br />
<span class="input-badge">'''P during Partner's Distortion Skill '''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Elizabeth_GhastlyWail.png | ''"Memento Mori."''<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|Distortion Skill Duo}}<br />
|}<br />
==== ====<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Astral Heat==<br />
===<big>Megidolaon</big>===<br />
<span class="input-badge">'''222B+C'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Elizabeth_Megidolaon.png | I now present to you... Megidolaon, MONEY SHOT!!!<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=Catch}}<br />
{{#lst:{{PAGENAME}}/Data|222BC}}<br />
|-<br />
{{AttackVersion|name=Attack}}<br />
{{#lst:{{PAGENAME}}/Data|222BC Attack}}<br />
|}<br />
==== ====<br />
Counter astral, with the added benefit of being able to confirm into it much like Hakumen's. The confirm is stupidly easy, going seemingly fullscreen. If you hit someone while you're in resonance, landing this thing is actually rather simple with Elizabeth's high meter gain.<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
<br />
==External References==<br />
==Navigation==<br />
{{#lst:{{PAGENAME}}/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/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.}}<br />
{{Navbar-BBTag}}</div>73.119.87.123https://www.dustloop.com/wiki/index.php?title=BBTag/Elizabeth&diff=191745BBTag/Elizabeth2021-01-12T03:06:03Z<p>73.119.87.123: /* Ghastly Wail */</p>
<hr />
<div>{{InvisibleHeader}}{{NavTabs|game=BBTag|chara=Elizabeth}}<br />
<br />
======<span style="visibility:hidden;font-size:0">Overview</span>======<br />
{{FlexContainer}}<br />
{{FlexTopContainer}}<!-- BEGIN TOP SECTION --><br />
{{FP Box|header=Overview<br />
|content=<br />
{{Bio<br />
| name = Elizabeth<br />
| game = BBTag<br />
| quote = I, Elizabeth, humbly accept your challenge.<br />
| lore = <br />
Known as "One Who Governs Power", Elizabeth is a resident of the Velvet Room who assists Igor in his endeavors to assist Velvet Room guests.<br />
<br />
}}<br />
{{StrengthsAndWeaknesses<br />
|intro=<br />
Elizabeth is mostly a mid spacing character with a high risk high reward factor. With powerful zoning tools with an alright kit that shines when she reaches awakening but, will not survive a hit afterwords without alot of resources spent into healing. Speculation: She has a powerful oki game with spending a meter for Hama or in the corner with Agi but, lacking a overhead will be a big issue for her. Her pressure game is mostly about stagger pressure just like her base game but, her improvements on her command grab make it so the opponent doesn't just low blow everything.<br />
|pros=<br />
* Far reaching normals which can pull your opponent towards you.<br />
* High meter gain with Mind Charge. <br />
* Semi fast projectiles <br />
* One of the highest damaging solo zoners <br />
* Respectable combo damage, can freeze or drop the opponent in front of her using all of her specials allowing extensions.<br />
* Can issue commands to her persona to have it do the command where it is, allowing her to use specials and even command grabs anywhere on the screen.<br />
* Strong throw game :)<br />
|cons=<br />
*NO OVERHEADS aside from Clash(ja is technically an overhead but this is never useful)<br />
*Slow ground movement<br />
*Low hp, which could result in an early death (life or death playstyle).<br />
}}<br />
}}<br />
{{Closediv}}<!--END TOP SECTION--><br />
{{FlexSideContainer}}<!-- BEGIN FLEX SECTION --><br />
{{FP TOC}}<br />
{{FP Box<br />
| padding=no<br />
| content={{CharaInfo<br />
| game=BBTag<br />
| fullname=Elizabeth<br />
| health={{#lst:{{PAGENAME}}/Data|health}}<br />
| comborate={{#lst:{{PAGENAME}}/Data|comborate}}<br />
| prejump={{#lst:{{PAGENAME}}/Data|prejump}}<br />
| backdash={{#lst:{{PAGENAME}}/Data|backdash}}<br />
| movement={{#lst:{{PAGENAME}}/Data|movementoptions}}<br />
}}<br />
}}<br />
{{Closediv}}<!--END FLEX OTHER SECTION--><br />
{{Closediv}}<br />
{{FP Box<br />
| header=Awakening, Mind Charge, and Healing<br />
| content=<br />
When Elizabeth is at low health (around 30%), she enters Awakening. Elizabeth's moves gain several upgrades during Awakening that improve her combos and zoning. Awakening lasts for the remainder of the match.<br />
<br />
She can use [[#Mind Charge|Mind Charge]] to convert her health to meter and force herself into Awakening.<br />
<br />
Afterwards, she can tag out or use [[#Diarahan|Diarahan]] to heal herself as well!<br />
}}<br />
<br />
==Normal Moves==<br />
===<big>4A</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Elizabeth_5A.png |A little bop!<br />
P4AU_Elizabeth_5AA.png |A little swirl!<br />
BBTag_Elizabeth_4AAA.png |A little tornado!<br />
BBTag_Elizabeth_4AAAA.png |A little chilly, huh?<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=4A}}<br />
{{#lst:{{PAGENAME}}/Data|4A}}<br />
|-<br />
{{AttackVersion|name=4AA}}<br />
{{#lst:{{PAGENAME}}/Data|4AA}}<br />
|-<br />
{{AttackVersion|name=4AAA}}<br />
{{#lst:{{PAGENAME}}/Data|4AAA}}<br />
|-<br />
{{AttackVersion|name=4AAAA}}<br />
{{#lst:{{PAGENAME}}/Data|4AAAA}}<br />
|}<br />
==== ====<br />
4A is pretty decent poke due to its speed, but nothing special.<br />
----<br />
4AA is just combo filler. <br />
----<br />
Elizabeth blows out a single card. If it connects, the opponent is subject to an attack where they're surrounded by a vortex of cards. The animation is quite long, making it ideal for a cross combo scenario or a swap. You can even cancel this with your DP and continue the combo, since the vortex is independent of Elizabeth's actions once it's out!<br />
----<br />
4AAAA Becomes stronger in Awakening.<br />
<br />
</div><br />
</div><br />
<br />
===<big>5A </big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Elizabeth_5B.png | Ah yes neutral<br />
P4AU_Elizabeth_5BB.png |Please read<br />
P4AU_Elizabeth_5BBB.png |The storm before the storm<br />
P4Arena_Elizabeth_Magarudyne.png |Wheeeee!<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=5A}}<br />
{{#lst:{{PAGENAME}}/Data|5A}}<br />
|-<br />
{{AttackVersion|name=5AA}}<br />
{{#lst:{{PAGENAME}}/Data|5AA}}<br />
|-<br />
{{AttackVersion|name=5AAA}}<br />
{{#lst:{{PAGENAME}}/Data|5AAA}}<br />
|-<br />
{{AttackVersion|name=5AAAA}}<br />
{{#lst:{{PAGENAME}}/Data|5AAAA}}<br />
|}<br />
==== ====<br />
On hit or block, 5A drags the the opponent to her, making it an excellent poke that can start your pressure. Due to its lengthy recovery, though, you shouldn't carelessly throw this out. <br />
----<br />
5AA is a wave of cards. Combo filler. <br />
----<br />
Due to 5AAA's lengthy animation, this is also ideal for partner shenanigans. <br />
----<br />
5AAAA is a move that's similar to her 236A. ''Similar'' is the key word here, as it sends the opponent away instead of upwards, and this won't change even in Awakening. You won't really use this unless you want to Cross Raid. <br />
</div><br />
</div><br />
<br />
===<big>5B </big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Elizabeth_5C.png |Hack, slash<br />
P4Arena_Elizabeth_2C.png |Little roar<br />
P4Arena_Elizabeth_Maziodyne.png |BIG ROAR<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=5B}}<br />
{{#lst:{{PAGENAME}}/Data|5B}}<br />
|-<br />
{{AttackVersion|name=5BB}}<br />
{{#lst:{{PAGENAME}}/Data|5BB}}<br />
|-<br />
{{AttackVersion|name=5BBB}}<br />
{{#lst:{{PAGENAME}}/Data|5BBB}}<br />
|}<br />
==== ====<br />
5B has pretty great range, making it a nice tool to have in neutral. Jump-Cancelable on hit as well!<br />
----<br />
5BB is combo filler. 5B>5BB has a natural gap in it, making it an easy frame trap. You can use this fact to your advantage by conditioning your opponent to block, and then using 5B again.<br />
----<br />
5BBB is similar to Maziodyne. It's not exactly Maziodyne, though, meaning that it doesn't gain Maziodyne's buffs. However, you can combo into Maziodyne from it.<br />
</div><br />
</div><br />
<br />
===<big>5B>5C</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Elizabeth_5D.png |"THANATOOOOOOOOOS"<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|5B 5C}}<br />
|}<br />
==== ====<br />
This can only be done from either 5B or 5BB. A command grab, but not a hitgrab, so you can't combo into it. An important tool for Liz's mixup game, as you can combo from it from 2A when not in the corner. Mix this in with your other mix-up tools to keep your opponent guessing.<br />
</div><br />
</div><br />
<br />
===<big>5B>2C</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Elizabeth_2D.png |I need some MeMentos™, Mori<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|5B 2C}}<br />
|}<br />
==== ====<br />
Hits low, and can only be done from 5B or 5BB. Only special or super cancellable, meaning you'll have to spend meter to get much damage out of this. If you notice your opponent jumping out from 5B to avoid getting grabbed by 5B>5C, using this will catch their jump frames. It also beats mashing if you happen to notice them pressing buttons to break Thanatos, but remember that 5BB naturally does this as well.<br />
</div><br />
</div><br />
<br />
===<big>5C</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Elizabeth_AOA.png |Take a look, it's in a book<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|5C}}<br />
|}<br />
==== ====<br />
Standard overhead. Somewhat slow to come out, but safe on block.<br />
</div><br />
</div><br />
<br />
===<big>2A</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Elizabeth_2A.png |Pick a card.<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|2A}}<br />
|}<br />
==== ====<br />
</div><br />
</div><br />
<br />
===<big>2B</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Elizabeth_2B.png |Don't whiff this.<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|2B}}<br />
|}<br />
==== ====<br />
Anti-air and combo tool. 9f startup is actually pretty good for an anti-air, but the hitbox on this thing can be a bit awkward to get used to. For combo purposes this button is used a lot after 5AAA, typically you'll go into j.A>jc>j.AA>j.B>2A and continue the combo from there.<br />
</div><br />
</div><br />
<br />
===<big>2C</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Elizabeth_Sweep.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|2C}}<br />
|}<br />
==== ====<br />
Hits low, surprisingly fast. Generally doesn't see much use in blockstrings as Liz has safer ways to go about trying to open someone up. Still, a low is a low. Primary use is as combo fodder, notably can be used after hitting an airborne opponent with 5AAA to continue the combo with either 4A or another 5A.<br />
</div><br />
</div><br />
<br />
===<big>j.A</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Elizabeth_jB.png |<br />
P4Arena_Elizabeth_jA.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=j.A}}<br />
{{#lst:{{PAGENAME}}/Data|j.A}}<br />
|-<br />
{{AttackVersion|name=j.AA}}<br />
{{#lst:{{PAGENAME}}/Data|j.AA}}<br />
|}<br />
==== ====<br />
</div><br />
</div><br />
<br />
===<big>j.B</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Elizabeth_jC.png | Why is this not an overhead?<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.B}}<br />
|}<br />
==== ====<br />
Also not a high, usually used in order to pick up with 2A. Not many notable things about it.<br />
</div><br />
</div><br />
<br />
===<big>j.C</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Elizabeth_jD.png |If you ever wished for BBTag to have airthrows, I got good news for ya.<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.C}}<br />
|}<br />
==== ====<br />
Airthrow that allows for extensions using 2A. For use when your opponent is jumping around like a moron. Also usable as a combo tool, most notably from 5B. Can also be special canceled, allowing for a 214A follow-up, or for a Mind Charge extension.<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Universal Moves==<br />
===<big>Ground Throw</big>===<br />
<span class="input-badge">'''5B+C'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Elizabeth_GroundThrow.png | "Your fate is..."<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|BC}}<br />
|}<br />
==== ====<br />
</div><br />
</div><br />
<br />
===<big>Debilitate</big>===<br />
<span class="input-badge">'''5A+D (Air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4AU_Elizabeth_Debilitate.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=Ground}}<br />
{{#lst:{{PAGENAME}}/Data|AD}}<br />
|-<br />
{{AttackVersion|name=Air}}<br />
{{#lst:{{PAGENAME}}/Data|j.AD}}<br />
|}<br />
==== ====<br />
A pretty decent dp! Can be used during 4AAA to cancel and go into 5AAA.<br />
</div><br />
</div><br />
<br />
<br style="clear:both;"/><br />
<br />
==Skills==<br />
===<big>Magarudyne</big>===<br />
<span class="input-badge">'''236A(Air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Elizabeth_Magarudyne.png |WOOOSH<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=Ground}}<br />
{{#lst:{{PAGENAME}}/Data|236A}}<br />
|-<br />
{{AttackVersion|name=Air}}<br />
{{#lst:{{PAGENAME}}/Data|j.236A}}<br />
|}<br />
==== ====<br />
This move is plus if it hits an assist, tracks, and can sideswitch. Have fun. (rather long and obvious startup tho)<br />
</div><br />
</div><br />
<br />
===<big>Maziodyne</big>===<br />
<span class="input-badge">'''236B(Air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Elizabeth_Maziodyne.png | "Crackle crack." Or if you're Japanese, "Vika vika vika!"<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=Ground}}<br />
{{#lst:{{PAGENAME}}/Data|236B}}<br />
|-<br />
{{AttackVersion|name=Air}}<br />
{{#lst:{{PAGENAME}}/Data|j.236B}}<br />
|}<br />
==== ====<br />
Shoots two lasers in awakening, chips a bit. Great as a neutral/active switch tool, as well as tacking on extra damage if you do the full 5B string. If Thanatos gets hit, Liz will stand there posing in Ch state for the rest of the move, so be careful to not let that happen<br />
</div><br />
</div><br />
<br />
===<big>Mabufudyne</big>===<br />
<span class="input-badge">'''214A'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Elizabeth_Mabufudyne.png | "Towering wall of ice"<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|214A}}<br />
|}<br />
==== ====<br />
I love this move so much. Outside of awakening it works as a servicable anti air, but you are usually better off using 2B. In awakening the fun starts. It moves fullscreen and freezes, letting you combo if you are close, go for a reset, or cancel into Ghastly Wail if the opponent is too far and you are in res. Overall a great special. Thanotos is also invincible to projectiles during awakening.<br />
</div><br />
</div><br />
<br />
===<big>Maragidyne</big>===<br />
<span class="input-badge">'''214B'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Elizabeth_Maragidyne.png |did someone hail a taxi to the corner?<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|214B}}<br />
|}<br />
==== ====<br />
This move doesn't see much usage in neutral, outide of assist covered zoning. it is used in some corner carry setups to deliver the opponent to the corner because it is quite easy to pickup.<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Extra Skills==<br />
===<big>Mahamaon</big>===<br />
<span class="input-badge">'''236C'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Elizabeth_Mahamaon.png |I'm sorry, everyone... I had to trade in the insta-kill for better start-up<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|236C}}<br />
|}<br />
==== ====<br />
Typically used for oki or other setups, but also used for setting up either high damage or healing during combos!<br />
</div><br />
</div><br />
<br />
===<big>Diarahan</big>===<br />
<span class="input-badge">'''214C'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Elizabeth_Diarahan.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|214C}}<br />
|}<br />
==== ====<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
===<big>Mamudoon</big>===<br />
<span class="input-badge">'''j.236C'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Elizabeth_Mamudoon.png |Don't lie, you forgot she had this move too<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.236C}}<br />
|}<br />
==== ====<br />
a good combo tool if you can set it up<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Partner Skills==<br />
===<big>5P</big>===<br />
<span class="input-badge">'''5B'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Elizabeth_5C.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|5P}}<br />
|}<br />
==== ====<br />
</div><br />
</div><br />
<br />
===<big>6P</big>===<br />
<span class="input-badge">'''Maziodyne'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Elizabeth_Maziodyne.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|6P}}<br />
|}<br />
==== ====<br />
</div><br />
</div><br />
<br />
===<big>4P</big>===<br />
<span class="input-badge">'''Mabufudyne'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Elizabeth_Mabufudyne.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|4P}}<br />
|}<br />
==== ====<br />
</div><br />
</div><br />
<br />
<br style="clear:both;"/><br />
<br />
==Distortion Skills==<br />
===<big>Ghastly Wail</big>===<br />
<span class="input-badge">'''236B+C'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Elizabeth_GhastlyWail.png | Yes the tank somehow fits into the coffin<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|236BC}}<br />
|}<br />
*special shit about the move goes here<br />
<br />
what is the minimum damage<br />
==== ====<br />
</div><br />
</div><br />
<br />
===<big>Mind Charge</big>===<br />
<span class="input-badge">'''214B+C'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Elizabeth_MindCharge.png | Atarax570 putting fear into his opponents. also the closest to RC we gonna get<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|214BC}}<br />
|}<br />
==== ====<br />
Drains Elizabeth’s health and converts it to meter. Allows her to enter Awakening if her health is low enough, though it naturally also means that she will have low health when this happens. The health drained is shown as red health, meaning it can be restored if she tags out for long enough, though this means that you have to be really careful when using Partner Skills/Cross Combo or else Elizabeth will be KO’d really easily.<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Distortion Skill Duo==<br />
===<big>Ghastly Wail</big>===<br />
<span class="input-badge">'''P during Partner's Distortion Skill '''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Elizabeth_GhastlyWail.png | ''"Memento Mori."''<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|Distortion Skill Duo}}<br />
|}<br />
==== ====<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Astral Heat==<br />
===<big>Megidolaon</big>===<br />
<span class="input-badge">'''222B+C'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Elizabeth_Megidolaon.png | I now present to you... Megidolaon, MONEY SHOT!!!<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=Catch}}<br />
{{#lst:{{PAGENAME}}/Data|222BC}}<br />
|-<br />
{{AttackVersion|name=Attack}}<br />
{{#lst:{{PAGENAME}}/Data|222BC Attack}}<br />
|}<br />
==== ====<br />
Counter astral, with the added benefit of being able to confirm into it much like Hakumen's. The confirm is stupidly easy, going seemingly fullscreen. If you hit someone while you're in resonance, landing this thing is actually rather simple with Elizabeth's high meter gain.<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
<br />
==External References==<br />
==Navigation==<br />
{{#lst:{{PAGENAME}}/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/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.}}<br />
{{Navbar-BBTag}}</div>73.119.87.123https://www.dustloop.com/wiki/index.php?title=BBTag/Elizabeth&diff=191744BBTag/Elizabeth2021-01-12T03:03:31Z<p>73.119.87.123: /* */</p>
<hr />
<div>{{InvisibleHeader}}{{NavTabs|game=BBTag|chara=Elizabeth}}<br />
<br />
======<span style="visibility:hidden;font-size:0">Overview</span>======<br />
{{FlexContainer}}<br />
{{FlexTopContainer}}<!-- BEGIN TOP SECTION --><br />
{{FP Box|header=Overview<br />
|content=<br />
{{Bio<br />
| name = Elizabeth<br />
| game = BBTag<br />
| quote = I, Elizabeth, humbly accept your challenge.<br />
| lore = <br />
Known as "One Who Governs Power", Elizabeth is a resident of the Velvet Room who assists Igor in his endeavors to assist Velvet Room guests.<br />
<br />
}}<br />
{{StrengthsAndWeaknesses<br />
|intro=<br />
Elizabeth is mostly a mid spacing character with a high risk high reward factor. With powerful zoning tools with an alright kit that shines when she reaches awakening but, will not survive a hit afterwords without alot of resources spent into healing. Speculation: She has a powerful oki game with spending a meter for Hama or in the corner with Agi but, lacking a overhead will be a big issue for her. Her pressure game is mostly about stagger pressure just like her base game but, her improvements on her command grab make it so the opponent doesn't just low blow everything.<br />
|pros=<br />
* Far reaching normals which can pull your opponent towards you.<br />
* High meter gain with Mind Charge. <br />
* Semi fast projectiles <br />
* One of the highest damaging solo zoners <br />
* Respectable combo damage, can freeze or drop the opponent in front of her using all of her specials allowing extensions.<br />
* Can issue commands to her persona to have it do the command where it is, allowing her to use specials and even command grabs anywhere on the screen.<br />
* Strong throw game :)<br />
|cons=<br />
*NO OVERHEADS aside from Clash(ja is technically an overhead but this is never useful)<br />
*Slow ground movement<br />
*Low hp, which could result in an early death (life or death playstyle).<br />
}}<br />
}}<br />
{{Closediv}}<!--END TOP SECTION--><br />
{{FlexSideContainer}}<!-- BEGIN FLEX SECTION --><br />
{{FP TOC}}<br />
{{FP Box<br />
| padding=no<br />
| content={{CharaInfo<br />
| game=BBTag<br />
| fullname=Elizabeth<br />
| health={{#lst:{{PAGENAME}}/Data|health}}<br />
| comborate={{#lst:{{PAGENAME}}/Data|comborate}}<br />
| prejump={{#lst:{{PAGENAME}}/Data|prejump}}<br />
| backdash={{#lst:{{PAGENAME}}/Data|backdash}}<br />
| movement={{#lst:{{PAGENAME}}/Data|movementoptions}}<br />
}}<br />
}}<br />
{{Closediv}}<!--END FLEX OTHER SECTION--><br />
{{Closediv}}<br />
{{FP Box<br />
| header=Awakening, Mind Charge, and Healing<br />
| content=<br />
When Elizabeth is at low health (around 30%), she enters Awakening. Elizabeth's moves gain several upgrades during Awakening that improve her combos and zoning. Awakening lasts for the remainder of the match.<br />
<br />
She can use [[#Mind Charge|Mind Charge]] to convert her health to meter and force herself into Awakening.<br />
<br />
Afterwards, she can tag out or use [[#Diarahan|Diarahan]] to heal herself as well!<br />
}}<br />
<br />
==Normal Moves==<br />
===<big>4A</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Elizabeth_5A.png |A little bop!<br />
P4AU_Elizabeth_5AA.png |A little swirl!<br />
BBTag_Elizabeth_4AAA.png |A little tornado!<br />
BBTag_Elizabeth_4AAAA.png |A little chilly, huh?<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=4A}}<br />
{{#lst:{{PAGENAME}}/Data|4A}}<br />
|-<br />
{{AttackVersion|name=4AA}}<br />
{{#lst:{{PAGENAME}}/Data|4AA}}<br />
|-<br />
{{AttackVersion|name=4AAA}}<br />
{{#lst:{{PAGENAME}}/Data|4AAA}}<br />
|-<br />
{{AttackVersion|name=4AAAA}}<br />
{{#lst:{{PAGENAME}}/Data|4AAAA}}<br />
|}<br />
==== ====<br />
4A is pretty decent poke due to its speed, but nothing special.<br />
----<br />
4AA is just combo filler. <br />
----<br />
Elizabeth blows out a single card. If it connects, the opponent is subject to an attack where they're surrounded by a vortex of cards. The animation is quite long, making it ideal for a cross combo scenario or a swap. You can even cancel this with your DP and continue the combo, since the vortex is independent of Elizabeth's actions once it's out!<br />
----<br />
4AAAA Becomes stronger in Awakening.<br />
<br />
</div><br />
</div><br />
<br />
===<big>5A </big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Elizabeth_5B.png | Ah yes neutral<br />
P4AU_Elizabeth_5BB.png |Please read<br />
P4AU_Elizabeth_5BBB.png |The storm before the storm<br />
P4Arena_Elizabeth_Magarudyne.png |Wheeeee!<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=5A}}<br />
{{#lst:{{PAGENAME}}/Data|5A}}<br />
|-<br />
{{AttackVersion|name=5AA}}<br />
{{#lst:{{PAGENAME}}/Data|5AA}}<br />
|-<br />
{{AttackVersion|name=5AAA}}<br />
{{#lst:{{PAGENAME}}/Data|5AAA}}<br />
|-<br />
{{AttackVersion|name=5AAAA}}<br />
{{#lst:{{PAGENAME}}/Data|5AAAA}}<br />
|}<br />
==== ====<br />
On hit or block, 5A drags the the opponent to her, making it an excellent poke that can start your pressure. Due to its lengthy recovery, though, you shouldn't carelessly throw this out. <br />
----<br />
5AA is a wave of cards. Combo filler. <br />
----<br />
Due to 5AAA's lengthy animation, this is also ideal for partner shenanigans. <br />
----<br />
5AAAA is a move that's similar to her 236A. ''Similar'' is the key word here, as it sends the opponent away instead of upwards, and this won't change even in Awakening. You won't really use this unless you want to Cross Raid. <br />
</div><br />
</div><br />
<br />
===<big>5B </big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Elizabeth_5C.png |Hack, slash<br />
P4Arena_Elizabeth_2C.png |Little roar<br />
P4Arena_Elizabeth_Maziodyne.png |BIG ROAR<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=5B}}<br />
{{#lst:{{PAGENAME}}/Data|5B}}<br />
|-<br />
{{AttackVersion|name=5BB}}<br />
{{#lst:{{PAGENAME}}/Data|5BB}}<br />
|-<br />
{{AttackVersion|name=5BBB}}<br />
{{#lst:{{PAGENAME}}/Data|5BBB}}<br />
|}<br />
==== ====<br />
5B has pretty great range, making it a nice tool to have in neutral. Jump-Cancelable on hit as well!<br />
----<br />
5BB is combo filler. 5B>5BB has a natural gap in it, making it an easy frame trap. You can use this fact to your advantage by conditioning your opponent to block, and then using 5B again.<br />
----<br />
5BBB is similar to Maziodyne. It's not exactly Maziodyne, though, meaning that it doesn't gain Maziodyne's buffs. However, you can combo into Maziodyne from it.<br />
</div><br />
</div><br />
<br />
===<big>5B>5C</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Elizabeth_5D.png |"THANATOOOOOOOOOS"<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|5B 5C}}<br />
|}<br />
==== ====<br />
This can only be done from either 5B or 5BB. A command grab, but not a hitgrab, so you can't combo into it. An important tool for Liz's mixup game, as you can combo from it from 2A when not in the corner. Mix this in with your other mix-up tools to keep your opponent guessing.<br />
</div><br />
</div><br />
<br />
===<big>5B>2C</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Elizabeth_2D.png |I need some MeMentos™, Mori<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|5B 2C}}<br />
|}<br />
==== ====<br />
Hits low, and can only be done from 5B or 5BB. Only special or super cancellable, meaning you'll have to spend meter to get much damage out of this. If you notice your opponent jumping out from 5B to avoid getting grabbed by 5B>5C, using this will catch their jump frames. It also beats mashing if you happen to notice them pressing buttons to break Thanatos, but remember that 5BB naturally does this as well.<br />
</div><br />
</div><br />
<br />
===<big>5C</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Elizabeth_AOA.png |Take a look, it's in a book<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|5C}}<br />
|}<br />
==== ====<br />
Standard overhead. Somewhat slow to come out, but safe on block.<br />
</div><br />
</div><br />
<br />
===<big>2A</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Elizabeth_2A.png |Pick a card.<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|2A}}<br />
|}<br />
==== ====<br />
</div><br />
</div><br />
<br />
===<big>2B</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Elizabeth_2B.png |Don't whiff this.<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|2B}}<br />
|}<br />
==== ====<br />
Anti-air and combo tool. 9f startup is actually pretty good for an anti-air, but the hitbox on this thing can be a bit awkward to get used to. For combo purposes this button is used a lot after 5AAA, typically you'll go into j.A>jc>j.AA>j.B>2A and continue the combo from there.<br />
</div><br />
</div><br />
<br />
===<big>2C</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Elizabeth_Sweep.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|2C}}<br />
|}<br />
==== ====<br />
Hits low, surprisingly fast. Generally doesn't see much use in blockstrings as Liz has safer ways to go about trying to open someone up. Still, a low is a low. Primary use is as combo fodder, notably can be used after hitting an airborne opponent with 5AAA to continue the combo with either 4A or another 5A.<br />
</div><br />
</div><br />
<br />
===<big>j.A</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Elizabeth_jB.png |<br />
P4Arena_Elizabeth_jA.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=j.A}}<br />
{{#lst:{{PAGENAME}}/Data|j.A}}<br />
|-<br />
{{AttackVersion|name=j.AA}}<br />
{{#lst:{{PAGENAME}}/Data|j.AA}}<br />
|}<br />
==== ====<br />
</div><br />
</div><br />
<br />
===<big>j.B</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Elizabeth_jC.png | Why is this not an overhead?<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.B}}<br />
|}<br />
==== ====<br />
Also not a high, usually used in order to pick up with 2A. Not many notable things about it.<br />
</div><br />
</div><br />
<br />
===<big>j.C</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Elizabeth_jD.png |If you ever wished for BBTag to have airthrows, I got good news for ya.<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.C}}<br />
|}<br />
==== ====<br />
Airthrow that allows for extensions using 2A. For use when your opponent is jumping around like a moron. Also usable as a combo tool, most notably from 5B. Can also be special canceled, allowing for a 214A follow-up, or for a Mind Charge extension.<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Universal Moves==<br />
===<big>Ground Throw</big>===<br />
<span class="input-badge">'''5B+C'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Elizabeth_GroundThrow.png | "Your fate is..."<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|BC}}<br />
|}<br />
==== ====<br />
</div><br />
</div><br />
<br />
===<big>Debilitate</big>===<br />
<span class="input-badge">'''5A+D (Air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4AU_Elizabeth_Debilitate.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=Ground}}<br />
{{#lst:{{PAGENAME}}/Data|AD}}<br />
|-<br />
{{AttackVersion|name=Air}}<br />
{{#lst:{{PAGENAME}}/Data|j.AD}}<br />
|}<br />
==== ====<br />
A pretty decent dp! Can be used during 4AAA to cancel and go into 5AAA.<br />
</div><br />
</div><br />
<br />
<br style="clear:both;"/><br />
<br />
==Skills==<br />
===<big>Magarudyne</big>===<br />
<span class="input-badge">'''236A(Air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Elizabeth_Magarudyne.png |WOOOSH<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=Ground}}<br />
{{#lst:{{PAGENAME}}/Data|236A}}<br />
|-<br />
{{AttackVersion|name=Air}}<br />
{{#lst:{{PAGENAME}}/Data|j.236A}}<br />
|}<br />
==== ====<br />
This move is plus if it hits an assist, tracks, and can sideswitch. Have fun. (rather long and obvious startup tho)<br />
</div><br />
</div><br />
<br />
===<big>Maziodyne</big>===<br />
<span class="input-badge">'''236B(Air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Elizabeth_Maziodyne.png | "Crackle crack." Or if you're Japanese, "Vika vika vika!"<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=Ground}}<br />
{{#lst:{{PAGENAME}}/Data|236B}}<br />
|-<br />
{{AttackVersion|name=Air}}<br />
{{#lst:{{PAGENAME}}/Data|j.236B}}<br />
|}<br />
==== ====<br />
Shoots two lasers in awakening, chips a bit. Great as a neutral/active switch tool, as well as tacking on extra damage if you do the full 5B string. If Thanatos gets hit, Liz will stand there posing in Ch state for the rest of the move, so be careful to not let that happen<br />
</div><br />
</div><br />
<br />
===<big>Mabufudyne</big>===<br />
<span class="input-badge">'''214A'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Elizabeth_Mabufudyne.png | "Towering wall of ice"<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|214A}}<br />
|}<br />
==== ====<br />
I love this move so much. Outside of awakening it works as a servicable anti air, but you are usually better off using 2B. In awakening the fun starts. It moves fullscreen and freezes, letting you combo if you are close, go for a reset, or cancel into Ghastly Wail if the opponent is too far and you are in res. Overall a great special. Thanotos is also invincible to projectiles during awakening.<br />
</div><br />
</div><br />
<br />
===<big>Maragidyne</big>===<br />
<span class="input-badge">'''214B'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Elizabeth_Maragidyne.png |did someone hail a taxi to the corner?<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|214B}}<br />
|}<br />
==== ====<br />
This move doesn't see much usage in neutral, outide of assist covered zoning. it is used in some corner carry setups to deliver the opponent to the corner because it is quite easy to pickup.<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Extra Skills==<br />
===<big>Mahamaon</big>===<br />
<span class="input-badge">'''236C'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Elizabeth_Mahamaon.png |I'm sorry, everyone... I had to trade in the insta-kill for better start-up<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|236C}}<br />
|}<br />
==== ====<br />
Typically used for oki or other setups, but also used for setting up either high damage or healing during combos!<br />
</div><br />
</div><br />
<br />
===<big>Diarahan</big>===<br />
<span class="input-badge">'''214C'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Elizabeth_Diarahan.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|214C}}<br />
|}<br />
==== ====<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
===<big>Mamudoon</big>===<br />
<span class="input-badge">'''j.236C'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Elizabeth_Mamudoon.png |Don't lie, you forgot she had this move too<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.236C}}<br />
|}<br />
==== ====<br />
a good combo tool if you can set it up<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Partner Skills==<br />
===<big>5P</big>===<br />
<span class="input-badge">'''5B'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Elizabeth_5C.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|5P}}<br />
|}<br />
==== ====<br />
</div><br />
</div><br />
<br />
===<big>6P</big>===<br />
<span class="input-badge">'''Maziodyne'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Elizabeth_Maziodyne.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|6P}}<br />
|}<br />
==== ====<br />
</div><br />
</div><br />
<br />
===<big>4P</big>===<br />
<span class="input-badge">'''Mabufudyne'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Elizabeth_Mabufudyne.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|4P}}<br />
|}<br />
==== ====<br />
</div><br />
</div><br />
<br />
<br style="clear:both;"/><br />
<br />
==Distortion Skills==<br />
===<big>Ghastly Wail</big>===<br />
<span class="input-badge">'''236B+C'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Elizabeth_GhastlyWail.png | Yes the tank somehow fits into the coffin<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|236BC}}<br />
|}<br />
==== ====<br />
</div><br />
</div><br />
*special shit about the move goes here<br />
<br />
what is the minimum damage<br />
<br />
===<big>Mind Charge</big>===<br />
<span class="input-badge">'''214B+C'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Elizabeth_MindCharge.png | Atarax570 putting fear into his opponents. also the closest to RC we gonna get<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|214BC}}<br />
|}<br />
==== ====<br />
Drains Elizabeth’s health and converts it to meter. Allows her to enter Awakening if her health is low enough, though it naturally also means that she will have low health when this happens. The health drained is shown as red health, meaning it can be restored if she tags out for long enough, though this means that you have to be really careful when using Partner Skills/Cross Combo or else Elizabeth will be KO’d really easily.<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Distortion Skill Duo==<br />
===<big>Ghastly Wail</big>===<br />
<span class="input-badge">'''P during Partner's Distortion Skill '''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Elizabeth_GhastlyWail.png | ''"Memento Mori."''<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|Distortion Skill Duo}}<br />
|}<br />
==== ====<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Astral Heat==<br />
===<big>Megidolaon</big>===<br />
<span class="input-badge">'''222B+C'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Elizabeth_Megidolaon.png | I now present to you... Megidolaon, MONEY SHOT!!!<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=Catch}}<br />
{{#lst:{{PAGENAME}}/Data|222BC}}<br />
|-<br />
{{AttackVersion|name=Attack}}<br />
{{#lst:{{PAGENAME}}/Data|222BC Attack}}<br />
|}<br />
==== ====<br />
Counter astral, with the added benefit of being able to confirm into it much like Hakumen's. The confirm is stupidly easy, going seemingly fullscreen. If you hit someone while you're in resonance, landing this thing is actually rather simple with Elizabeth's high meter gain.<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
<br />
==External References==<br />
==Navigation==<br />
{{#lst:{{PAGENAME}}/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/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.}}<br />
{{Navbar-BBTag}}</div>73.119.87.123https://www.dustloop.com/wiki/index.php?title=BBTag/Nine_the_Phantom&diff=191342BBTag/Nine the Phantom2021-01-07T15:08:27Z<p>73.119.87.123: /* */</p>
<hr />
<div>{{InvisibleHeader}}{{NavTabs|game=BBTag|chara=Nine the Phantom}}<br />
======<span style="visibility:hidden;font-size:0">Overview</span>======<br />
{{FlexContainer}}<br />
{{FlexTopContainer}}<!-- BEGIN TOP SECTION --><br />
{{FP Box|header=Overview<br />
|content=<br />
{{Bio<br />
| name = Nine the Phantom<br />
| game = BBTag<br />
| quote = <br />
| lore = <br />
Konoe Ayatsuki Mercury, more commonly known as Nine the Phantom, is one of the main antagonists of BlazBlue: Central Fiction, Jubei's estranged wife, and one of the few wielders of true Magic in her home series. A member of the Six Heroes and Ten Sages; Nine's work on creating the Nox Nyctores, weaponry derived from the true Magic she held mastery in, allowed her and her colleagues to stave off the world ending calamity known as "The Black Beast". While victorious in her endeavors at fighting the monster back, a traitor amongst the Six Heroes' ranks caused her death and subsequent descent into madness.<br />
<br />
Having been brought back to life years later with the knowledge of her world's endless cycles of life and death, Nine would fight with the fervor of a wrathful phantom so that she might burn it all to ash for the sake of creating it anew for her and her little sister. All those who don't fall in line with her plans would be incinerated like the rest. power, becoming the most wanted criminal ever recorded in NOL history.<br />
}}<br />
{{StrengthsAndWeaknesses<br />
|intro=<br />
Due to the changes to her Spell system from her home series, Nine has went from being an oppressive force that can control 100% of the screen to being a bit more limited and defensive in nature. Given the time and the right setup, however, she can easily begin to snowball due to her still impressive slew of Spells.<br />
<br />
While she lacks a run, her unique movement in her teleport dash allows her to force opponents to whiff attacks and disorient them, while each of her variety of attacks gives her a host of options to deal with many situations that could threaten her. While on point, Nine can take advantage of her partner's assists to begin taking advantage of her variable spell system and bombarding the opponent with spells left and right. As an assist, she lends valuable aid with a powerful anti-air, a 2-hitting charge that works well for cross combos, and a large, delayed projectile that tracks along a good portion of the screen.<br />
<br />
If there were one glaring weakness in the Phantom's options, it would be that she is best only at mid-ranges during neutral situations. Her normals are significantly slower than most, leading to her struggling if the opponent gets too close. Still, with the wide array of spells, potential for high damage, and even unblockables at her disposal, this witch has the ability to grind anyone under her heel.<br />
|pros=<br />
* Rather long range on her spells and normals.<br />
* Two anti-airs to help discourage jump ins, if 4A is blocked she can continue into a blockstring.<br />
* Has an unblockable setup in the corner, that also leads into safe jump and catches all techs.<br />
* Variety of spells can make her pressure and active switch abilities dangerous.<br />
* Possess a variety of okizeme options, due to the variety of tools at her disposal. <br />
* Possesses the ability to Teleport, which allows creative mixups and mindgames. The Teleport also provides invulnerability at certain times.<br />
* Her normals absorb projectiles, and her 214C is fully invulnerable to them <br />
|cons=<br />
* Centers around a defensive, cautionary style of play, due to naturally slower nature of the character.<br />
* Features a medium difficulty floor, and high skill cap. <br />
* Slower nature of the character leaves her vulnerable to being abused. <br />
* Poor mobility.<br />
* Tall Hurtbox.<br />
}}<br />
}}<br />
{{Closediv}}<!--END TOP SECTION--><br />
{{FlexSideContainer}}<!-- BEGIN FLEX SECTION --><br />
{{FP TOC}}<br />
{{FP Box<br />
| padding=no<br />
| content={{CharaInfo<br />
| game=BBTag<br />
| fullname=Nine the Phantom<br />
| health={{#lst:{{PAGENAME}}/Data|health}}<br />
| comborate={{#lst:{{PAGENAME}}/Data|comborate}}<br />
| prejump={{#lst:{{PAGENAME}}/Data|prejump}}<br />
| backdash={{#lst:{{PAGENAME}}/Data|backdash}}<br />
| movement={{#lst:{{PAGENAME}}/Data|movementoptions}}<br />
}}<br />
}}<br />
{{Closediv}}<!--END FLEX OTHER SECTION--><br />
{{Closediv}}<br />
{{FP Box<br />
| header=Ability: The Abyss Diver<br />
| content=<br />
Nine has a Mana Gauge that builds with every normal attack that Nine connects with, or by walking forward. Perform 236A/B to cast a spell using all your Mana. Depending on how much Mana you have, you will perform different attacks.<br />
<br />
Her normals also destroy projectiles. If this happens, as well as increasing the Mana Gauge you can also cancel that normal into another normal, a jump or a skill.<br />
| subheader1=4 Way Teleport Dash<br />
| content2=<br />
Nine's movement is unorthodox: instead of a run or air dashes, she has teleports that can be canceled into a second teleport. The second teleport can go up/down/left/right, giving her lots of unique opportunities to move around the opponent.<br />
}}<br />
<br />
==Normal Moves==<br />
===<big>4A</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Nine_4A.png |<br />
BBTag_Nine_4AA.png |<br />
BBTag_Nine_4AAA.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=4A}}<br />
{{#lst:{{PAGENAME}}/Data|4A}}<br />
|-<br />
{{AttackVersion|name=4AA}}<br />
{{#lst:{{PAGENAME}}/Data|4AA}}<br />
|-<br />
{{AttackVersion|name=4AAA}}<br />
{{#lst:{{PAGENAME}}/Data|4AAA}}<br />
|}<br />
==== ====<br />
* 4A is her main anti air, has head invulnerability<br />
* 4AA may whiff after the first hit of the autocombo if the opponent is too high.<br />
* 4AAA damage increases with Element meter levels<br />
** Special cancellable on hit, unlike most autocombo enders<br />
** Fire spell. Knocks down on hit.<br />
</div><br />
</div><br />
===<big>5A</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Nine_5A.png |<br />
BBTag_Nine_5AA.png |<br />
BBTag_Nine_5AAA.png |<br />
BBTag_Nine_5AAAA.png |<br />
BBTag_Nine_5AAAAA.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=5A}}<br />
{{#lst:{{PAGENAME}}/Data|5A}}<br />
|-<br />
{{AttackVersion|name=5AA}}<br />
{{#lst:{{PAGENAME}}/Data|5AA}}<br />
|-<br />
{{AttackVersion|name=5AAA}}<br />
{{#lst:{{PAGENAME}}/Data|5AAA}}<br />
|-<br />
{{AttackVersion|name=5AAAA}}<br />
{{#lst:{{PAGENAME}}/Data|5AAAA}}<br />
|-<br />
{{AttackVersion|name=5AAAAA}}<br />
{{#lst:{{PAGENAME}}/Data|5AAAAA}}<br />
|}<br />
==== ====<br />
* 5A is Nine's fastest normal, used to start pressure when close to the opponent.<br />
* Has more range than its CF counterpart.<br />
* jump cancellable on both hit and block.<br />
----<br />
* 5AA is jump cancellable only on hit so if the opponent blocks you can use 5B to jump cancel.<br />
----<br />
* 5AAA Has less range than 5AA so will wiff at max range.<br />
* if the opponent is too far for 5AAA then Nine can use sweep (2C) or 5B to continue the combo.<br />
* like 5AA jump cancellable only on hit.<br />
----<br />
* 5AAAA is Special cancelable.<br />
* Re-stands opponents, leading to potential resets.<br />
----<br />
* 5AAAAA is a low priority ender. <br />
* Strong ender for ground combos<br />
* Gets stronger with spell meter. (4.2k > 4.8k)<br />
</div><br />
</div><br />
===<big>5B</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Nine_5B.png |'Jump-cancellable halfscreen poke' is a lot of good words.<br />
BBTag_Nine_5BB.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=5B}}<br />
{{#lst:{{PAGENAME}}/Data|5B}}<br />
|-<br />
{{AttackVersion|name=5BB|subtitle=Level 1}}<br />
{{#lst:{{PAGENAME}}/Data|5BB Lv1}}<br />
|-<br />
{{AttackVersion|name=5BB|subtitle=Level 2}}<br />
{{#lst:{{PAGENAME}}/Data|5BB Lv2}}<br />
|-<br />
{{AttackVersion|name=5BB|subtitle=Level 3}}<br />
{{#lst:{{PAGENAME}}/Data|5BB Lv3}}<br />
|}<br />
==== ====<br />
* Big range poke, jump cancellable on both hit and block which allows Nine to pester from a distance or safely summon a spell.<br />
* Used in scarlet vein pickups.<br />
* Good button with nice range.<br />
----<br />
* 5BB gets stronger as element meter lvl rises<br />
* Special cancellable on hit, unlike most autocombo enders<br />
* Wallbounces. Will fail to connect if the opponent is too close to you, or if Nine is in the corner, resulting in an early tech. If they fail to hit the wall they will slide down instead.<br />
</div><br />
</div><br />
<br />
===<big>5C</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Nine_5C.png | AW SHIT, A COCKROACH<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|5C}}<br />
|}<br />
==== ====<br />
Can only track the opponent from a few character lengths away, works at point blank now.<br />
</div><br />
</div><br />
===<big>2A</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Nine_2A.png | Come swim, the water's fine!<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|2A}}<br />
|}<br />
==== ====<br />
*The only attack that goes into 5A, making it an actually decent pressure tool, if you can get into range. <br />
</div><br />
</div><br />
<br />
===<big>2B</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Nine_2B.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|2B}}<br />
|}<br />
==== ====<br />
Longer range than 2A, but not as fast.<br />
</div><br />
</div><br />
<br />
===<big>2C</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Nine_2C.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|2C}}<br />
|}<br />
==== ====<br />
<br />
</div><br />
</div><br />
===<big>j.A</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Nine_jA.png |<br />
BBTag_Nine_jAA.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=j.A}}<br />
{{#lst:{{PAGENAME}}/Data|j.A}}<br />
|-<br />
{{AttackVersion|name=j.AA}}<br />
{{#lst:{{PAGENAME}}/Data|j.AA}}<br />
|}<br />
==== ====<br />
* j.AA freely chains back into j.A or j.B on hit or block, allowing for downward staircase blockstrings.<br />
</div><br />
</div><br />
===<big>j.B</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Nine_jB.png |<br />
BBTag_Nine_jBB.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=j.B}}<br />
{{#lst:{{PAGENAME}}/Data|j.B}}<br />
|-<br />
{{AttackVersion|name=j.BB}}<br />
{{#lst:{{PAGENAME}}/Data|j.BB}}<br />
|}<br />
==== ====<br />
* j.A is your primary air to ground tool. As of ver.2.0 this move cannot be cancelled into anything if it hits a blocking opponent. Otherwise, it is useful for instant rising overheads.<br />
* j.AA freely chains into J.A or J.B on hit<br />
</div><br />
</div><br />
<br />
===<big>j.C</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Nine_jC.png |Yep, the Rock is here too.<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.C}}<br />
|}<br />
==== ====<br />
* The infamous Kunzite from BBCF, now a normal. Has tracking and a bit of landing recovery. You can special cancel it if you hit it on the actual opponent and not on block. Having more spell meter makes it deal more damage.<br />
</div><br />
</div><br />
<br />
<br style="clear:both;"/><br />
<br />
==Universal Moves==<br />
===<big>Ground Throw</big>===<br />
<span class="input-badge">'''5B+C'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Nine_GroundThrow.png | Kicc<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|BC}}<br />
|}<br />
==== ====<br />
* Wall bounces from anywhere on the screen, allowing for easy combo conversions.<br />
<br />
Long animation makes you feel satisfying. (And tilts the opponent)<br />
</div><br />
</div><br />
<br />
===<big>Flax Nurture</big>===<br />
<span class="input-badge">'''5A+D (air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Nine_FlaxNurture.png |Formerly an enhancement move, now a DP.<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=Ground}}<br />
{{#lst:{{PAGENAME}}/Data|AD}}<br />
|-<br />
{{AttackVersion|name=Air}}<br />
{{#lst:{{PAGENAME}}/Data|j.AD}}<br />
|}<br />
==== ====<br />
* Hits on both sides<br />
<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Skills==<br />
===<big>Everlasting Schorl</big>===<br />
<span class="input-badge">'''236A/B (air OK) while Element Lv 0'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Nine_Schorl.png |If you see this then you're probably either desperate or forgetful.<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=Ground}}<br />
{{#lst:{{PAGENAME}}/Data|236A/B/C Level 0}}<br />
|-<br />
{{AttackVersion|name=Air}}<br />
{{#lst:{{PAGENAME}}/Data|j.236A/B/C Level 0}}<br />
|}<br />
==== ====<br />
* Rather useless, only really used if people forget they don't have magic.<br />
<br />
No real reason to use this<br />
<br />
</div><br />
</div><br />
===<big>Amethyst of Annihilation</big>===<br />
<span class="input-badge">'''236A (air OK) while Element Lv 1-4'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Nine_Amethyst.png |It'll Do<sup>TM</sup>.<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=Ground}}<br />
{{#lst:{{PAGENAME}}/Data|236A Level 1-4}}<br />
|-<br />
{{AttackVersion|name=Air}}<br />
{{#lst:{{PAGENAME}}/Data|j.236A Level 1-4}}<br />
|}<br />
==== ====<br />
* Just a standard fireball. Doesn't quite go full screen<br />
<br />
* good quick spell to throw out in neutral after a 5B poke or after Nine takes a step forward, can follow up with a combo if it hits after Nine recovers but the hitstun is a lot less than it was in CF.<br />
<br />
* starts slow and gets faster the longer the fireball is out<br />
<br />
* can be used to cover Nine as she is advancing.<br />
</div><br />
</div><br />
===<big>Andradite of Accord</big>===<br />
<span class="input-badge">'''236A (air OK) while Element Lv 5-9'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Nine_Andradite.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=Ground}}<br />
{{#lst:{{PAGENAME}}/Data|236A Level 5-9}}<br />
|-<br />
{{AttackVersion|name=Air}}<br />
{{#lst:{{PAGENAME}}/Data|j.236A Level 5-9}}<br />
|}<br />
==== ====<br />
* Can be charged, while charging it you can move it. The undetonated ball can be destroyed<br />
* A ball that explodes in a + shape upon enemy contact or release. Goes almost full screen<br />
* Air version typically used after j.C to get oki if not in the corner.<br />
* Has some use in ground combos after sweep if Nine manages to build enough magic for it.<br />
</div><br />
</div><br />
===<big>Taaffeite of Temptation</big>===<br />
<span class="input-badge">'''236A (air OK) while Element Lv 10'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Nine_Taaffeite.png |Tinkerbell, I choose you!<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=Ground}}<br />
{{#lst:{{PAGENAME}}/Data|236A Level 10}}<br />
|-<br />
{{AttackVersion|name=Air}}<br />
{{#lst:{{PAGENAME}}/Data|j.236A Level 10}}<br />
|}<br />
==== ====<br />
* A fairy that hits thrice and dispels if Nine is directly hit. Homes on the opponent from anywhere on the screen.<br />
* An important Oki spell for Nine that allows her to set up Mix ups and pressure.<br />
* Unlike CF the fairy doesn't disappear if Nine is blocking so can be used defensively to bait opponents if Nine drops a pick up.<br />
* Can also be thrown out in neutral to scare opponents into respecting Nine's approach.<br />
</div><br />
</div><br />
===<big>Citrine of Change</big>===<br />
<span class="input-badge">'''236B (air OK) while Element Lv 1-4'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Nine_Citrine.png |Weiss would worship Nine if she found out about this.<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=Ground}}<br />
{{#lst:{{PAGENAME}}/Data|236B Level 1-4}}<br />
|-<br />
{{AttackVersion|name=Air}}<br />
{{#lst:{{PAGENAME}}/Data|j.236B Level 1-4}}<br />
|-<br />
{{AttackVersion|name=Reflect}}<br />
{{#lst:{{PAGENAME}}/Data|236B Reflect}}<br />
|}<br />
==== ====<br />
* Much like in BBCF, it reflects projectiles. However, it no longer advances but the mirror has a hitbox. Long hitboxes can go through it and so can certain projectiles.<br />
* A mirror that reflects projectiles and knocks enemies down and disappears upon physical contact. If a projectile comes into contact with the mirror, it'll fire a projectile that can be blocked and causes a long stagger. Nine will also briefly become invulnerable to projectiles.<br />
* Useful against certain match ups (Nu for example).<br />
* Due to the fact the mirror itself has a hitbox, can be used to create a "barrier" right in front of Nine that discourages approaches.<br />
</div><br />
</div><br />
<br />
===<big>Morganite of Malice</big>===<br />
<span class="input-badge">'''236B (air OK) while Element Lv 5-9'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Nine_Morganite.png |In Soviet Russia, lawn mows YOU!<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=Ground}}<br />
{{#lst:{{PAGENAME}}/Data|236B Level 5-9}}<br />
|-<br />
{{AttackVersion|name=Air}}<br />
{{#lst:{{PAGENAME}}/Data|j.236B Level 5-9}}<br />
|}<br />
==== ====<br />
* Much like in BBCF, the 1st tree branch hit is a low, the 2nd is a mid. If the 1st tree branch whiffs, the 2nd will be a low. Can be used for unblockable setups.<br />
<br />
* something to keep in mind is that the seed itself has a hitbox before it reaches the ground, this allows Nine to either end air combos with a knockdown and go for pressure/mix ups when she lands or it can be used to tag an opponent on their wake up to guarantee they respect Nine.<br />
<br />
* useful spell for a variety of reasons, good lock down, can be used in high/low unblockables, good amount of hitstun.<br />
</div><br />
</div><br />
===<big>Uvarovite of Undoing</big>===<br />
<span class="input-badge">'''236B (air OK) while Element Lv 10'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Nine_Uvarovite.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=Ground}}<br />
{{#lst:{{PAGENAME}}/Data|236B Level 10}}<br />
|-<br />
{{AttackVersion|name=Air}}<br />
{{#lst:{{PAGENAME}}/Data|j.236B Level 10}}<br />
|}<br />
==== ====<br />
* Like in BBCF, the higher you are in the air when you cast it, the wider the area of effect will be. This can sometimes cause the move to have blindspots in between shots.<br />
<br />
* useful after ending an air combo as Nine has just enough time to land and start pressure.<br />
<br />
* similar to fairy can also be used in neutral to scare opponents into respecting the falling bolts<br />
<br />
* also like fairy, does not go away if nine is blocking.<br />
</div><br />
</div><br />
===<big>Crimson Raider</big>===<br />
<span class="input-badge">'''214A (air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Nine_CrimsonRaider.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=Ground}}<br />
{{#lst:{{PAGENAME}}/Data|214A}}<br />
|-<br />
{{AttackVersion|name=Air}}<br />
{{#lst:{{PAGENAME}}/Data|j.214A}}<br />
|}<br />
==== ====<br />
* If you and your opponent are in the air, it has slight angle tracking. Hitting it in the air successfully (even on block) will allow you to act before landing.<br />
* This move's hitbox is deceivingly small. The hurtbox pokes out slightly, so be careful.<br />
</div><br />
</div><br />
===<big>Mauvette Roar</big>===<br />
<span class="input-badge">'''214B (air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Nine_MauvetteRoar.png | GET OFF MA LAWN!<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=Ground}}<br />
{{#lst:{{PAGENAME}}/Data|214B}}<br />
|-<br />
{{AttackVersion|name=Air}}<br />
{{#lst:{{PAGENAME}}/Data|j.214B}}<br />
|}<br />
==== ====<br />
* High vertical reach, less so horizontally. Has invulnerability against highs when used on the ground. You can combo off of it on counterhit.<br />
* Air version has a longer untech time than the ground version, leading to the ability to land and combo where not normally possible.<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Extra Skills==<br />
===<big>Nephrite of Nullification</big>===<br />
<span class="input-badge">'''236C (air OK) Element Lv 1 or higher'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Nine_Nephrite.png | Make a Witch Time joke, I dare you.<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=Ground}}<br />
{{#lst:{{PAGENAME}}/Data|236C Level 1-10}}<br />
|-<br />
{{AttackVersion|name=Air}}<br />
{{#lst:{{PAGENAME}}/Data|j.236C Level 1-10}}<br />
|}<br />
==== ====<br />
* Casts a ticking timebomb on the opponent. Can be regular blocked, unlike in BBCF, and the hitbox lasts for a deceivingly short time. Needs spell gauge AND meter to be casted, spell gauge increases its damage.<br />
* Clock will vanish if Nine is hit, throw was teched, azurite inferno(214B+C) was landed as a hit(not on block), or if she leaves the playing field.<br />
<br />
*Nephrite does more damage depending on Mana level 3k at lowest, 3.5k middle, 4k max level<br />
</div><br />
</div><br />
<br />
===<big>Nephrite of Nullification - Dual</big>===<br />
<span class="input-badge">'''236C (air OK) during Nephrite of Nullification'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Nine_Nephrite.png |Tick tock you'd better block<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=Ground}}<br />
{{#lst:{{PAGENAME}}/Data|236C 236C}}<br />
|-<br />
{{AttackVersion|name=Air}}<br />
{{#lst:{{PAGENAME}}/Data|236C j.236C}}<br />
|}<br />
==== ====<br />
* Detonates Nephrite instantly at the cost of 1 extra meter. The detonation does not use up spell gauge<br />
<br />
</div><br />
</div><br />
===<big>Scarlet Vein</big>===<br />
<span class="input-badge">'''214C (air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Nine_ScarletVein.png | HERE COMES THE GIANT FISTS<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=Ground}}<br />
{{#lst:{{PAGENAME}}/Data|214C}}<br />
|-<br />
{{AttackVersion|name=Air}}<br />
{{#lst:{{PAGENAME}}/Data|j.214C}}<br />
|}<br />
==== ====<br />
* Has tracking and a closeup blindspot, much like the old Navy Pressure.<br />
* Fully projectile invincible, which can allow it to beat out basically any projectile or projectile super.<br />
* Can follow up solo in the corner with 5A, or midscreen with an assist.<br />
* Air version is a single hit, instead of the two hit ground version<br />
* Air version can allow followups solo after a j.C.<br />
* Unlike her other two EX Attacks, does not consume Mana Gauge.<br />
</div><br />
</div><br />
<br />
==Partner Skills==<br />
<br />
===<big>5P </big>===<br />
<span class="input-badge">'''Crimson Raider'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Nine_CrimsonRaider.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|5P}}<br />
|}<br />
==== ====<br />
* Good assist for keeping opponents in blockstun<br />
* Pushes the opponent back on block<br />
<br />
</div><br />
</div><br />
<br />
===<big>6P</big>===<br />
<span class="input-badge">'''Scarlet Vein'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Nine_ScarletVein.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|6P}}<br />
|}<br />
==== ====<br />
* Tracks the opponent horizontally, striking after a short delay.<br />
* Will not track vertically, meaning it will whiff on airborne opponents unless they are low to the ground.<br />
* Has a dead spot directly in front of Nine where it will not track.<br />
<br />
Note: Nine targets area opponent was during call out. Would be wise to not use if your next move will send them across screen during her start up like Mitsurus sword piercer(236B)<br />
<br />
</div><br />
</div><br />
===<big>4P </big>===<br />
<span class="input-badge">'''BBCF 6B'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Nine_4P.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|4P}}<br />
|}<br />
==== ====<br />
* High risk, high reward anti air.<br />
* High untech time, easy to confirm hits <br />
<br />
<br />
Can lead into some damaging combos on CH, otherwise not much use.<br />
</div><br />
</div><br />
<br />
<br style="clear:both;"/><br />
<br />
==Distortion Skills==<br />
===<big>Flame Punisher</big>===<br />
<span class="input-badge">'''236B+C'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Nine_FlamePunisher.png |IMMA FIRIN MA LAZAAAH<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|236BC}}<br />
|}<br />
==== ====<br />
* Has a gap in the middle where you can be full screen super'd if you use it on block, and a closeup blindspot at times. Beware. On the other hand, it pushes people back a long way.<br />
</div><br />
</div><br />
===<big>Azurite Inferno</big>===<br />
<span class="input-badge">'''214B+C'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Nine_AzuriteInferno.png | *smacks you with broom* STOP! EATING! THE! SOUP!<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=Azurite Inferno|subtitle=Level 0}}<br />
{{#lst:{{PAGENAME}}/Data|214BC Level 0}}<br />
|-<br />
{{AttackVersion|name=Azurite Inferno|subtitle=Level 1-5}}<br />
{{#lst:{{PAGENAME}}/Data|214BC Level 1-5}}<br />
|-<br />
{{AttackVersion|name=Azurite Inferno|subtitle=Level 6-10}}<br />
{{#lst:{{PAGENAME}}/Data|214BC Level 6-10}}<br />
|-<br />
{{AttackVersion|name=Enhanced Followup}}<br />
{{#lst:{{PAGENAME}}/Data|214BC Enhanced Followup}}<br />
|}<br />
==== ====<br />
* Will consume your spell meter, adding up to 500 extra damage for a full meter.<br />
<br />
</div><br />
</div><br />
<br />
==Distortion Skill Duo==<br />
===<big>Cardinal Nova</big>===<br />
<span class="input-badge">'''P during Partner's Distortion Skill'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Nine_CardinalNova.png |By the pricking of my thumbs.<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|Distortion Skill Duo}}<br />
|}<br />
==== ====<br />
<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Astral Heat==<br />
===<big>Colorless Void</big>===<br />
<span class="input-badge">'''222B+C'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Nine_ColorlessVoid.png |"I bring you despair. Ruination to all."<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|222BC}}<br />
|}<br />
==== ====<br />
* Has a blind spot in front of her, but otherwise tracks the opponent fullscreen. Can be combo'd into from most specials.<br />
<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==External References==<br />
==Navigation==<br />
{{#lst:{{PAGENAME}}/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/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.}}<br />
{{Navbar-BBTag}}</div>73.119.87.123https://www.dustloop.com/wiki/index.php?title=BBTag/Neo_Politan&diff=191191BBTag/Neo Politan2021-01-05T16:32:49Z<p>73.119.87.123: /* Swooping Illusion/Plunging Illusion */</p>
<hr />
<div>{{InvisibleHeader}}{{NavTabs|game=BBTag|chara=Neo Politan}}<br />
<br />
======<span style="visibility:hidden;font-size:0">Overview</span>======<br />
{{FlexContainer}}<br />
{{FlexTopContainer}}<!-- BEGIN TOP SECTION --><br />
{{FP Box|header=Overview<br />
|content=<br />
Neo is an agile character that can apply pressure with her quick attacks and chain each strike into long combos. She is a strong midair fighter and has many attacks that can launch and keep her opponents in the air. Neo can also surprise opponents by teleporting from different sides of the field and attacking blind spots before chaining each attack with another combo.<br />
{{Bio<br />
| name = Neo Politan<br />
| game = BBTag<br />
| quote = ...<br />
| lore = <br />
Neo is the silent right-hand woman of Vale's crimeboss, Roman Torchwick. No matter what mission he had for her, she followed his orders without question and is extremely loyal to him. While she is not particularly talkative, her actions and expressions are enough to show what she's thinking. After her boss is killed during the fall of Beacon, Neo is dead set on making whoever was responsible for Roman's death pay and set out on a quest to seek revenge.<br />
<br />
}}<br />
{{StrengthsAndWeaknesses<br />
|intro=<br />
<br />
|pros=<br />
* Good Cross-ups. Can quickly switch sides on the fly.<br />
* Fast attacks that can be looped for longer combos.<br />
* Strong element of surprise when properly utilizing 214a/b/c teleporting moves as attacks can be low, overhead, or a parry.<br />
* Strong Jump Cancel game with extended airtime and extra jumps with Parasol Descent.<br />
* Suspension of Disbelief is a strong Command Grab super with no Super flash. It can act as a combo starter or extender.<br />
* Incredible reset potential including Fast overheads, fuzzy loops, teleports from 4 different directions, solo air unblockable routes, and mainly, Suspension of Disbelief<br />
* 236B/C Are great gap closers by themselves being only -4, but they're even better once you know they can low profile most projectiles (And some moves i.e. Mitsuru's Droit, hakumen's 5b... etc)<br />
|cons=<br />
* Poor assists that sends single projectiles that can easily be destroyed<br />
* Low damage and large damage falloff when long combos are achieved.<br />
* 214 specials take time to cast as the taunt always applies first before the actual attack hits.<br />
* Poor projectiles that have low durability against other attacks or Personas. This also applies for Overactive Devastation to a lesser extent, easily being blocked by Personas.<br />
* Whiffing Suspension of Disbelief will force Neo to stop and sigh, leaving her very vulnerable open to attacks.<br />
* Parasol Descent is a hard move to incorporate as, besides its parry version, its only use is to grant Neo an extra jump as well as to let her descend slowly.<br />
* Low minimum damage on both of her supers and using Suspension of Disbelief as a combo extender is generally a waste of bars.<br />
}}<br />
}}<br />
{{Closediv}}<!--END TOP SECTION--><br />
{{FlexSideContainer}}<!-- BEGIN FLEX SECTION --><br />
{{FP TOC}}<br />
{{FP Box<br />
| padding=no<br />
| content={{CharaInfo<br />
| game=BBTag<br />
| fullname=Neo Politan<br />
| health={{#lst:{{PAGENAME}}/Data|health}}<br />
| comborate={{#lst:{{PAGENAME}}/Data|comborate}}<br />
| prejump={{#lst:{{PAGENAME}}/Data|prejump}}<br />
| backdash={{#lst:{{PAGENAME}}/Data|backdash}}<br />
| movement={{#lst:{{PAGENAME}}/Data|movementoptions}}<br />
}}<br />
}}<br />
{{Closediv}}<!--END FLEX OTHER SECTION--><br />
{{Closediv}}<br />
{{FP Box<br />
| header=Semblance: Overactive Imagination<br />
| content=<br />
Neo's semblance allows her to create physical illusions that can be seen or touched by everyone. Using this, she gives off the illusion of teleporting. In gameplay, her semblance allows her to almost instantaneously teleporting around the screen, surprising her opponents by attacking from their blindspots.<br />
}}<br />
<br />
==Normal Moves==<br />
===<big>5A</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Neo_5A.png |<br />
BBTag_Neo_5AA.png |<br />
BBTag_Neo_5AAA.png |<br />
BBTag_Neo_5AAAA.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=5A}}<br />
{{#lst:{{PAGENAME}}/Data|5A}}<br />
|-<br />
{{AttackVersion|name=5AA}}<br />
{{#lst:{{PAGENAME}}/Data|5AA}}<br />
|-<br />
{{AttackVersion|name=5AAA}}<br />
{{#lst:{{PAGENAME}}/Data|5AAA}}<br />
|-<br />
{{AttackVersion|name=5AAAA}}<br />
{{#lst:{{PAGENAME}}/Data|5AAAA}}<br />
|}<br />
==== ====<br />
* Jump cancelable.<br />
<br />
Neo strikes her opponent with her parasol and ends with a series of flip kicks. 5A and 5AA Are jump cancelable<br />
<br />
5A is a surprisngly bad move. At 10 frames, it comes out a lot slower than the rest of the casts 5A's, with a lot less range. In comparison, Ruby's 5B is 10 frames and significantly outranges it<br />
<br />
What this means is, 5A is a TERRIBLE round start option unless you know that your opponent doesn't have a quick/lengthy move to contest you. So avoid doing it<br />
<br />
5A is usefull for getting your jump cancel so you can start your mixups, and is gennerally your best starter for your combos<br />
<br />
</div><br />
</div><br />
<br />
===<big>5B</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Neo_5B.png |<br />
BBTag_Neo_5BB.png |Free launches with a small chance of rain<br />
BBTag_Neo_5BBB.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=5B}}<br />
{{#lst:{{PAGENAME}}/Data|5B}}<br />
|-<br />
{{AttackVersion|name=5BB}}<br />
{{#lst:{{PAGENAME}}/Data|5BB}}<br />
|-<br />
{{AttackVersion|name=5BBB}}<br />
{{#lst:{{PAGENAME}}/Data|5BBB}}<br />
|}<br />
==== ==== <br />
* Jump cancelable at 5B<br />
* 5BB can launch<br />
Neo strikes the opponent with her open parasol. Avoid using 5B outside of combos, it can be usefull in a blockstring to get you closer to your oponent since 5B will make you walk forwards slightly<br />
<br />
5B is a great stabilizing tool for stray aerial hits, this is because 5B brings them down to the ground, at the perfect height so that you can follow up with 2C and get your combos going<br />
<br />
<br />
</div><br />
</div><br />
<br />
===<big>5C</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Neo_5C.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|5C}}<br />
|}<br />
==== ====<br />
Neo performs an overhead arc kick. Strong reach and quick.<br />
<br />
</div><br />
</div><br />
<br />
===<big>2A</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Neo_2A.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|2A}}<br />
|}<br />
==== ====<br />
Neo pokes the ground with her parasol. Very quick and decent reach. <br />
<br />
Very important button for Neo gameplay, easily her best normal, you are always going to be using this, in neutral, to combo after 214A,to frame trap with J.236A, or even make a true blockstring with j.236C<br />
</div><br />
</div><br />
<br />
===<big>2B</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Neo_2B.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|2B}}<br />
|}<br />
==== ====<br />
Neo kicks up, letting her make a small leap into the air. <br />
<br />
If you ever played Yang, Jubei, or Adachi, this is kinda the same thing as their anti air... but worse, neo cannot jump cancel 2B on block, but she can special cancel it, leaving you options on what to do if they block it.<br />
<br />
Be carefull when using it as an anti air, as neo walks forward slightly, and it can (and will) whiff against certain jump ins<br />
</div><br />
</div><br />
<br />
===<big>2C</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Neo_2C.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|2C}}<br />
|}<br />
==== ====<br />
*Standard Launcher<br />
*Jump cancellable on 2nd hit<br />
Neo sweeps her opponent with her parasol and launches the opponent into the air with a spin kick. <br />
<br />
First things first, don't you EVER use this on block, i will slap you if i see you using this on a solo blockstring<br />
<br />
Neo's 2C is a versatile move, and its your go to launcher for all your combos, you're either sending them down with 5B before you send them up again with 2C, or you're using it after a ground starter to get your combo starting<br />
<br />
2C hits twice, but has a gap in between the hits, this is actually usefull for her gameplan, since having a gap, enables active switch mixups, and makes this a really good tool to use in cross combo sandwich situations, but if you're alone, don't ever use this as a mixup, if you get pushblocked and it whiffs, you're in for a world of hurt<br />
</div><br />
</div><br />
<br />
===<big>j.A</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Neo_jA.png |<br />
BBTag_Neo_jAA.png |<br />
</gallery><br />
</div><br />
<br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=j.A}}<br />
{{#lst:{{PAGENAME}}/Data|j.A}}<br />
|-<br />
{{AttackVersion|name=j.AA}}<br />
{{#lst:{{PAGENAME}}/Data|j.AA}}<br />
|}<br />
==== ====<br />
*Jump Cancellable<br />
Neo Slashes with her closed umbrella in the air.<br />
<br />
Fast air normal, this is your best round start option, really good Air to air tool, but has horrible scaling and it will kill your damage.<br />
<br />
Its simple, use this for neutral, don't ever use this in a combo (unless you would like to do literally 0 damage per normal, thanks colpe)<br />
</div><br />
</div><br />
<br />
===<big>j.B</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Neo_jB.png |Get ready to delay a LOT<br />
BBTag_Neo_jBB.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=j.B}}<br />
{{#lst:{{PAGENAME}}/Data|j.B}}<br />
|-<br />
{{AttackVersion|name=j.BB}}<br />
{{#lst:{{PAGENAME}}/Data|j.BB}}<br />
|}<br />
==== ====<br />
*Jump cancellable<br />
Neo kicks and strikes the opponent downward with her Parasol. Your go to jump-in and cross up attack. <br />
<br />
Delaying the second j.BB is pretty much essential to all of Neo's combos so you better get down the timing. Seriously. It's not even funny how much this move is used in combos.<br />
</div><br />
</div><br />
<br />
===<big>j.C</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Neo_jC.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.C}}<br />
|}<br />
==== ====<br />
Neo axe-kicks the opponent down into the ground. Can be special canceled on hit<br />
<br />
This is a really decent mixup button, its not an instant overhead, but its close enough, not only that, but its a huge enabler on future mixups, and leads to okay damage, its safe on block, but if you use this and they block it, your turn is over<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Universal Moves==<br />
===<big>Ground Throw</big>===<br />
<span class="input-badge">'''5B+C'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Neo_GroundThrow.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|BC}}<br />
|}<br />
==== ====<br />
Neo grabs the opponent, twirls on their heads, and uses their weight to throw them forward. <br />
<br />
Very simple grab, both 6 and 4 versions leave the oponent in a OTG state for a little bit, allowing you to walk forward and combo with 5A anywhere on the screen. Most combos should work here.<br />
</div><br />
</div><br />
<br />
===<big>Backlash</big>===<br />
<span class="input-badge">'''5A+D'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Neo_Backlash.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|AD}}<br />
|}<br />
==== ====<br />
Neo axe kicks her opponents to the ground. Quick execution and recovery with decent iframes. Can knock airborne opponents into the ground. If it hits on counter-hit and the opponent was high enough in the air, you can link into 2A and continue your combo. Berry situational though.<br />
</div><br />
</div><br />
<br />
<br style="clear:both;"/><br />
<br />
==Skills==<br />
===<big>Illusory Charge/Illusory Strike</big>===<br />
<span class="input-badge">'''236A/B'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Neo_IllusoryCharge.png |<br />
BBTag_Neo_RapidSwing.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=A}}<br />
{{#lst:{{PAGENAME}}/Data|236A}}<br />
|-<br />
{{AttackVersion|name=B}}<br />
{{#lst:{{PAGENAME}}/Data|236B}}<br />
|-<br />
{{AttackVersion|name=B > A/B/C}}<br />
{{#lst:{{PAGENAME}}/Data|236B X}}<br />
|}<br />
==== ====<br />
Neo sends a clone of herself to strike forward as a projectile. Her B version will send herself and allows a follow up on hit or on block. The C version follow up will Wall bounce or Wall slam and allows Neo to continue the combo<br />
<br />
Get used to this move, if you want to have optimal damage on your combos, you're using 236B>5A links, you can rely on it as a gap closer, its safe on block, but don't do the follow up if you're not confident in the hitconfirm, its VERY punishable<br />
<br />
The B and C versions of Illusory Charge can low profile a good majority of projectiles. Honorable mentions include Yukiko 5B fans and Nu 5B swords.<br />
</div><br />
</div><br />
<br />
===<big>Stealth Blitz/Striking Stance/Stealth Sweep</big>===<br />
<span class="input-badge">'''214A/B/C'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Neo_StealthBlitz.png |They all start like this<br />
BBTag_Neo_SweepingIllusion.png |Easiest 50/50 of my life<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=A}}<br />
{{#lst:{{PAGENAME}}/Data|214A}}<br />
|-<br />
{{AttackVersion|name=B}}<br />
{{#lst:{{PAGENAME}}/Data|214B}}<br />
|-<br />
{{AttackVersion|name=C}}<br />
{{#lst:{{PAGENAME}}/Data|214C}}<br />
|}<br />
==== ==== <br />
Neo taunts her opponent and strikes overhead or at their feet.<br />
<br />
Stealth Blitz will have Neo attack from above. On hit, you can use 2A to link into a combo. If the opponent is air-dashing, there's a good chance that the move will hit cross-up. On chicken block? You done messed up son, get ready to eat fist. <br />
<br />
Striking Stance is a parry that counters all attacks, including throws and supers, and teleports Neo directly behind the opponent if an attack hits during her taunt. Note that there is a small delay after she teleports so if your opponent threw out a meaty move that has a big hitbox before then, there's a good chance you're gettin' SMACKED for reading your opponent correctly.<br />
<br />
Stealth Sweep will have Neo strike low into a hard knockdown if they're on the ground, if its an air hit, the oponent will just tech quickly and you have no oportunities to combo.<br />
<br />
A and C versions always lose to Backdashing and chicken blocking , so have your assist cover you, or throw in the parry every now and then to keep opponents on their toes.<br />
</div><br />
</div><br />
<br />
===<big>Swooping Illusion/Plunging Illusion</big>===<br />
<span class="input-badge">'''j.236A/B'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Neo_SwoopingIllusion.png | ''Dink!''<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=A}}<br />
{{#lst:{{PAGENAME}}/Data|j.236A}}<br />
|-<br />
{{AttackVersion|name=B}}<br />
{{#lst:{{PAGENAME}}/Data|j.236B}}<br />
|}<br />
==== ====<br />
Neo dive kicks her opponents and teleports. 236A will have her teleport to the ground behind the opponent with a slight delay. 236B will allow her to teleport behind and above the opponent <br />
<br />
On block, the A version is safe and and leads to a 10F frame trap with 2A . The B version can actually be used as a DP bait since you still have your air action left. The C version is positive and pretty good to get a true blockstring with 2A, or a 3F frametrap with 5A, or for converting an air combo back to the ground.<br />
<br />
If you have an assist on deck, you can even create a sandwich mixup<br />
<br />
</div><br />
</div><br />
<br />
===<big>Parasol Descent/Illusion</big>===<br />
<span class="input-badge">'''j.214A/B'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Neo_ParasolDescent.png |"I'm Mary Poppins y'all"<br />
BBTag_Neo_ParasolIllusion.png | ''slam'' I'm- wait she can't talk. Correction: ''slam'' .....<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=A}}<br />
{{#lst:{{PAGENAME}}/Data|j.214A}}<br />
|-<br />
{{AttackVersion|name=B}}<br />
{{#lst:{{PAGENAME}}/Data|j.214B}}<br />
|}<br />
==== ==== <br />
Neo opens up her parsol and floats back down to the ground, stalling her jump momentum. <br />
<br />
A version is cancelable with an attack. <br />
<br />
B version is a parry that let's her teleport behind her opponents like Striking Stance. Be warned, there is HELLA landing recovery animation on a whiffed parry. Looks neat though.<br />
</div><br />
</div><br />
<br />
===<big>Pinwheel Flip</big>===<br />
<span class="input-badge">'''66'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Neo_PinwheelFlip.png | MvC Captain America would be proud<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|66}}<br />
|}<br />
==== ====<br />
Neo dodges forward and let's her switch sides if she's close enough to the opponent. This move has some projectile invincibility, but can be stuffed by quick jabs on reaction.<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Extra Skills==<br />
===<big>EX Illusory Strike</big>===<br />
<span class="input-badge">'''236C'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Neo_IllusoryCharge.png |<br />
BBTag_Neo_RapidSwing.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=236C}}<br />
{{#lst:{{PAGENAME}}/Data|236C}}<br />
|-<br />
{{AttackVersion|name=236C > A/B/C}}<br />
{{#lst:{{PAGENAME}}/Data|236C X}}<br />
|}<br />
==== ====<br />
Neo sends a clone of herself to strike forward as a projectile. This version will cause Wall bounce if you're not in the corner or Wall slam if you are. <br />
</div><br />
</div><br />
<br />
===<big>EX Parasol Descent</big>===<br />
<span class="input-badge">'''j.214C'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Neo_ParasolDescent.png | I heard you like jump cancels?<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.214C}}<br />
|}<br />
==== ====<br />
Whenever Neo uses EX Parasol, you gain an extra jump. Has the quickest recovery and start-up out of all the three parasol moves.<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
===<big>EX Swooping Illusion</big>===<br />
<span class="input-badge">'''j.236C'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Neo_SwoopingIllusion.png |''Boop!''<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.236C}}<br />
|}<br />
==== ====<br />
EX divekick, looks just like her other j.236X series, but with a blue flash, use this to get a true blockstring with 2A or a 3F frametrap with 5A, it also has its use in combos, EX divekick puts the enemy in an untech until land state, meaning you get to teleport all the way back to the ground after an air combo, and still super<br />
</div><br />
</div><br />
<br />
==Partner Skills==<br />
===<big>5P</big>===<br />
<span class="input-badge">'''Illusory Charge'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Neo_IllusoryCharge.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|5P}}<br />
|}<br />
==== ====<br />
Neo sends herself instead of a clone doing the same attack as 6P. Attack comes out wherever the opponent is, so it won't travel full screen unless the opponent is full screen. <br />
</div><br />
</div><br />
<br />
===<big>6P</big>===<br />
<span class="input-badge">'''Illusory Strike'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Neo_IllusoryCharge.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|6P}}<br />
|}<br />
==== ====<br />
Neo sends a clone of herself as a projectile. Attack comes out wherever the opponent is, so it won't travel full screen unless the opponent is full screen. <br />
<br />
A good candidate for active switching since Neo is usually far away enough from the point character that whatever your opponent does on reaction (DP, mash,etc.) makes her safe. Unless they mash full screen beam super, then in that case, eject the disc, put it in the box, go back to Gamestop, get your $2.52 refund and Ggs.<br />
</div><br />
</div><br />
<br />
===<big>4P</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Neo_SwoopingIllusion.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|4P}}<br />
|}<br />
==== ====<br />
Neo sends a diving clone in front of her that causes a guaranteed ground bounce and is good for extending combos. Unlike the rest of the cast who's 4P is an anti-air, you should never try to use this as an anti-air unless you actively dislike ice cream and just want to see her suffer you jerk. <br />
<br />
Outside of combo extensions and tagging bursts, this move is, quite honestly and frankly speaking, kinda garbage.<br />
</div><br />
</div><br />
<br />
<br style="clear:both;"/><br />
<br />
==Distortion Skills==<br />
===<big>Overactive Devastation</big>===<br />
<span class="input-badge">'''236B+C'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Neo_OveractiveDevastation.png | "Go forth and conquer" - Alfred Lord Tennyson, to the scrub he was wasting in pools.<br />
BBTag_Neo_OveractiveDevastation2.png |The hat is so cute on her<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|236BC}}<br />
|}<br />
==== ====<br />
Neo sends a clone to strike the opponent. Upon hitting, she will instantly move in and strike her umbrella twice before slamming it down. During Resonance mode or when performing a cross combo, Neo will add an extra hit by having a clone kick the opponent away. The projectile is full screen and low profiles projectiles and some attacks, but will still be destroyed by things such as Personas or assists. Specifically, if there's a Persona active and in front of the opponent, there's a damn good chance that your special will only destroy the Persona and not actually hit the opponent. Use carefully.<br />
<br />
On a side note, Overactive Devastation is probably one of the least damaging supers in the game to use in a combo, so more often than not, you're going to have to burn an extra 2 bars to DHC and kill.<br />
</div><br />
</div><br />
<br />
===<big>Suspension of Disbelief</big>===<br />
<span class="input-badge">'''214B+C'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Neo_SuspensionOfDisbelief.png | I am mashing this on wake up like the scrub I am<br />
BBTag_Neo_SuspensionOfDisbelief2.png |surprisedpikachuface.jpg<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|214BC}}<br />
|}<br />
==== ====<br />
Neo grabs her opponent and throws them forward. During resonance mode or when performing cross combos, Neo will add in an extra kick that will bounce them back towards you.<br />
<br />
Neo's very unique command grab is THE super that earned her the title of trickster, its command grab with no super flash, if that doesn't sound good enough for you, she slides a fairly long distance on it too, meaning its VERY active, and it gets even better, the uniqueness doesn't stop here, Neo gets to combo after this super, and INTO the super, you can use Suspension of disbelief as a combo extender if you want to.<br />
<br />
But of course, she has her flaws here as well, Whiffing the super puts neo in a deep sigh, leaving you extremely vulnerable to a punish, and about that extender? its the lowest minimum damage super in the game, so don't use that as an extension tool unless you're in resonance, and you got tons of meter to burn.<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Distortion Skill Duo==<br />
===<big>Overactive Devastation</big>===<br />
<span class="input-badge">'''P during Partner's Distortion Skill '''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Neo_OveractiveDevastation2.png | "'''''.....'''''"<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|Distortion Skill Duo}}<br />
|}<br />
==== ====<br />
Neo sends a clone to strike the opponent. Upon hitting, she will instantly move in and strike her umbrella twice before slamming it down. When performed during a cross combo, Neo will add an extra hit by having a clone kick the opponent away. The projectile reaches a good range and is durable against a good amount of projectiles, but will still be destroyed by things such as Personas or assists. Use carefully.<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Astral Heat==<br />
===<big>Shattering Skewer</big>===<br />
<span class="input-badge">'''222B+C'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Neo_ShatteringSkewer.png |"Kill for kill, eye for eye, blood for blood..."<br />
BBTag_Neo_ShatteringSkewer2.png |"IT'S TIME TO DIE"<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|222BC}}<br />
|}<br />
==== ====<br />
Neo charges in and assaults her opponent with a barrage of illusions before pulling out her parasol blade and skewering them.<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
<br />
==External References==<br />
==Navigation==<br />
{{#lst:{{PAGENAME}}/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/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.}}<br />
{{Navbar-BBTag}}</div>73.119.87.123https://www.dustloop.com/wiki/index.php?title=BBTag/Neo_Politan&diff=191190BBTag/Neo Politan2021-01-05T16:17:35Z<p>73.119.87.123: /* Parasol Descent/Illusion */</p>
<hr />
<div>{{InvisibleHeader}}{{NavTabs|game=BBTag|chara=Neo Politan}}<br />
<br />
======<span style="visibility:hidden;font-size:0">Overview</span>======<br />
{{FlexContainer}}<br />
{{FlexTopContainer}}<!-- BEGIN TOP SECTION --><br />
{{FP Box|header=Overview<br />
|content=<br />
Neo is an agile character that can apply pressure with her quick attacks and chain each strike into long combos. She is a strong midair fighter and has many attacks that can launch and keep her opponents in the air. Neo can also surprise opponents by teleporting from different sides of the field and attacking blind spots before chaining each attack with another combo.<br />
{{Bio<br />
| name = Neo Politan<br />
| game = BBTag<br />
| quote = ...<br />
| lore = <br />
Neo is the silent right-hand woman of Vale's crimeboss, Roman Torchwick. No matter what mission he had for her, she followed his orders without question and is extremely loyal to him. While she is not particularly talkative, her actions and expressions are enough to show what she's thinking. After her boss is killed during the fall of Beacon, Neo is dead set on making whoever was responsible for Roman's death pay and set out on a quest to seek revenge.<br />
<br />
}}<br />
{{StrengthsAndWeaknesses<br />
|intro=<br />
<br />
|pros=<br />
* Good Cross-ups. Can quickly switch sides on the fly.<br />
* Fast attacks that can be looped for longer combos.<br />
* Strong element of surprise when properly utilizing 214a/b/c teleporting moves as attacks can be low, overhead, or a parry.<br />
* Strong Jump Cancel game with extended airtime and extra jumps with Parasol Descent.<br />
* Suspension of Disbelief is a strong Command Grab super with no Super flash. It can act as a combo starter or extender.<br />
* Incredible reset potential including Fast overheads, fuzzy loops, teleports from 4 different directions, solo air unblockable routes, and mainly, Suspension of Disbelief<br />
* 236B/C Are great gap closers by themselves being only -4, but they're even better once you know they can low profile most projectiles (And some moves i.e. Mitsuru's Droit, hakumen's 5b... etc)<br />
|cons=<br />
* Poor assists that sends single projectiles that can easily be destroyed<br />
* Low damage and large damage falloff when long combos are achieved.<br />
* 214 specials take time to cast as the taunt always applies first before the actual attack hits.<br />
* Poor projectiles that have low durability against other attacks or Personas. This also applies for Overactive Devastation to a lesser extent, easily being blocked by Personas.<br />
* Whiffing Suspension of Disbelief will force Neo to stop and sigh, leaving her very vulnerable open to attacks.<br />
* Parasol Descent is a hard move to incorporate as, besides its parry version, its only use is to grant Neo an extra jump as well as to let her descend slowly.<br />
* Low minimum damage on both of her supers and using Suspension of Disbelief as a combo extender is generally a waste of bars.<br />
}}<br />
}}<br />
{{Closediv}}<!--END TOP SECTION--><br />
{{FlexSideContainer}}<!-- BEGIN FLEX SECTION --><br />
{{FP TOC}}<br />
{{FP Box<br />
| padding=no<br />
| content={{CharaInfo<br />
| game=BBTag<br />
| fullname=Neo Politan<br />
| health={{#lst:{{PAGENAME}}/Data|health}}<br />
| comborate={{#lst:{{PAGENAME}}/Data|comborate}}<br />
| prejump={{#lst:{{PAGENAME}}/Data|prejump}}<br />
| backdash={{#lst:{{PAGENAME}}/Data|backdash}}<br />
| movement={{#lst:{{PAGENAME}}/Data|movementoptions}}<br />
}}<br />
}}<br />
{{Closediv}}<!--END FLEX OTHER SECTION--><br />
{{Closediv}}<br />
{{FP Box<br />
| header=Semblance: Overactive Imagination<br />
| content=<br />
Neo's semblance allows her to create physical illusions that can be seen or touched by everyone. Using this, she gives off the illusion of teleporting. In gameplay, her semblance allows her to almost instantaneously teleporting around the screen, surprising her opponents by attacking from their blindspots.<br />
}}<br />
<br />
==Normal Moves==<br />
===<big>5A</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Neo_5A.png |<br />
BBTag_Neo_5AA.png |<br />
BBTag_Neo_5AAA.png |<br />
BBTag_Neo_5AAAA.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=5A}}<br />
{{#lst:{{PAGENAME}}/Data|5A}}<br />
|-<br />
{{AttackVersion|name=5AA}}<br />
{{#lst:{{PAGENAME}}/Data|5AA}}<br />
|-<br />
{{AttackVersion|name=5AAA}}<br />
{{#lst:{{PAGENAME}}/Data|5AAA}}<br />
|-<br />
{{AttackVersion|name=5AAAA}}<br />
{{#lst:{{PAGENAME}}/Data|5AAAA}}<br />
|}<br />
==== ====<br />
* Jump cancelable.<br />
<br />
Neo strikes her opponent with her parasol and ends with a series of flip kicks. 5A and 5AA Are jump cancelable<br />
<br />
5A is a surprisngly bad move. At 10 frames, it comes out a lot slower than the rest of the casts 5A's, with a lot less range. In comparison, Ruby's 5B is 10 frames and significantly outranges it<br />
<br />
What this means is, 5A is a TERRIBLE round start option unless you know that your opponent doesn't have a quick/lengthy move to contest you. So avoid doing it<br />
<br />
5A is usefull for getting your jump cancel so you can start your mixups, and is gennerally your best starter for your combos<br />
<br />
</div><br />
</div><br />
<br />
===<big>5B</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Neo_5B.png |<br />
BBTag_Neo_5BB.png |Free launches with a small chance of rain<br />
BBTag_Neo_5BBB.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=5B}}<br />
{{#lst:{{PAGENAME}}/Data|5B}}<br />
|-<br />
{{AttackVersion|name=5BB}}<br />
{{#lst:{{PAGENAME}}/Data|5BB}}<br />
|-<br />
{{AttackVersion|name=5BBB}}<br />
{{#lst:{{PAGENAME}}/Data|5BBB}}<br />
|}<br />
==== ==== <br />
* Jump cancelable at 5B<br />
* 5BB can launch<br />
Neo strikes the opponent with her open parasol. Avoid using 5B outside of combos, it can be usefull in a blockstring to get you closer to your oponent since 5B will make you walk forwards slightly<br />
<br />
5B is a great stabilizing tool for stray aerial hits, this is because 5B brings them down to the ground, at the perfect height so that you can follow up with 2C and get your combos going<br />
<br />
<br />
</div><br />
</div><br />
<br />
===<big>5C</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Neo_5C.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|5C}}<br />
|}<br />
==== ====<br />
Neo performs an overhead arc kick. Strong reach and quick.<br />
<br />
</div><br />
</div><br />
<br />
===<big>2A</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Neo_2A.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|2A}}<br />
|}<br />
==== ====<br />
Neo pokes the ground with her parasol. Very quick and decent reach. <br />
<br />
Very important button for Neo gameplay, easily her best normal, you are always going to be using this, in neutral, to combo after 214A,to frame trap with J.236A, or even make a true blockstring with j.236C<br />
</div><br />
</div><br />
<br />
===<big>2B</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Neo_2B.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|2B}}<br />
|}<br />
==== ====<br />
Neo kicks up, letting her make a small leap into the air. <br />
<br />
If you ever played Yang, Jubei, or Adachi, this is kinda the same thing as their anti air... but worse, neo cannot jump cancel 2B on block, but she can special cancel it, leaving you options on what to do if they block it.<br />
<br />
Be carefull when using it as an anti air, as neo walks forward slightly, and it can (and will) whiff against certain jump ins<br />
</div><br />
</div><br />
<br />
===<big>2C</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Neo_2C.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|2C}}<br />
|}<br />
==== ====<br />
*Standard Launcher<br />
*Jump cancellable on 2nd hit<br />
Neo sweeps her opponent with her parasol and launches the opponent into the air with a spin kick. <br />
<br />
First things first, don't you EVER use this on block, i will slap you if i see you using this on a solo blockstring<br />
<br />
Neo's 2C is a versatile move, and its your go to launcher for all your combos, you're either sending them down with 5B before you send them up again with 2C, or you're using it after a ground starter to get your combo starting<br />
<br />
2C hits twice, but has a gap in between the hits, this is actually usefull for her gameplan, since having a gap, enables active switch mixups, and makes this a really good tool to use in cross combo sandwich situations, but if you're alone, don't ever use this as a mixup, if you get pushblocked and it whiffs, you're in for a world of hurt<br />
</div><br />
</div><br />
<br />
===<big>j.A</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Neo_jA.png |<br />
BBTag_Neo_jAA.png |<br />
</gallery><br />
</div><br />
<br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=j.A}}<br />
{{#lst:{{PAGENAME}}/Data|j.A}}<br />
|-<br />
{{AttackVersion|name=j.AA}}<br />
{{#lst:{{PAGENAME}}/Data|j.AA}}<br />
|}<br />
==== ====<br />
*Jump Cancellable<br />
Neo Slashes with her closed umbrella in the air.<br />
<br />
Fast air normal, this is your best round start option, really good Air to air tool, but has horrible scaling and it will kill your damage.<br />
<br />
Its simple, use this for neutral, don't ever use this in a combo (unless you would like to do literally 0 damage per normal, thanks colpe)<br />
</div><br />
</div><br />
<br />
===<big>j.B</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Neo_jB.png |Get ready to delay a LOT<br />
BBTag_Neo_jBB.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=j.B}}<br />
{{#lst:{{PAGENAME}}/Data|j.B}}<br />
|-<br />
{{AttackVersion|name=j.BB}}<br />
{{#lst:{{PAGENAME}}/Data|j.BB}}<br />
|}<br />
==== ====<br />
*Jump cancellable<br />
Neo kicks and strikes the opponent downward with her Parasol. Your go to jump-in and cross up attack. <br />
<br />
Delaying the second j.BB is pretty much essential to all of Neo's combos so you better get down the timing. Seriously. It's not even funny how much this move is used in combos.<br />
</div><br />
</div><br />
<br />
===<big>j.C</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Neo_jC.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.C}}<br />
|}<br />
==== ====<br />
Neo axe-kicks the opponent down into the ground. Can be special canceled on hit<br />
<br />
This is a really decent mixup button, its not an instant overhead, but its close enough, not only that, but its a huge enabler on future mixups, and leads to okay damage, its safe on block, but if you use this and they block it, your turn is over<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Universal Moves==<br />
===<big>Ground Throw</big>===<br />
<span class="input-badge">'''5B+C'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Neo_GroundThrow.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|BC}}<br />
|}<br />
==== ====<br />
Neo grabs the opponent, twirls on their heads, and uses their weight to throw them forward. <br />
<br />
Very simple grab, both 6 and 4 versions leave the oponent in a OTG state for a little bit, allowing you to walk forward and combo with 5A anywhere on the screen. Most combos should work here.<br />
</div><br />
</div><br />
<br />
===<big>Backlash</big>===<br />
<span class="input-badge">'''5A+D'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Neo_Backlash.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|AD}}<br />
|}<br />
==== ====<br />
Neo axe kicks her opponents to the ground. Quick execution and recovery with decent iframes. Can knock airborne opponents into the ground. If it hits on counter-hit and the opponent was high enough in the air, you can link into 2A and continue your combo. Berry situational though.<br />
</div><br />
</div><br />
<br />
<br style="clear:both;"/><br />
<br />
==Skills==<br />
===<big>Illusory Charge/Illusory Strike</big>===<br />
<span class="input-badge">'''236A/B'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Neo_IllusoryCharge.png |<br />
BBTag_Neo_RapidSwing.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=A}}<br />
{{#lst:{{PAGENAME}}/Data|236A}}<br />
|-<br />
{{AttackVersion|name=B}}<br />
{{#lst:{{PAGENAME}}/Data|236B}}<br />
|-<br />
{{AttackVersion|name=B > A/B/C}}<br />
{{#lst:{{PAGENAME}}/Data|236B X}}<br />
|}<br />
==== ====<br />
Neo sends a clone of herself to strike forward as a projectile. Her B version will send herself and allows a follow up on hit or on block. The C version follow up will Wall bounce or Wall slam and allows Neo to continue the combo<br />
<br />
Get used to this move, if you want to have optimal damage on your combos, you're using 236B>5A links, you can rely on it as a gap closer, its safe on block, but don't do the follow up if you're not confident in the hitconfirm, its VERY punishable<br />
<br />
The B and C versions of Illusory Charge can low profile a good majority of projectiles. Honorable mentions include Yukiko 5B fans and Nu 5B swords.<br />
</div><br />
</div><br />
<br />
===<big>Stealth Blitz/Striking Stance/Stealth Sweep</big>===<br />
<span class="input-badge">'''214A/B/C'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Neo_StealthBlitz.png |They all start like this<br />
BBTag_Neo_SweepingIllusion.png |Easiest 50/50 of my life<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=A}}<br />
{{#lst:{{PAGENAME}}/Data|214A}}<br />
|-<br />
{{AttackVersion|name=B}}<br />
{{#lst:{{PAGENAME}}/Data|214B}}<br />
|-<br />
{{AttackVersion|name=C}}<br />
{{#lst:{{PAGENAME}}/Data|214C}}<br />
|}<br />
==== ==== <br />
Neo taunts her opponent and strikes overhead or at their feet.<br />
<br />
Stealth Blitz will have Neo attack from above. On hit, you can use 2A to link into a combo. If the opponent is air-dashing, there's a good chance that the move will hit cross-up. On chicken block? You done messed up son, get ready to eat fist. <br />
<br />
Striking Stance is a parry that counters all attacks, including throws and supers, and teleports Neo directly behind the opponent if an attack hits during her taunt. Note that there is a small delay after she teleports so if your opponent threw out a meaty move that has a big hitbox before then, there's a good chance you're gettin' SMACKED for reading your opponent correctly.<br />
<br />
Stealth Sweep will have Neo strike low into a hard knockdown if they're on the ground, if its an air hit, the oponent will just tech quickly and you have no oportunities to combo.<br />
<br />
A and C versions always lose to Backdashing and chicken blocking , so have your assist cover you, or throw in the parry every now and then to keep opponents on their toes.<br />
</div><br />
</div><br />
<br />
===<big>Swooping Illusion/Plunging Illusion</big>===<br />
<span class="input-badge">'''j.236A/B'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Neo_SwoopingIllusion.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=A}}<br />
{{#lst:{{PAGENAME}}/Data|j.236A}}<br />
|-<br />
{{AttackVersion|name=B}}<br />
{{#lst:{{PAGENAME}}/Data|j.236B}}<br />
|}<br />
==== ====<br />
Neo dive kicks her opponents and teleports. 236A will have her teleport to the ground behind the opponent with a slight delay. 236B will allow her to teleport behind and above the opponent <br />
<br />
On block, the A version is safe and and leads to a 10F frame trap with 2A . The B version can actually be used as a DP bait since you still have your air action left. The C version is positive and pretty good to get a true blockstring with 2A, or a 3F frametrap with 5A, or for converting an air combo back to the ground.<br />
<br />
If you have an assist on deck, you can even create a sandwich mixup<br />
<br />
</div><br />
</div><br />
<br />
===<big>Parasol Descent/Illusion</big>===<br />
<span class="input-badge">'''j.214A/B'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Neo_ParasolDescent.png |"I'm Mary Poppins y'all"<br />
BBTag_Neo_ParasolIllusion.png | ''slam'' I'm- wait she can't talk. Correction: ''slam'' .....<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=A}}<br />
{{#lst:{{PAGENAME}}/Data|j.214A}}<br />
|-<br />
{{AttackVersion|name=B}}<br />
{{#lst:{{PAGENAME}}/Data|j.214B}}<br />
|}<br />
==== ==== <br />
Neo opens up her parsol and floats back down to the ground, stalling her jump momentum. <br />
<br />
A version is cancelable with an attack. <br />
<br />
B version is a parry that let's her teleport behind her opponents like Striking Stance. Be warned, there is HELLA landing recovery animation on a whiffed parry. Looks neat though.<br />
</div><br />
</div><br />
<br />
===<big>Pinwheel Flip</big>===<br />
<span class="input-badge">'''66'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Neo_PinwheelFlip.png | MvC Captain America would be proud<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|66}}<br />
|}<br />
==== ====<br />
Neo dodges forward and let's her switch sides if she's close enough to the opponent. This move has some projectile invincibility, but can be stuffed by quick jabs on reaction.<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Extra Skills==<br />
===<big>EX Illusory Strike</big>===<br />
<span class="input-badge">'''236C'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Neo_IllusoryCharge.png |<br />
BBTag_Neo_RapidSwing.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=236C}}<br />
{{#lst:{{PAGENAME}}/Data|236C}}<br />
|-<br />
{{AttackVersion|name=236C > A/B/C}}<br />
{{#lst:{{PAGENAME}}/Data|236C X}}<br />
|}<br />
==== ====<br />
Neo sends a clone of herself to strike forward as a projectile. This version will cause Wall bounce if you're not in the corner or Wall slam if you are. <br />
</div><br />
</div><br />
<br />
===<big>EX Parasol Descent</big>===<br />
<span class="input-badge">'''j.214C'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Neo_ParasolDescent.png | I heard you like jump cancels?<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.214C}}<br />
|}<br />
==== ====<br />
Whenever Neo uses EX Parasol, you gain an extra jump. Has the quickest recovery and start-up out of all the three parasol moves.<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
===<big>EX Swooping Illusion</big>===<br />
<span class="input-badge">'''j.236C'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Neo_SwoopingIllusion.png |''Boop!''<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.236C}}<br />
|}<br />
==== ====<br />
EX divekick, looks just like her other j.236X series, but with a blue flash, use this to get a true blockstring with 2A or a 3F frametrap with 5A, it also has its use in combos, EX divekick puts the enemy in an untech until land state, meaning you get to teleport all the way back to the ground after an air combo, and still super<br />
</div><br />
</div><br />
<br />
==Partner Skills==<br />
===<big>5P</big>===<br />
<span class="input-badge">'''Illusory Charge'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Neo_IllusoryCharge.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|5P}}<br />
|}<br />
==== ====<br />
Neo sends herself instead of a clone doing the same attack as 6P. Attack comes out wherever the opponent is, so it won't travel full screen unless the opponent is full screen. <br />
</div><br />
</div><br />
<br />
===<big>6P</big>===<br />
<span class="input-badge">'''Illusory Strike'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Neo_IllusoryCharge.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|6P}}<br />
|}<br />
==== ====<br />
Neo sends a clone of herself as a projectile. Attack comes out wherever the opponent is, so it won't travel full screen unless the opponent is full screen. <br />
<br />
A good candidate for active switching since Neo is usually far away enough from the point character that whatever your opponent does on reaction (DP, mash,etc.) makes her safe. Unless they mash full screen beam super, then in that case, eject the disc, put it in the box, go back to Gamestop, get your $2.52 refund and Ggs.<br />
</div><br />
</div><br />
<br />
===<big>4P</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Neo_SwoopingIllusion.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|4P}}<br />
|}<br />
==== ====<br />
Neo sends a diving clone in front of her that causes a guaranteed ground bounce and is good for extending combos. Unlike the rest of the cast who's 4P is an anti-air, you should never try to use this as an anti-air unless you actively dislike ice cream and just want to see her suffer you jerk. <br />
<br />
Outside of combo extensions and tagging bursts, this move is, quite honestly and frankly speaking, kinda garbage.<br />
</div><br />
</div><br />
<br />
<br style="clear:both;"/><br />
<br />
==Distortion Skills==<br />
===<big>Overactive Devastation</big>===<br />
<span class="input-badge">'''236B+C'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Neo_OveractiveDevastation.png | "Go forth and conquer" - Alfred Lord Tennyson, to the scrub he was wasting in pools.<br />
BBTag_Neo_OveractiveDevastation2.png |The hat is so cute on her<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|236BC}}<br />
|}<br />
==== ====<br />
Neo sends a clone to strike the opponent. Upon hitting, she will instantly move in and strike her umbrella twice before slamming it down. During Resonance mode or when performing a cross combo, Neo will add an extra hit by having a clone kick the opponent away. The projectile is full screen and low profiles projectiles and some attacks, but will still be destroyed by things such as Personas or assists. Specifically, if there's a Persona active and in front of the opponent, there's a damn good chance that your special will only destroy the Persona and not actually hit the opponent. Use carefully.<br />
<br />
On a side note, Overactive Devastation is probably one of the least damaging supers in the game to use in a combo, so more often than not, you're going to have to burn an extra 2 bars to DHC and kill.<br />
</div><br />
</div><br />
<br />
===<big>Suspension of Disbelief</big>===<br />
<span class="input-badge">'''214B+C'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Neo_SuspensionOfDisbelief.png | I am mashing this on wake up like the scrub I am<br />
BBTag_Neo_SuspensionOfDisbelief2.png |surprisedpikachuface.jpg<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|214BC}}<br />
|}<br />
==== ====<br />
Neo grabs her opponent and throws them forward. During resonance mode or when performing cross combos, Neo will add in an extra kick that will bounce them back towards you.<br />
<br />
Neo's very unique command grab is THE super that earned her the title of trickster, its command grab with no super flash, if that doesn't sound good enough for you, she slides a fairly long distance on it too, meaning its VERY active, and it gets even better, the uniqueness doesn't stop here, Neo gets to combo after this super, and INTO the super, you can use Suspension of disbelief as a combo extender if you want to.<br />
<br />
But of course, she has her flaws here as well, Whiffing the super puts neo in a deep sigh, leaving you extremely vulnerable to a punish, and about that extender? its the lowest minimum damage super in the game, so don't use that as an extension tool unless you're in resonance, and you got tons of meter to burn.<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Distortion Skill Duo==<br />
===<big>Overactive Devastation</big>===<br />
<span class="input-badge">'''P during Partner's Distortion Skill '''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Neo_OveractiveDevastation2.png | "'''''.....'''''"<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|Distortion Skill Duo}}<br />
|}<br />
==== ====<br />
Neo sends a clone to strike the opponent. Upon hitting, she will instantly move in and strike her umbrella twice before slamming it down. When performed during a cross combo, Neo will add an extra hit by having a clone kick the opponent away. The projectile reaches a good range and is durable against a good amount of projectiles, but will still be destroyed by things such as Personas or assists. Use carefully.<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Astral Heat==<br />
===<big>Shattering Skewer</big>===<br />
<span class="input-badge">'''222B+C'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Neo_ShatteringSkewer.png |"Kill for kill, eye for eye, blood for blood..."<br />
BBTag_Neo_ShatteringSkewer2.png |"IT'S TIME TO DIE"<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|222BC}}<br />
|}<br />
==== ====<br />
Neo charges in and assaults her opponent with a barrage of illusions before pulling out her parasol blade and skewering them.<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
<br />
==External References==<br />
==Navigation==<br />
{{#lst:{{PAGENAME}}/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/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.}}<br />
{{Navbar-BBTag}}</div>73.119.87.123https://www.dustloop.com/wiki/index.php?title=BBTag/Naoto_Shirogane&diff=191189BBTag/Naoto Shirogane2021-01-05T16:07:28Z<p>73.119.87.123: /* Hold Up! Followups */</p>
<hr />
<div>{{InvisibleHeader}}{{NavTabs|game=BBTag|chara=Naoto Shirogane}}<br />
======<span style="visibility:hidden;font-size:0">Overview</span>======<br />
{{FlexContainer}}<br />
{{FlexTopContainer}}<!-- BEGIN TOP SECTION --><br />
{{FP Box|header=Overview<br />
|content=<br />
{{Bio<br />
| name = Naoto Shirogane<br />
| game = BBTag<br />
| icon = BBTag_Naoto_Icon.png<br />
| quote = As long as you take me lightly due to my size, you will never defeat me.<br />
| lore = <br />
Having lost both her parents in a car accident when she was very young, Naoto is an orphan who acts very mature in spite of her age. As a descendant of a respected lineage of famous detectives, she wears formal clothing, and deepens her voice when she speaks in a sophisticated, stilted manner. Highly intelligent and perceptive, Naoto is generally a very focused and serious individual when her eyes are set on the mission. <br />
<br />
Naoto used to be extremely insecure about her gender, age, and appearance, a trait that translated to her having difficulty making friends. After accepting her shadow and spending time with the Investigation Team, Naoto has become much more amicable as a person, and, most crucially, has learned that she does not need to change who she is to suit the world.<br />
}}<br />
{{StrengthsAndWeaknesses<br />
|intro=<br />
Naoto is a hybrid zoning/rushdown character, who has unique play style compared to many characters in BBTAG. She specializes in controlling the screen and making the opponent feel uncomfortable, and even has the ability to Instant Kill the opponent once she lands Shotgun Special! With proper trap placements, good positioning and a great partner, Naoto is a formidable character in the right hands.<br />
|pros=<br />
*Has many ways to control the screen. With the combination of traps, gunshots, and assist calls, Naoto can be extremely hard to catch.<br />
*Strong air buttons. J.A and J.B are very good and give many characters a hard time when contesting her in the air.<br />
*Naoto's DP is very good at neutral. Naoto's DP counter pokes almost projectile, making Naoto hard to shoot against, even multi-hit supers!<br />
*Has access to one of the most terrifying mechanics in the game: Instant Kill. The Flow of the match can change very quickly once the mark is placed.<br />
*Has access to decent solo combos, allowing for burst punishes with an assist.<br />
*236C is an amazing convert tool, allowing conversions from max range pokes, and even full screen with some assists. <br />
*Access to a full screen super, making punishing things like assist calls from full screen possible<br />
|cons=<br />
*Has significant issues against characters with high mobility and/or large buttons.<br />
*Naoto must essentially use 4 bars to place a mark and IK somebody, making meter management extremely important.<br />
*Mostly low damage, doesn't get a lot off of most hitconfirms.<br />
*Off of max range pokes has issues getting a launcher, making converting into shotgun and Hama/Mudo an issue.<br />
*16K HP with a counter DP and an incoming that is somewhat easy to whiff with and get punished for makes her defense rather weak overall.<br />
}}<br />
}}<br />
{{Closediv}}<!--END TOP SECTION--><br />
{{FlexSideContainer}}<!-- BEGIN FLEX SECTION --><br />
{{FP TOC}}<br />
{{FP Box<br />
| padding=no<br />
| content={{CharaInfo<br />
| game=BBTag<br />
| fullname=Naoto Shirogane<br />
| health={{#lst:{{PAGENAME}}/Data|health}}<br />
| comborate={{#lst:{{PAGENAME}}/Data|comborate}}<br />
| prejump={{#lst:{{PAGENAME}}/Data|prejump}}<br />
| backdash={{#lst:{{PAGENAME}}/Data|backdash}}<br />
| movement={{#lst:{{PAGENAME}}/Data|movementoptions}}<br />
}}<br />
}}<br />
{{Closediv}}<!--END FLEX OTHER SECTION--><br />
{{Closediv}}<br />
{{FP Box<br />
| header=Fate Mark<br />
| content=<br />
Naoto can use 'mark' her opponent with Anti-S SP Pistol Beta (j.236B+C) and the enhanced version of Anti-S SP Pistol Alpha (236B+C) on hit.<br />
<br />
<br />
When marked, [[#Hamon|Hamaon]] or [[#Mudoon|Mudoon]] will instantly kill the opponent!<br />
<br />
<br />
The Fate Mark persists until Naoto dies and each character must be marked separately. Even though Fate Marks can be applied to assist characters, assists can never be instant killed by Hamaon or Mudoon.<br />
}}<br />
<br />
==Normal Moves==<br />
===<big>4A</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Naoto_4A.png |<br />
BBTag_Naoto_4AA.png |<br />
BBTag_Naoto_4AAA.png |<br />
BBTag_Naoto_4AAAA.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=4A}}<br />
{{#lst:{{PAGENAME}}/Data|4A}}<br />
|-<br />
{{AttackVersion|name=4AA}}<br />
{{#lst:{{PAGENAME}}/Data|4AA}}<br />
|-<br />
{{AttackVersion|name=4AAA}}<br />
{{#lst:{{PAGENAME}}/Data|4AAA}}<br />
|-<br />
{{AttackVersion|name=4AAAA}}<br />
{{#lst:{{PAGENAME}}/Data|5AAAA}}<br />
|}<br />
==== ====<br />
*Jump cancelable on block.<br />
*Throw cancelable on block.<br />
<br />
4A is Naoto's fastest normal. Useful for taking your turn back during pressure or scrambles.<br />
----<br />
*Jump cancelable on block.<br />
*Throw cancelable on block.<br />
<br />
4AA is generally not used.<br />
----<br />
*Launches the opponent on hit<br />
<br />
4AAA is generally not used since the options after 4A(A) > 5A are better.<br />
----<br />
*Launches the opponent on hit.<br />
<br />
4AAAA is generally not used. It looks like the 5A autocombo ender but you can't go into Cross Raid.<br />
</div><br />
</div><br />
<br />
===<big>5A</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Naoto_5A.png |<br />
BBTag_Naoto_5AA.png |<br />
BBTag_Naoto_5AAA.png |<br />
BBTag_Naoto_4AAAA.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=5A}}<br />
{{#lst:{{PAGENAME}}/Data|5A}}<br />
|-<br />
{{AttackVersion|name=5AA}}<br />
{{#lst:{{PAGENAME}}/Data|5AA}}<br />
|-<br />
{{AttackVersion|name=5AAA}}<br />
{{#lst:{{PAGENAME}}/Data|5AAA}}<br />
|-<br />
{{AttackVersion|name=5AAAA}}<br />
{{#lst:{{PAGENAME}}/Data|5AAAA}}<br />
|}<br />
==== ====<br />
*Throw cancelable on block.<br />
<br />
5A is Naoto's main ground poke. Its also her best starter for punishes. Can pick up opponents on the ground.<br />
----<br />
*Throw cancelable on block.<br />
*Knocks airborne opponents into the floor, allowing you to hit them on the ground.<br />
<br />
5AA is a good combo tool. You can use 5A to pick up opponents in the air and follow-up with 5AAA or 2B. In the corner it can be used as a combo ender that leads to a safejump. During pressure its mostly used as blockstring filler. <br />
----<br />
*Hits low.<br />
*Moves Naoto forward.<br />
<br />
5AAA is good for stagger since its just -1 on block, you can be sneaky and throw your opponent right after you recover from this move. <br />
----<br />
*Unburstable on hit.<br />
<br />
Last hit of Naoto's 5A autocombo, mostly used to go into Cross Raid. Mostly used when you want damage and to continue your pressure with your partner, since Naoto's Distortion Skills will force her to go back to neutral.<br />
</div><br />
</div><br />
<br />
===<big>5B</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Naoto_5B.png |<br />
BBTag_Naoto_5BB.png |<br />
BBTag_Naoto_5BBB.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=5B}}<br />
{{#lst:{{PAGENAME}}/Data|5B}}<br />
|-<br />
{{AttackVersion|name=5BB}}<br />
{{#lst:{{PAGENAME}}/Data|5BB}}<br />
|-<br />
{{AttackVersion|name=5BBB}}<br />
{{#lst:{{PAGENAME}}/Data|5BBB}}<br />
|}<br />
==== ====<br />
*Jump cancelable on block.<br />
<br />
This is her longest range normal, but it has too much recovery to be used as a poke. Generally used in blockstrings as unpushblockable filler or as combo filler.<br />
----<br />
Just like 5B, 5BB mostly used as a blockstring and combo filler. Since you can't pushblock the Persona you can use it to Active Switch into your partner and continue the pressure.<br />
----<br />
*Launches the opponent<br />
<br />
Final hit of the 5B autocombo. Can be followed up with 2B on hit or block, since the Persona will remain in place.<br />
</div><br />
</div><br />
<br />
===<big>5C</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Naoto_5C.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|5C}}<br />
|}<br />
==== ====<br />
*Crash Assault<br />
*Unsafe on block.<br />
<br />
Generally not used outside of certain circumstances since its unsafe on block and requires you to be pretty close to the opponent. it can also be used to mix up her 5AAA with 5AA 5C<br />
</div><br />
</div><br />
<br />
===<big>2A</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Naoto_2A.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|2A}}<br />
|}<br />
==== ====<br />
*Throw cancelable on block.<br />
<br />
Naoto's fastest low. Decent for staggers, since it can be used up to three times in a row, but its range is a bit short. <br />
</div><br />
</div><br />
<br />
===<big>2B</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Naoto_2B.png |The Wall<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|2B}}<br />
|}<br />
==== ====<br />
*Head invulnerable during 7-13f.<br />
*Jump cancelable on block.<br />
*This move will come out on your Persona's current location if used after the 5B autocombo. <br />
<br />
Has really good forward reach, but isn’t so good if the enemy is straight above you. Extremely good tool overall in neutral. It has more blockstun and hitstun than 5B. With the right partner in the right situations, jumping can mean death thanks to this normal and Hamaon.<br />
</div><br />
</div><br />
<br />
===<big>2C</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Naoto_2C.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|2C}}<br />
|}<br />
==== ====<br />
*Sweep<br />
<br />
Canceling this into 214A is Naoto's main launcher in combos. Can be used as a poke against characters that use armored moves. Can be used as blockstring filler.<br />
</div><br />
</div><br />
<br />
===<big>j.A</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Naoto_jA.png |<br />
BBTag_Naoto_jAA.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=j.A}}<br />
{{#lst:{{PAGENAME}}/Data|j.A}}<br />
|}<br />
==== ====<br />
*Can't be canceled into j.B.<br />
<br />
j.A is Naoto's fastest air normal. Can be used as jump-in, air-to-air and combo filler. Launches higher than j.B on hit. Its kind of a Persona normal but not really since it can be pushblocked.<br />
----<br />
*Can be canceled into j.B.<br />
<br />
j.AA is useful as a mixup tool since you can control how many times you want to hit high in a blockstring compared to j.B that always hits twice. Also used as combo filler, just like jA it launches higher than j.B.<br />
</div><br />
</div><br />
<br />
===<big>j.B</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Naoto_jB.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.B}}<br />
|}<br />
==== ====<br />
*Hits twice.<br />
<br />
Good at covering space since its very active. It has kinda the same uses as jA and jAA, but it covers a different angle and you can't control the amount of hits outside of timing. Doesn't launch very high on hit. Just like jA, the Persona can be pushblocked.<br />
</div><br />
</div><br />
<br />
===<big>j.C</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Naoto_jC.png | Make them fear the corner with this move<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.C}}<br />
|}<br />
==== ====<br />
*This move will come out on your Persona's current location.<br />
<br />
Naoto sends her Persona forwards while stopping in mid-air; her Persona stays at the end location for a moment. This move has 8f of landing recovery and it’s dangerous to whiff, so don’t throw it out too often. Very nice combo tool that allows to combo into your shotgun from a long range 5A.<br />
</div><br />
</div><br />
<br />
<br style="clear:both;"/><br />
<br />
==Universal Mechanics==<br />
===<big>Ground Throw</big>===<br />
<span class="input-badge">'''5B+C'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Naoto_GroundThrow.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|BC}}<br />
|}<br />
==== ====<br />
*Wall bounces midscreen, becomes a wallsplat in the corner.<br />
<br />
On a successful throw, you have many options, but most of the times you will use 5AA to pick up your opponent and continue your combo. Canceling your throw into Hamaon when the opponent is marked is a good option, since they won't be able to burst.<br />
</div><br />
</div><br />
<br />
===<big>Shield of Justice</big>===<br />
<span class="input-badge">'''5A+D'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Naoto_ShieldOfJustice.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=Catch}}<br />
{{#lst:{{PAGENAME}}/Data|AD}}<br />
|-<br />
{{AttackVersion|name=Near Attack}}<br />
{{#lst:{{PAGENAME}}/Data|AD Attack Near}}<br />
|-<br />
{{AttackVersion|name=Far Attack}}<br />
{{#lst:{{PAGENAME}}/Data|AD Attack Far}}<br />
|}<br />
Naoto enters a counter stance: if she gets hit in close range, she will counter-attack the space in front of her with an explosion; if she gets hit from a range beyond that space, she will launch a small projectile. Use sparingly if you don’t want to watch fancy combos since this move is very poor when it comes to defending against pressure. As a counter-poke its actually pretty decent, its notably good against beams like Adachi's B Zio or some Distortion Skills, since Naoto will remain invulnerable and she will be able to hit back. It can hit (most) safejumps, just like other counter Reversal Actions.<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Skills==<br />
===<big>Snipe Aim</big>===<br />
<span class="input-badge">'''236A'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Naoto_SnipeAim.png | bang bang<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|236A}}<br />
|}<br />
==== ====<br />
* 14f earliest cancel into follow-ups. <br />
<br />
Naoto enters a special "stance", lets call it Aim stance. During Aim stance she can't block, she can only perform one of the stances follow-ups or cancel the stance. More on this below.<br />
</div><br />
</div><br />
<br />
===<big>Double Fangs</big>===<br />
<span class="input-badge">'''236B</small></span> <span class="input-badge"><small>j.236A/B'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Naoto_DoubleFangs.png | Give 'em the old one-two-buckle-my-shoe<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=Ground}}<br />
{{#lst:{{PAGENAME}}/Data|236B}}<br />
|-<br />
{{AttackVersion|name=Air A}}<br />
{{#lst:{{PAGENAME}}/Data|j.236A}}<br />
|-<br />
{{AttackVersion|name=Air B}}<br />
{{#lst:{{PAGENAME}}/Data|j.236B}}<br />
|}<br />
==== ====<br />
*Ground and Air B versions put Naoto in Aim Stance<br />
*The second hit is a high.<br />
<br />
Great for Active Switches and generally used as a combo ender. In sandwiches or in the corner, you can use the grounded version (or the air A version) to perform unblockable(or hard-to-blockable) setups by Active Switching into your partner and performing a low attack so it hits around the same time as the second hit from Double Fangs. Its not really a move that you should be using often in neutral but it doesn't hurt to throw it out once in a while (especially in Resonance Blaze).<br />
</div><br />
</div><br />
<br />
===<big>Snipe</big>===<br />
<span class="input-badge">'''A/B/C/66/4 During Aim Stance '''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Naoto_Snipe.png | "At this angle..."<br />
BBTag_Naoto_ForwardRoll.png |Slip behind those pesky Yangs<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=Snipe A}}<br />
{{#lst:{{PAGENAME}}/Data|Aim A}}<br />
|-<br />
{{AttackVersion|name=Snipe B}}<br />
{{#lst:{{PAGENAME}}/Data|Aim B}}<br />
|-<br />
{{AttackVersion|name=Snipe C}}<br />
{{#lst:{{PAGENAME}}/Data|Aim C}}<br />
|-<br />
{{AttackVersion|name=Forward Roll |subtitle=66}}<br />
{{#lst:{{PAGENAME}}/Data|Aim 66}}<br />
|}<br />
==== ====<br />
Snipe A is a good zoning tool, since it shoots 5 bullets it will beat most projectiles. Pretty unsafe if whiffed or if blocked point blank. Usually used as your midscreen ender after an air B Double Fangs in certain combos. Really shines during Resonance Blaze when you can just cancel into Hamaon or your Anti-S SP Pistol Distortion Skill.<br />
----<br />
Snipe B is decent at covering some spaces in the screen when A Snipe would whiff. Just like A Snipe, its unsafe if whiffed or blocked point blank. Can be used as combo filler in the corner and even as a combo ender, but most of the times A or C Snipe are preferred since B Snipe will make the opponent tech in the air if the combo is too long. Deals the most damage out of the three versions of Snipe.<br />
----<br />
Snipe C has a niche in some matchups when you want to put a hitbox in front of you, but generally not used in neutral since 2B can cover the same area. It can be used to extend combos or as an ender after air B Double Fangs. The most reliable version to use as an ender in fact. Deals less damage than the other two versions.<br />
----<br />
*27f earliest cancel into follow-ups.<br />
*Projectile invulnerable from 4-22f.<br />
<br />
Naoto performs a roll that can go past her opponents and remains in Aim stance. Good for when your opponent tries to challenge your A Snipe attempts with projectile Distortion Skills while you are still in Aim stance. Sometimes you can even dodge non-projectile Distortion Skills because Naoto rolls past your opponent before they can hit her with their active frames. Its pretty risky to use as a mixup tool since its not completely invulnerable.<br />
</div><br />
</div><br />
<br />
===<big>Hair Trigger Megido</big>===<br />
<span class="input-badge">'''214A/B (Air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Naoto_HairTriggerMegido.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=Ground A}}<br />
{{#lst:{{PAGENAME}}/Data|214A}}<br />
|-<br />
{{AttackVersion|name=Air A}}<br />
{{#lst:{{PAGENAME}}/Data|j.214A}}<br />
|-<br />
{{AttackVersion|name=Ground B}}<br />
{{#lst:{{PAGENAME}}/Data|214B}}<br />
|-<br />
{{AttackVersion|name=Air B}}<br />
{{#lst:{{PAGENAME}}/Data|j.214B}}<br />
|}<br />
==== ====<br />
*Sets up a trap in Naoto's location.<br />
*Has the projectile property, counts as one projectile(or one hit, whatever you call it).<br />
*The opponent can remove the traps by hitting them with a move while being close to them, a projectile, or hitting Naoto.<br />
*When the opponent(or their assist) gets too close to a trap, it detonates.<br />
*Only two of this trap can be on the stage at the same time. <br />
*Stops Naoto's momentum for a while if used in the air, Naoto can act afterwards.<br />
<br />
The A version of Hair Trigger Megido is really useful. Lets you control some zones of the screen (especially in the air), limiting your opponents options to approach you. Its also very important for combos, 2C > 214A is your main launcher in the ground, j.C > j.214A can be looped in the corner for big damage. Learn how to set up A and B traps in the air to control space while keeping yourself safe.<br />
----<br />
*Drops a trap in Naoto's location, the trap is set on the ground.<br />
*Has the projectile property, counts as one projectile(or one hit, whatever you call it).<br />
*The opponent can remove the traps by hitting them with a move while being close to them, a projectile, or hitting Naoto.<br />
*When the opponent(or their assist) gets too close to a trap, it detonates.<br />
*Only two of this trap can be on the stage at the same time. <br />
*Stops Naoto's momentum for a while if used in the air, Naoto can act afterwards.<br />
<br />
The B version of this move only covers the ground. In combos its a bit harder to use properly since the trap has to fall to the ground and then it starts setting up. Its plus on block but you need to be very close to your opponent and its easy to react to. You can be a bit tricky with this version in the air for some left/right mixups.<br />
</div><br />
</div><br />
<br />
<br style="clear:both;"/><br />
<br />
==Extra Skills==<br />
===<big>Hold Up!</big>===<br />
<span class="input-badge">'''236C'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Naoto_HoldUp.png |Remember when this costed twice the meter?<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|236C}}<br />
|}<br />
==== ====<br />
* 15f earliest cancel into gunshot<br />
* 7f earliest cancel into kick<br />
<br />
Naoto enters a stance similar to Aim stance and starts slowly walking forwards, she can only go into Snipe(A/B), Roll(66) or Critical Shot(C). Its not something you'd want to use often unless you can punish some unsafe stuff fullscreen.<br />
</div><br />
</div><br />
<br />
===<big>Hold Up! Followups</big>===<br />
<span class="input-badge">'''A/B/C/66 During Hold Up Stance '''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Naoto_HoldUp.png | Naoto Shirogane, Persona: G U N <br />
BBTag_Naoto_CriticalShot.png |Do you really think a GUY could do this!?<br />
BBTag_Naoto_ForwardRoll.png | Roll behind the pesky yangs, and return to normal aim...<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=Snipe|subtitle=A or B}}<br />
{{#lst:{{PAGENAME}}/Data|236C A/B}}<br />
|-<br />
{{AttackVersion|name=Critical Shot|subtitle=C}}<br />
{{#lst:{{PAGENAME}}/Data|236C C}}<br />
|-<br />
{{AttackVersion|name=Forward Roll|subtitle=66}}<br />
{{#lst:{{PAGENAME}}/Data|Aim 66}}<br />
|}<br />
==== ====<br />
*Naoto shoots 1 bullet in a straight line for each A or B press, up to 5 bullets.<br />
*Launches the opponent vertically on hit.<br />
<br />
Really nice to punish long ranged unsafe moves like Yu's Ziodyne. Can also be used as a combo extender, but it uses precious meter and most of the times you won't get more damage than a meterless combo. After using the 5 shots Naoto will remain in Hold Up! "stance" and won't be able to use Snipe until you leave the stance.<br />
----<br />
*Wallbounces the opponent on hit, wallsplats in the corner.<br />
*Invulnerable from 1-12f.<br />
*Cancels the Hold Up! stance.<br />
<br />
Don't be fooled by the 1-12f of invul, 236C has 4f of startup and doesn't have any invul, so you can't really use this move as a reversal. This move is mostly used to punish bursts and maybe as a combo extender, but it won't add much damage.<br />
----<br />
*Projectile invul from 4-22f.<br />
*Enters Aim stance.<br />
<br />
Pretty much the same as the regular Roll, but 236C has less startup compared to 236A, so it comes out faster if you do it right away.<br />
</div><br />
</div><br />
<br />
===<big>EX Double Fangs</big>===<br />
<span class="input-badge">'''j.236C'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Naoto_DoubleFangs.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.236C}}<br />
|}<br />
==== ====<br />
*Causes ground bounce on hit<br />
<br />
Can be used as combo extender during Resonance Blaze. Outside of that there is not much of a reason to use this move and Naoto has better ways to spend meter.<br />
</div><br />
</div><br />
<br />
===<big>EX Hair Trigger Megido</big>===<br />
<span class="input-badge">'''214C (Air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Naoto_HairTriggerMegido.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=Ground}}<br />
{{#lst:{{PAGENAME}}/Data|214C}}<br />
|-<br />
{{AttackVersion|name=Air}}<br />
{{#lst:{{PAGENAME}}/Data|j.214C}}<br />
|}<br />
==== ====<br />
*Sets up both A and B traps in Naoto's location.<br />
*Has the projectile property, counts as one projectile(or one hit, whatever you call it).<br />
*The opponent can remove the traps by hitting them with a move while being close to them, a projectile, or hitting Naoto.<br />
*When the opponent(or their assist) gets too close to a trap, it detonates.<br />
*Only two of each trap can be on the stage at the same time. <br />
*Stops Naoto's momentum for a while if used in the air, Naoto can act afterwards.<br />
<br />
Uses one meter to set up both traps. It has a lot less recovery than the regular versions, so it can be pretty useful, even if it costs meter, to regain momentum and get some control on the screen. Pretty decent to use as combo filler too. <br />
</div><br />
</div><br />
<br />
<br style="clear:both;"/><br />
<br />
==Partner Skills==<br />
===<big>5P</big>===<br />
<span class="input-badge">'''5D+Roll'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Naoto_5D+Roll.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|5P}}<br />
|}<br />
==== ====<br />
*If the initial Persona attack hits, Naoto will end with a gunshot similar to 5AAAA.<br />
*Wall bounces on hit.<br />
<br />
Decent for lockdown and neutral. Some characters really appreciate the wallbounce on hit, others will have a hard time continuing the combo. Just be careful of the fact that the Persona can break, even when Naoto is behind the opponent. <br />
</div><br />
</div><br />
<br />
===<big>6P</big>===<br />
<span class="input-badge">'''Snipe'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Naoto_SnipeAim.png | G U N <br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|6P}}<br />
|}<br />
==== ====<br />
*Naoto shoots 5 bullets from her gun in a straight line after a delay.<br />
*Blocks back the opponent on the 5th bullet and makes them bounce against the wall, just like A Snipe.<br />
<br />
Really good for lockdown and neutral if you are able to defend Naoto or keep the opponent in the ground before she starts shooting. It also has a lot of time where you can Active Switch, even after Naoto finishes shooting.<br />
</div><br />
</div><br />
<br />
===<big>4P</big>===<br />
<span class="input-badge">'''Blight'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Naoto_Blight.png | Like light, but with a B.<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|4P}}<br />
|}<br />
==== ====<br />
*Vacuums the opponent for a short moment on the first hits. <br />
<br />
Good as an anti-air, combo extender, works for lockdown, and like 6P it gives you a lot of time to Active Switch. Usually the most damaging assist if you can get all five hits. Can also be used on pressure to steal the corner for a moment and getting your opponent sandwiched.<br />
</div><br />
</div><br />
<br />
<br style="clear:both;"/><br />
<br />
==Distortion Skills==<br />
===<big>Anti-S SP Pistol Alpha I</big>===<br />
<span class="input-badge">'''236B+C'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Naoto_AntiSSPPistolAlphaI.png | Pray they don't have a stage-wide distortion if they block this raw<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=Normal}}<br />
{{#lst:{{PAGENAME}}/Data|236BC}}<br />
|-<br />
{{AttackVersion|name=Enhanced}}<br />
{{#lst:{{PAGENAME}}/Data|236BC Enhanced}}<br />
|}<br />
==== ====<br />
* In Cross Combo or Resonance, automatically transitions into Anti-S SP Pistol Beta, marking the opponent with the Fate Mark on their recovery.<br />
*Can mark the partner character in Enhanced version.<br />
<br />
Naoto's other reversal. It has some flaws, like whiffing on nearby opponents in the corner, or just whiffing against nearby characters crouching. As you can see none of Naoto's reversals are exactly reliable. Since it lasts for so long, you can spend 4 meter to DHC on the first hit of this Distortion Skill, and continue the combo from there with your partner, or just keep yourself safe while the opponent has to block the rain of bullets. Most of the times you will be using the Enhanced version to use the shotgun and mark your opponent.<br />
</div><br />
</div><br />
<br />
===<big>Anti-S SP Pistol Beta I</big>===<br />
<span class="input-badge">'''j.236B+C'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Naoto_AntiSSPPistolBetaI.png |Your fate is sealed.<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=Normal}}<br />
{{#lst:{{PAGENAME}}/Data|j.236BC}}<br />
|-<br />
{{AttackVersion|name=Enhanced}}<br />
{{#lst:{{PAGENAME}}/Data|236BC Enhanced}}<br />
|}<br />
==== ====<br />
*Marks the opponent with the Fate Mark on their recovery.<br />
*Can mark the partner character.<br />
<br />
Your go-to when it comes to spending meter. Since the Fate Mark is applied after the opponent recovers, you can't do silly things like using an assist to extend the combo and using Hamaon for the Instant Kill afterwards. Also since Naoto gets pushed to the other side of the screen after shooting, it basically resets the situation to neutral after using it, which is not always what you want to do. Knowing when you want to mark your opponent and when you are better off keeping the pressure is an important skill to have for this character. Also take into account that you need 4 meter to kill someone by just using the Fate Mark mechanic. If you manage to get a happy birthday, you can(and probably should) mark both characters at the same time. In the corner you can get oki by calling an assist before the shotgun hits your opponent, this works with all the cast.<br />
</div><br />
</div><br />
<br />
===<big>Hamaon</big>===<br />
<span class="input-badge">'''214B+C'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Naoto_Hamaon.png |Blinded by the Light<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|214BC}}<br />
|}<br />
==== ====<br />
*Instantly kills the opponent if the Fate Mark was applied on them.<br />
*Tracks the opponent's location.<br />
*Won't kill the partner character.<br />
*Projectile property.<br />
<br />
Yes, it deals 99999 damage on marked opponents. On block it locks down the opponent for a good while, so you have time to do tricky things and get the Instant Kill, like switching to your partner and attempting a high/low mixup(only if you have a fast overhead), attempt an unblockable setup if you called your assist earlier, if your opponent blocks this in the air you can switch to your partner and use a Reversal Action right away for an air unblockable instant kill, locking down your opponent during Resonance Blaze while you chip them to death, etc. Pretty verstile, but remember that it costs 2 bars and by itself it won't deal any damage. Also it barely has invulnerability on startup, so its not a good reversal option.<br />
</div><br />
</div><br />
<br />
===<big>Mudoon</big>===<br />
<span class="input-badge">'''j.214B+C'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Naoto_Mudoon.png |Hello, Darkness, my old friend.<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.214BC}}<br />
|}<br />
==== ====<br />
*Instantly kills the opponent if the Fate Mark was applied on them.<br />
*Won't kill the partner character.<br />
*This move will come out on your Persona's current location.<br />
*Projectile property.<br />
*Invulnerability from 1-16f.<br />
<br />
Basically the Instant Kill that works in the air. Its not as versatile as Hamaon but frome time to time you can confuse your opponent by throwing out j.C and using Mudoon when your opponent tries to do anything fancy. Something gimmicky you can do is to throw it out before activating Resonance Blaze close to the ground, and if your opponent is not careful they can get hit by it while trying to get closer to you.<br />
</div><br />
</div><br />
<br />
==Distortion Skill Duo==<br />
===<big>Critical Shot</big>===<br />
<span class="input-badge">'''P during Partner's Distortion Skill'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Naoto_CriticalShot.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|Distortion Skill Duo}}<br />
|}<br />
==== ====<br />
*Can't continue the combo afterwards if done after a long Distortion Skill.<br />
<br />
Nothing special about this, relatively fast recovery but you can't do much with it on hit.<br />
</div><br />
</div><br />
<br />
<br style="clear:both;"/><br />
<br />
==Astral Heat==<br />
===<big>Judge of Hell</big>===<br />
<span class="input-badge">'''222B+C'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Naoto_JudgeOfHell.png |'''''"Showtime!"'''''<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|222BC}}<br />
|}<br />
==== ====<br />
*Deals less damage than your 2 bar Instant Kills lol.<br />
<br />
You can combo into this Astral with any version of Snipe or after throwing your opponent into a corner. Outside of that, you can’t really use this Astral for anything else: the startup is too long, the recovery is too long, the traps are not even unblockable… but at least it’s an option for when you get a hit and the opponent is not marked.<br />
</div><br />
</div><br />
<br />
<br style="clear:both;"/><br />
<br />
<br />
==External References==<br />
==Navigation==<br />
{{#lst:{{PAGENAME}}/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/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.}}<br />
{{Navbar-BBTag}}</div>73.119.87.123https://www.dustloop.com/wiki/index.php?title=BBTag/Hazama&diff=191147BBTag/Hazama2021-01-05T03:48:26Z<p>73.119.87.123: /* */</p>
<hr />
<div>{{InvisibleHeader}}{{NavTabs|game=BBTag|chara=Hazama}}<br />
======<span style="visibility:hidden;font-size:0">Overview</span>======<br />
{{FlexContainer}}<br />
{{FlexTopContainer}}<!-- BEGIN TOP SECTION --><br />
{{FP Box|header=Overview<br />
|content=<br />
{{Bio<br />
| name = Hazama<br />
| game = BBTag<br />
| quote = This is getting a little bothersome. Can I leave the rest of the work to you?<br />
| lore = Hazama is a captain of the Novus Orbis Librarium's (NOL) Intelligence Department and one of the first antagonists of the series. In reality, he is an artificial human created as a host for the soul of Yuuki Terumi, a former member of the Six Heroes and the creator of the Azure Grimoire and, by extension, the Black Beast. Although Hazama usually retains a calm and charming demeanor, this is simply a mask with which he hides his selfish and manipulative personality that lurks underneath. At the end of BlazBlue: Chrono Phantasma, he and Terumi become separate, and he gains his own will. During the events of Central Fiction, he puts his manipulation skills he picked up from his time as Terumi's host in order to pursue his own mysterious agenda.<br />
}}<br />
{{StrengthsAndWeaknesses<br />
|intro=Hazama uses his Ouroboros chains to zip across the stage, either to approach his opponent or to run away. Once in, he can use his stance-mixups or his command grab to open them up and start in on any one of his myriad combo routes that lead into a j.214A ender, which places him in a great position to start everything over again.<br />
<br />
At close range, Hazama is notably lacking. Although his tools are all decently fast, they barely cover any space. The ones that do, i.e. 2C and his 214s, all need resources to get damage off of. Due to this, its best to try to avoid close range footsies without some serious mind game trickery up your sleeve.<br />
<br />
In general, with Hazama, you want to slip in, sneak in a hit, do some damage, then slip out. But if it allows you to maintain some scary pressure, then by all means keep staying in to confuse your foes even further.<br />
|pros=<br />
* Lots of effective smart combo routes that deal damage and build meter.<br />
* His B normals give him a large amount of range, being essentially the same as his D moves.<br />
* Amazing Reversal Action.<br />
* 236B+C is incredibly threatening.<br />
* Solid mixup options supplemented by his special moves.<br />
|cons=<br />
* Embarrassingly small footsies range, requiring him to close the gap often.<br />
* Awkward mobility options limit his approaches severely.<br />
* No drive chain that deals with air approaches.<br />
* Being predictable in your approaches can easily get yourself anti-aired.<br />
* Needs either meter or partner to convert his stance specials.<br />
* Embarrassingly short true blockstrings without assist.<br />
}}<br />
}}<br />
{{Closediv}}<!--END TOP SECTION--><br />
{{FlexSideContainer}}<!-- BEGIN FLEX SECTION --><br />
{{FP TOC}}<br />
{{FP Box<br />
| padding=no<br />
| content={{CharaInfo<br />
| game=BBTag<br />
| fullname=Hazama<br />
| health={{#lst:{{PAGENAME}}/Data|health}}<br />
| comborate={{#lst:{{PAGENAME}}/Data|comborate}}<br />
| prejump={{#lst:{{PAGENAME}}/Data|prejump}}<br />
| backdash={{#lst:{{PAGENAME}}/Data|backdash}}<br />
| movement={{#lst:{{PAGENAME}}/Data|movementoptions}}<br />
}}<br />
}}<br />
{{Closediv}}<!--END FLEX OTHER SECTION--><br />
{{Closediv}}<br />
{{FP Box<br />
| header=Drive: Ouroboros<br />
| content=<br />
Named after a snake that eats its own tail, Hazama's Drive is manifested as a stretching chain in the shape of a snake. He can cover many different angles and distances by shooting a chain. You can cancel the chain to catapult launch Hazama in that direction to quickly turn a stray hit into a full combo.<br />
<br />
# Hazama's chains are mapped to his B buttons. <br />
# Can only use 1 chain per jump. <br />
# Press B a second time to launch Hazama, press B a third time to do a long range kick.<br />
}}<br />
<br />
==Normal Moves==<br />
<br />
===<big>4A</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Hazama_4A.png |Jesus Knee<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|4A}}<br />
|}<br />
==== ====<br />
* 5B from Blazblue.<br />
* Cancels forward momentum, meaning no sliding knee.<br /><br />
* NOT A JAB.<br /><br />
* Classic poke. <br /><br />
<br />
<br />
Lost a lot of its stagger pressure potential due to losing the slide. Still, it's a good backup for if 5A won't hit due to speed or range. Plus on block.<br />
</div><br />
</div><br />
<br />
===<big>5A</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Hazama_5A.png |Whiff this in neutral if you feel like dying.<br />
BBTag_Hazama_5AA.png |Flick that arm.<br />
BBTag_Hazama_5AAA.png |Venom Sword/Jabaki<br />
BBTag_Hazama_5AAAA.png |Swing!<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=5A}}<br />
{{#lst:{{PAGENAME}}/Data|5A}}<br />
|-<br />
{{AttackVersion|name=5AA}}<br />
{{#lst:{{PAGENAME}}/Data|5AA}}<br />
|-<br />
{{AttackVersion|name=5AAA}}<br />
{{#lst:{{PAGENAME}}/Data|5AAA}}<br />
|-<br />
{{AttackVersion|name=5AAAA}}<br />
{{#lst:{{PAGENAME}}/Data|5AAAA}}<br />
|}<br />
==== ====<br />
* Short range normal, very high damage combo starter. <br />
* Special cancel-able on hit.<br />
<br />
5A has short horizontal range and a long recovery, but is still a great button to have. It has the lowest P2 in Hazama's entire moveset besides 2C, making it his strongest combo starter in terms of damage reward. On hit you can continue smart comboing, or use 2C > Houtenjin to create tons of damage.<br />
<br />
Also, this is not your poke. NOT YOUR POKE. '''NOT YOUR POKE.'''<br />
----<br />
* 5AA is special cancel-able on hit<br />
----<br />
* 5AAA is special cancel-able on hit.<br />
<br />
On ground hit it does nothing special, but if hit in airborne the opponent will go sliding, leaving them untechable for a long time and allows you to follow up by 5B. Mostly you will do 5AAA > 5BBB > reland or JC, or just do Mizuchi to end the combo.<br />
----<br />
* 5AAAA launches on hit.<br />
* Very unsafe on block.<br />
* Unreliable to confirm off of airborne opponents midscreen.<br />
<br />
Only useful if you're trying to get the Cross Raid 1.5k or change characters, or you just want to be punishable.<br />
</div><br />
</div><br />
<br />
===<big>5B</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Hazama_5B.png |Striking Coil!<br />
BBTag_Hazama_DFollowup.png |I sure do hope I don't get anti-aired...<br />
BBTag_Hazama_Old_jB.png |Still technically j5B...<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=5B}}<br />
{{#lst:{{PAGENAME}}/Data|5B}}<br />
|-<br />
{{AttackVersion|name=5BB}}<br />
{{#lst:{{PAGENAME}}/Data|5BB}}<br />
|-<br />
{{AttackVersion|name=5BBB}}<br />
{{#lst:{{PAGENAME}}/Data|5BBB}}<br />
|}<br />
==== ====<br />
* Hazama throws out his chain as a projectile.<br />
* Pressing B again at any point will have Haz pull himself in to wherever the chain currently is.<br />
* Press B a third time to do a followup kick<br />
* Special cancel-able on hit or block.<br />
<br />
Chains in BBTAG lack the deadzone of chains from other Blazblue games, making them excellent combo tools at any range.<br />
<br />
The followup attack is mainly used as combo filler, but can be used as a VERY situational air-to-air due to its horizontal range. Can also be used to bait out anti-airs or DP's if you time it correctly and block as soon as you land.<br />
</div><br />
</div><br />
===<big>5C</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Hazama_5C.png | Drop a snake on their heads.<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|5C}}<br />
|}<br />
==== ====<br />
* Uses Hazama's Crush Trigger animation.<br />
<br />
Standard Crash overhead. Good vertical range and deceptively fast despite its short horizontal range.<br />
</div><br />
</div><br />
===<big>2A</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Hazama_2A.png | Hazama still has classy legs<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|2A}}<br />
|}<br />
==== ====<br />
* Hazama's 2B from BB.<br />
* Not incredibly fast, but makes up for its speed with its range.<br />
* Fast low.<br />
<br />
Depending on spacing, it may be better to use this instead of 2C, as it allows you to cancel into 5A for a full combo.<br />
</div><br />
</div><br />
===<big>2B</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Hazama_2B.png |Shing!<br />
BBTag_Hazama_2BB.png |WRYYYY<br />
BBTag_Hazama_DFollowup.png |Going up!<br />
BBTag_Hazama_Old_jB.png |Stick a leg out.<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=2B}}<br />
{{#lst:{{PAGENAME}}/Data|2B}}<br />
|-<br />
{{AttackVersion|name=2BB}}<br />
{{#lst:{{PAGENAME}}/Data|2BB}}<br />
|-<br />
{{AttackVersion|name=2BBB}}<br />
{{#lst:{{PAGENAME}}/Data|2BBB}}<br />
|-<br />
{{AttackVersion|name=2BBBB}}<br />
{{#lst:{{PAGENAME}}/Data|5BBB}}<br />
|}<br />
==== ====<br />
* 2B launches on hit.<br />
* May or may not be an anti-air.<br />
<br />
Because your only upward moving chain is tied to using this move first, expect to use this a lot when starting air combos.<br />
----<br />
* 2BB is special cancel-able on hit or block.<br />
<br />
Throws a chain at a 65 degree angle. This may actually whiff on your opponent depending on the spacing when 2B hit. <br />
----<br />
* 2BBB pulls Hazama in to the chain.<br />
* Cannot act immediately after pulling yourself in.<br />
<br />
This will almost always pull you close enough to continue your combo.<br />
----<br />
* 2BBBB is jump cancel-able on hit.<br />
<br />
You may need to delay this button depending on both spacing and what kind of combo you're attempting.<br />
</div><br />
</div><br />
===<big>2C</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Hazama_2C.png | Just... Just use 3C...no other option.<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|2C}}<br />
|}<br />
==== ====<br />
* Hazama's 3C from BlazBlue.<br />
* I know you're still inputting it as 3C.<br />
* All around one of Hazama's best pokes.<br />
* Hits low.<br />
* Special cancel-able on hit or block.<br />
* Use this to combo into falling/devouring fang.<br />
<br />
Excellent range makes this a very important tool in Hazama's neutral game. Use this to harass opponents who think they're at a safe distance. However since Jabaki(Venom sword) is no longer a special move, using it at a far range could be dangerous. <br /><br />
<br />
</div><br />
</div><br />
===<big>j.A</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Hazama_jA.png | from CCCCC to AAAAA.....<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=j.A}}<br />
{{#lst:{{PAGENAME}}/Data|j.A}}<br />
|-<br />
{{AttackVersion|name=j.A}}<br />
{{#lst:{{PAGENAME}}/Data|j.AA}}<br />
|-<br />
{{AttackVersion|name=j.AAA}}<br />
{{#lst:{{PAGENAME}}/Data|j.AAA}}<br />
|-<br />
{{AttackVersion|name=j.AAAA}}<br />
{{#lst:{{PAGENAME}}/Data|j.AAAA}}<br />
|-<br />
{{AttackVersion|name=j.AAAAA}}<br />
{{#lst:{{PAGENAME}}/Data|j.AAAAA}}<br />
|}<br />
==== ====<br />
* Hazama's j.(C) x5 from the BB games.<br />
* Can be held to get all five hits.<br />
<br />
Combo filler, jump-in, or situational air-to-air. Hazama's only really accessible air normal.<br />
Note that all hits are high.<br />
</div><br />
</div><br />
===<big>j.B</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Hazama_jB.png |Who needs 5B?<br />
BBTag_Hazama_DFollowup.png |Hope they're not anti-airing...<br />
BBTag_Hazama_Old_jB.png |Boot to the head.<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=j.B}}<br />
{{#lst:{{PAGENAME}}/Data|j.B}}<br />
|-<br />
{{AttackVersion|name=j.BB}}<br />
{{#lst:{{PAGENAME}}/Data|j.BB}}<br />
|-<br />
{{AttackVersion|name=j.BBB}}<br />
{{#lst:{{PAGENAME}}/Data|5BBB}}<br />
|}<br />
==== ====<br />
* j.B comes out at a great angle.<br />
* Can be used to pick an opponent up after Hungry Coils.<br />
* Can OTG.<br />
<br />
Super aggressive angle makes this chain a great harassment tool, though lack of ability to cancel this chain means you're vulnerable when using it. Cover yourself with an assist if you can.<br /><br />
Pressing B immediately after the chain comes out will send you flying across the screen at a very slight upwards angle.<br />
----<br />
* j.BB pulls Hazama in to the chain.<br />
* Cannot act immediately after pulling yourself in.<br />
<br />
The follow up of the chain. Do note that the next follow up(jBBB) will NOT come out after a period of time(12F). Also due to the lack of other possible follow-ups, using this move too much could be predictable and will be easily anti-air'd. <br />
----<br />
* j.BBB is jump cancel-able on hit.<br />
<br />
Standard combo filler. One thing to note is that this move has some landing recovery when simply chaining in has none at all, so if you want to bait anti-airs, don't use this move as you get close to the ground.<br />
</div><br />
</div><br />
===<big>j.C</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCS_Hazama_j2C.png | Slicin' them up from above<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.C}}<br />
|}<br />
==== ====<br />
* Hazama's j.2C from BlazBlue.<br />
* I know you're still inputting it as j.2C.<br />
<br />
As of 2.0, the old j.2C replaces the Jameijin(which became a special move) and preserves basically all nice properties in CF. Useful as a cross-up tool, and can fastly put you on the ground after chains, which is useful to bait anti-airs.<br />
</div><br />
</div><br />
===<big>j.2B</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Hazama_j2B.png | Down below?<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.2B}}<br />
|}<br />
==== ====<br />
* Hazama's j4D from the old BB games.<br />
* For when the opponent is to close for j5B.<br />
<br />
If the opponent is close enough for this to hit, they're probably close enough to punish you for using this if you miss, so use with caution.<br /><br />
Pressing B immediately after the chain comes out will send Haz across the screen starting at a more or less horizontal angle. Also called a "super air dash."<br />
<br />
As of 1.50, the "super air dash" has been significantly slowed down. Don't rely on this too often. Instead, wait longer and press the B button. You'll fall down much faster and are in a position to use moves such as DP, 4A, or throw. Can be used to bait anti-airs if done this way.<br />
</div><br />
</div><br style="clear:both;"/><br />
<br />
==Universal Mechanics==<br />
===<big>Ground Throw</big>===<br />
<span class="input-badge">'''5B+C'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Hazama_GroundThrow.png | Send them flying or send them bouncing.<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|BC}}<br />
|}<br />
==== ====<br />
* Forward throw launches the opponent vertically into the air.<br />
* Back throw side switches and wall bounces the opponent.<br />
<br />
Detailed description of the usefulness of the move go here<br />
</div><br />
</div><br />
===<big>Rising Fang - Gashoukyaku</big>===<br />
<span class="input-badge">'''5A+D'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Hazama_Gashoukyaku.png | No longer whiffs on crouching and low attacks. Hurray! <br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|AD}}<br />
|}<br />
==== ====<br />
<br />
* Can be done after Jagai or Jasetsu, i.e. after the first hit of 214A or 236A, or while holding 214B or 236B.<br />
* If timed incorrectly, simply pressing D after 214A or 236A for an active switch/cross combo could accidentally get this move, even if A is released long beforehand.<br />
<br />
Hazama's DP. Comes out very fast and slightly pushes Hazama backwards, but the recovery for it is a bit on the slow side and it horizontal range is a bit lacking so try to not whiff or have it blocked.<br />
<br />
Due to how Hazama's meterless special moves (notably the A versions) are the most useful to active switch out of, be sure you time active switching correctly or else you will get this move accidentally.<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Skills==<br />
===<big>Falling Fang - Ressenga</big>===<br />
<span class="input-badge">'''236A/B'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Hazama_Jagai.png | add a mixup<br />
BBTag_Hazama_Ressenga.png |or just outright bop their heads.<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=A}}<br />
{{#lst:{{PAGENAME}}/Data|236A}}<br />
|-<br />
{{AttackVersion|name=B}}<br />
{{#lst:{{PAGENAME}}/Data|236B}}<br />
|}<br />
==== ====<br />
* A does Jagai-Ressenga<br />
* A can be held to delay the attack, which gives the charged version of Ressenga.<br />
<br />
As of 1.50, the charged version of the move should reflect the B version. However, if you do the charged version by holding A all the way, you get the pre-1.50 version of 236B instead despite getting the same visual effects. This means it can only link into houtenjin. <br />
----<br />
* B does Ressenga Raw<br />
* B can be held to delay Ressenga<br />
<br />
A fairly good overhead. However, using this move sticks him in place for 27 frames, and he is in a counter hit state the entire time, so attempts to use this when being approached will cause you to eat a healthy punish. Follow-ups can also be avoided by jumping back and barrier blocking if you get predictable.<br />
<br />
Use partner skills or Houtenjin to follow-up. The timing for Houtenjin is strict (~4F), so practice is definitely needed.<br />
<br />
As of 1.50, this version of the move links fairly easily into 5A, though the link is tight if you dash beforehand. Useful in okizeme or active switch mixups.<br />
</div><br />
</div><br />
===<big>Devouring Fang - Zaniega</big>===<br />
<span class="input-badge">'''214A/B'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Hazama_Jagai.png | add some sprinkles<br />
BBTag_Hazama_Zaneiga.png |just scoop the ice cream instead<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=A}}<br />
{{#lst:{{PAGENAME}}/Data|214A}}<br />
|-<br />
{{AttackVersion|name=B}}<br />
{{#lst:{{PAGENAME}}/Data|214B}}<br />
|}<br />
==== ====<br />
* A does Jagai-Zaneiga<br />
* A can be held to delay the attack.<br />
<br />
As of 1.50, the charged version of the move should reflect the B version. However, if you do the charged version by holding A all the way, you get the pre-1.50 version of 214B instead despite getting the same visual effects. This means it can only link into houtenjin. <br />
----<br />
* B does Zaneiga Raw<br />
* B can be held to delay Zaneiga<br />
<br />
Same as Ressenga, using this move sticks him in place for 22 frames, and he is in a counter hit state the entire time, so attempts to use this when being approached will cause you to eat a healthy punish. Follow-ups can also be avoided by jumping back and barrier blocking if you get predictable.<br />
<br />
As of patch 1.50, you can link into 5A and continue the combo fairly easily. It's so plus on hit that after you CC Active Switch, you can link this version into 4P.<br />
<br />
</div><br />
</div><br />
===<big>Shadow Serpent/Jameijin</big>===<br />
<span class="input-badge">'''j.214A'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Hazama_ShadowSerpent.png | JAAAMEIJIN~<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.214A}}<br />
|}<br />
==== ====<br />
* Hazama's Shadow Serpent (Jameijin) from Centralfiction.<br />
<br />
* On whiff, the recovery is cancelable into forward dash, normals, and specials.<br />
<br />
* Stops all horizontal momentum and causes Hazama to fall quickly to the ground.<br />
<br />
As of 2.0, since the move become a special move, you can now cancel your chain or your momentum(especially 5BB) into this move (just like CF) and make a fast drop to do many things, including (but not limited to) baiting a Reversal Action and anti-airs, mix-up feints, and a lot of things. As in CF, you should never use this to hit an opponent who is below you from on high, as Hazama's leg has a massive hurtbox attached to it, meaning it can be countered by many attacks from the opponent.<br />
<br />
If you hear "I take Shadow Serpent!" repeated a few times, run.<br />
</div><br />
</div><br />
<br />
===<big>Flying Sickle Thrust/Hirentotsu</big>===<br />
<span class="input-badge">'''j.214B'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Hazama_FlyingSickleThrust.png | BBCS loops are back, yay<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.214B}}<br />
|}<br />
==== ====<br />
* Hazama's Flying Sickle Thrust/Hirentotsu from BBCS/BBCP.<br />
* Does hard knockdown on hit, your air combo ender.<br />
<br />
Hazama's standard air combo ender. Use this to get oki off of any aerial moves you may hit-confirm.<br />
<br />
Note that this move can be Tiger Knee'd (2147B or (8/9)214B) a staple combo component in the corner, to recreate the famous 'Hirentotsu loop' in BBCSEX (or 'TK loop').<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Extra Skills==<br />
===<big>Hungry Coils - Jakou</big>===<br />
<span class="input-badge">'''236C'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Hazama_Jakou.png | send em back to the corner<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|236C}}<br />
|}<br />
==== ====<br />
* Wallbounces anywhere.<br />
* Side swaps on hit.<br />
* Large invincible frames during the catching move.<br />
* Opponent is locked out of burst on successful hit<br />
<br />
Can be used against opponent approaching in air. Can also be linked up by j.B>j.BB or canceled into 214+BC as a few examples.<br />
</div><br />
</div><br />
===<big>Bloody Fang - Gasaishou</big>===<br />
<span class="input-badge">'''214C'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Hazama_Gasaishou.png | GOTCHA 2: The Sequel<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|214C}}<br />
|}<br />
==== ====<br />
* Hazama advances towards the opponent and performs a command grab that leaves them in a stun state. If close, he performs the command grab automatically without advancing. <br /><br />
* Has grab invul against all grabs during startup, even moves such as Tager's GETB.<br />
* Has no actual damage if it connects.<br />
* Costs 1 bar of meter.<br />
*whiffing this shit will be the last mistake you make.<br />
<br />
<br />
As of BBTAG 1.50, the damage scaling has been tweaked so you can get some decent damage routes from the command grab. The fast startup can easily catch your opponent off guard, but beware of its short range.<br />
<br />
Links into 5C, making this move akin in damage to a standard non-super command grab. Useful for preventing bursts.<br />
<br />
In 2.0, this command grab when linked into extra assault deals around 6.27k unburstable damage.<br />
</div><br />
</div><br />
<br />
===<big>EX Flying Sickle Thrust</big>===<br />
<span class="input-badge">'''j.214C'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Hazama_FlyingSickleThrust.png | NOT AN OVERHEAD. REPEAT. NOT. AN. OVERHEAD.<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.214C}}<br />
|}<br />
==== ====<br />
A more damaging and more versatile version of j.214B. On hit, you can cancel into chains(especially j.2B) to continue comboing.<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Partner Skills==<br />
<br />
===<big>5P</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Hazama_5P.png | Mini Houtenjin<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|5P}}<br />
|}<br />
==== ====<br />
* Launches opponents on hit.<br />
<br />
Hazama performs the non-super version of Jayoku Houtenjin. Has some good range due to Hazama moving forward and will sometimes catch people at a reasonable height.<br />
</div><br />
</div><br />
===<big>4P</big>===<br />
<span class="input-badge">'''Vengeful Viper > Rising Fang'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Hazama_Jagai.png |hit<br />
BBTag_Hazama_Gashoukyaku.png |and launch<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|4P }}<br />
|}<br />
==== ====<br />
* Launches the opponent into the air on the 2nd hit<br />
* 2nd hit is untechable until the opponent touches the ground.<br />
* You can pop cross combo and then use his 6P if the second hit connects.<br />
<br />
Good pressure assist upclose and combo extender in corner. May be used to stop air approaches in a pinch thanks to the 2nd hit having a good vertical hitbox.<br />
<br />
</div><br />
</div><br />
===<big>6P</big>===<br />
<span class="input-badge">'''Hungry Coils - Jakou'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Hazama_Jakou.png | Drag them back for more pain.<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|6P}}<br />
|}<br />
==== ====<br />
<br />
* Wallbounces and side swaps on hit.<br />
* Doesn't track, but very generous hitbox.<br />
<br />
Only really useful during an air combo or after a launcher (or as a very situation anti air.)<br /><br />
<br />
If you REALLY need damage at the end of your combo, this move gives you plenty of time to pop Cross Combo and then immediately go for Eternal Coils, enabling you to get the enhanced super.<br />
<br />
<br />
</div><br />
</div><br style="clear:both;"/><br />
<br />
==Distortion Skills==<br />
<br />
===<big>Serpent's Infernal Rapture - Jayoku Houtenjin</big>===<br />
<span class="input-badge">'''236B+C'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Hazama_JayokuHoutenjin.png |UP FUCKING HEAVY KICK<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|236BC}}<br />
|}<br />
==== ====<br />
Serpent's Infernal Rapture, a.k.a Jayoku Houtenjin, is why Hazama is so scary once he gets 2 bar. Even the simplest midscreen combo you follow-up with after this will net you at least 8k damage. This super is best done after a normal or two because of the remarkably low P1. Most commonly, you'll see the following normals or chains of normals leading into this super: 5A, 5AA, 5A > 2C, JBBB, or any throw. <br />
<br />
Usually, if your partner is still alive, then you should use partner skill instead of Jayoku if the damage has prorated too much.<br />
----<br />
Deals even more damage in Resonance Blaze while still having low P1. Confirming off from 5AA>2C>236+BC in corner and ending it with 2C>214+BC, as an example, nets you with at least 10k damage.<br />
<br />
If you have enough bars, then at the end of the combo, you can do (2C > (some special) > Jayoku)*n > Mizuchi, creating a Hazama Airline, which will only let you go when you're dead.<br />
</div><br />
</div><br />
===<big>Eternal Coils of the Dragon Serpent - Mizuchi Rekkazan</big>===<br />
<span class="input-badge">'''214B+C'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Hazama_MizuchiRekkazan.png |KIMOCHII DAROU?!<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|214BC}}<br />
|}<br />
==== ====<br />
* Tracks the opponent's location.<br />
* Has minimum distance that makes it whiff.<br />
* Can catch opponents in the air if they're close to the ground.<br />
* 20% minimum damage (100*10, 600)<br />
* Still not a low, stop trying to use it as a low.<br />
* Startup until active is completely invulnerable to projectile attacks.<br />
<br />
Great combo ender. Can be reliably combo'd off from Hungry Coils or 2C in corner as a few examples.<br />
Can also be used as a situational punish against people who zone against Hazama, but be aware of its minimum range.<br />
----<br />
* 20% minimum damage (100*2 , 50*24, 250*2)<br />
<br />
Increased damage for an already great combo ender. Can lead up to at least 10k damage with the proper combos.<br />
</div><br />
</div><br />
==Distortion Skill Duo==<br />
===<big>Eternal Coils of the Dragon Serpent - Mizuchi Rekkazan</big>===<br />
<span class="input-badge">'''P during Partner's Distortion Skill'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Hazama_MizuchiRekkazan.png |I hope Burensou comes back<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|Distortion Skill Duo}}<br />
|}<br />
==== ====<br />
* 100% minimum damage: 2000. 2500 during Cross Combo<br />
<br />
Go for it if you can kill. Unlike the normal version of this super, this hits two characters.<br />
<br />
</div><br />
</div><br style="clear:both;"/><br />
<br />
==Astral Heat==<br />
===<big>Hungry Darkness of 1000 Souls - Senkon Meiraku</big>===<br />
<span class="input-badge">'''222B+C'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Hazama_SenkonMeiraku.png |RIP pretzel motion 2010-2018<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|222BC}}<br />
|}<br />
==== ====<br />
* Can be combo'd off. (ex. 214A, 2C, Forward/Back throws in corner.)<br />
* Try to not do the pretzel motion on reflex, you're just hurting yourself.<br />
<br />
Classic Astral Heat with the giant snake. Can also be used as a reactive and flashy reversal if you feel like due to the i-frames.<br />
<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
<br />
==External References==<br />
==Navigation==<br />
{{#lst:{{PAGENAME}}/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/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.}}<br />
{{Navbar-BBTag}}</div>73.119.87.123https://www.dustloop.com/wiki/index.php?title=BBTag/Platinum_the_Trinity&diff=190946BBTag/Platinum the Trinity2021-01-03T05:24:16Z<p>73.119.87.123: /* */</p>
<hr />
<div>{{InvisibleHeader}}{{NavTabs|game=BBTag|chara=Platinum the Trinity}}<br />
======<span style="visibility:hidden;font-size:0">Overview</span>======<br />
{{FlexContainer}}<br />
{{FlexTopContainer}}<!-- BEGIN TOP SECTION --><br />
{{FP Box|header=Overview<br />
|content=<br />
{{Bio<br />
| name = Platinum the Trinity <br />
| game = BBTag<br />
| quote = Luna: Hey, isn't this kind of like 3 vs. 2?<br>Sena: Y-You think...?<br />
| lore = Platinum the Trinity is a small girl, and a vessel within which used to reside three, now two, souls: the short-tempered and hot-headed young girl, Luna, the laid back and carefree young boy, Sena, and, formerly, one of the Six Heroes, Trinity Glassfille. Since her and his personalities appear and disappear, it’s difficult to determine which action belongs to which; although, the tone of their voice is certainly a strong clue. The one point they have in common, though, is admiration and adoration for their master Jubei. The two also hate conflict of any sort and used to live quietly in the ruins of Ibukido. However, due to a request from Jubei, to whom they owe their lives, they set out on a quest with their Nox Nyctores "Muchorin" in hand to locate and defeat Yuuki Terumi.<br />
<br />
}}<br />
<br />
{{StrengthsAndWeaknesses<br />
|intro=<br />
Platinum is a very versatile point character that can approach and bait out opponents using a combination of strong rushdown moves and zoning tools. Her normals have solid range, good startup, and a large number of her moves consist of a wide variety of lows and overheads. For instance, all her 2'X' moves must be blocked low, and her 'A' and 'B' versions of Mami Circular are a low and an overhead, respectively. With the removal of her items being random like in the mainline Blazblue series, she can now swiftly utilize both bombs and missiles at will for both deadly block-strings and zoning. Platinum's Miracle Jeanne distortion is an Install, further increasing the potency of her moveset by enlarging some of her normals' hitboxes and her projectiles as well as adding a special knockdown quality to her 5C. This power-up also applies to her bomb, missile, and boomerang assists if you swap her for your second character while the Install is activated. However, Platinum holds a key flaw in her assists. Her 6P and 4P each contain a set of three items, but are randomized, meaning it is impossible to tell which item you will get when using these two assists.<br />
<br />
|pros=<br />
* Good point value<br />
* Can beat other strong character roundstarts like Mitsuru and Weiss 5A's with her 2B thanks to it low profiling them<br />
* Has good mixup potential with j.236C (EX Swallow Moon) which has invul<br />
* Stronger assists and specials with her Miracle Jeanne buff on <br />
* Gets access to unblockable moves while in Miracle Jeanne like 5C and 4P (has to be the hammer fall 4P)<br />
* Good air buttons with her j.B that can cause a crossups and j.C which is a cancellable IOH <br />
|cons=<br />
* RNG Assists except for her 5P and the first part of her 4P<br />
* Difficult bnb<br />
* RNG Assists cause it difficult to some specific synergy plans<br />
* Poor anti air and DP<br />
* Character specific routings for her highers damage combos<br />
* Random 6P<br />
}}<br />
}}<br />
{{Closediv}}<!--END TOP SECTION--><br />
{{FlexSideContainer}}<!-- BEGIN FLEX SECTION --><br />
{{FP TOC}}<br />
{{FP Box<br />
| padding=no<br />
| content={{CharaInfo<br />
| game=BBTag<br />
| fullname=Platinum the Trinity<br />
| health={{#lst:{{PAGENAME}}/Data|health}}<br />
| comborate={{#lst:{{PAGENAME}}/Data|comborate}}<br />
| prejump={{#lst:{{PAGENAME}}/Data|prejump}}<br />
| backdash={{#lst:{{PAGENAME}}/Data|backdash}}<br />
| movement={{#lst:{{PAGENAME}}/Data|movementoptions}}<br />
}}<br />
}}<br />
{{Closediv}}<!--END FLEX OTHER SECTION--><br />
{{Closediv}}<br />
{{FP Box<br />
| header=Drive: Magical Symphony<br />
| content=<br />
In the original BlazBlue series, Platinum had the ability to equip magical items that she would use in gameplay. She could only equip one item at a time and which item she would be able to equip next was random but could be seen on the HUD. In BlazBlue Cross Tag Battle, these magical items return as various normals, mechanics and specials that Platinum uses in her moveset.<br />
}}<br />
<br />
==Normal Moves==<br />
===<big>4A</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Platinum_4A.png | No fair, cheater!<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|4A}}<br />
|}<br />
==== ====<br />
* Platinum will randomly choose to do Rock, Paper, or Scissors.<br />
* Playing against another Platinum player, Rock beats Scissors, Scissors beats Paper, and Paper beats Rock. This will never be relevant.<br />
* If both Platinums throw the same move, they'll trade. Otherwise one jab will beat the other.<br />
<br />
If you ever feel like playing Rock-Paper-Scissors, but with no control over what move you throw out.<br />
<br />
<small>> <sub>u</sub> <</small><br />
</div><br />
</div><br />
===<big>5A</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Platinum_5A.png |<br />
BBTag_Platinum_5AA.png |<br />
BBTag_Platinum_5AAA.png |<br />
BBTag_Platinum_5AAAA.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=5A}}<br />
{{#lst:{{PAGENAME}}/Data|5A}}<br />
|-<br />
{{AttackVersion|name=5AA}}<br />
{{#lst:{{PAGENAME}}/Data|5AA}}<br />
|-<br />
{{AttackVersion|name=5AAA}}<br />
{{#lst:{{PAGENAME}}/Data|5AAA}}<br />
|-<br />
{{AttackVersion|name=5AAAA}}<br />
{{#lst:{{PAGENAME}}/Data|5AAAA}}<br />
|}<br />
==== ====<br />
* 5A is jump cancelable.<br />
<br />
Really huge normal, good for pressuring at midscreen.<br />
----<br />
* 5AA knocks down, powered up in Miracle Jeanne<br />
<br />
Knocks down on hit which can help stabilize juggles, and is cancelable into lows like 2B or 2C.<br />
In Miracle Jeanne this move is powered up. It does more damage and bounces opponents on hit instead of knocking them down.<br />
----<br />
* 5AAA immediately after the hit when the pogo touches ground you can cancel into grounded specials. If you wait a bit for the pogo to bounce you can cancel into air specials.<br />
----<br />
* 5AAAA wall bounces<br />
</div><br />
</div><br />
===<big>5B</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Platinum_5B.png |"Buff me already Mori"<br />
BBTag_Platinum_5BB.png |<br />
BBTag_Platinum_5BBB.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=5B}}<br />
{{#lst:{{PAGENAME}}/Data|5B}}<br />
|-<br />
{{AttackVersion|name=5BB}}<br />
{{#lst:{{PAGENAME}}/Data|5BB}}<br />
|-<br />
{{AttackVersion|name=5BBB}}<br />
{{#lst:{{PAGENAME}}/Data|5BBB}}<br />
|}<br />
==== ====<br />
* Can function as a short-ranged anti-air<br />
* Jump-cancellable on block and hit<br />
* 6-15f head invulnerable<br />
----<br />
* 5BB has a good hitbox allowing for easy followups to 5B.<br />
----<br />
* 5BBB has lots of hitstun<br />
* Powered up in Miracle Jeanne<br />
* Shorter range than 5BB, so may not connect at certain distances.<br />
<br />
This move will keep opponents in hitstun until they hit the ground unless the combo is extremely porated. This lets the move enable TK swallow moon loops or rejump loops.<br />
In Miracle Jeanne the frying pan is upgraded to a fan, doing more damage and with a bigger hitbox, making connecting it off of an air hit or juggle much easier.<br />
</div><br />
</div><br />
<br />
===<big>5C</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Platinum_5C.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=Attack}}<br />
{{#lst:{{PAGENAME}}/Data|5C}}<br />
|-<br />
{{AttackVersion|name=Quake|subtitle=Miracle Jeanne}}<br />
{{#lst:{{PAGENAME}}/Data|5C Quake}}<br />
|}<br />
==== ====<br />
* During Miracle Jeanne, hitting the ground with 5C will make a fullscreen ground quake that causes hard knockdown, which has a decent amount of recovery before being able to get up. <br />
* This trait will take effect only when your opponent is standing on the ground, not while in the air.<br />
* You cannot block the knockdown effect of this move, you must dodge it by jumping.<br />
</div><br />
</div><br />
===<big>2A</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Platinum_2A.png |Poke!<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|2A}}<br />
|}<br />
==== ====<br />
Used as a quick combo extender, usually after Mami Circular.<br />
</div><br />
</div><br />
<br />
===<big>2B</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Platinum_2B.png | 5a...but it hits low!<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|2B}}<br />
|}<br />
==== ====<br />
Good for confirming meterlessly off of a 5AA when far away.<br />
</div><br />
</div><br />
<br />
===<big>2C</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Platinum_2C.png |Sweepsies!<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|2C}}<br />
|}<br />
==== ====<br />
* Has more range than 5A<br />
<br />
A quick long range low. Can be thrown out in neutral effectively and is a good combo starter.<br />
</div><br />
</div><br />
<br />
===<big>j.A</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Platinum_jA.png |<br />
BBTag_Platinum_jAA.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=j.A}}<br />
{{#lst:{{PAGENAME}}/Data|j.A}}<br />
|-<br />
{{AttackVersion|name=j.AA}}<br />
{{#lst:{{PAGENAME}}/Data|j.AA}}<br />
|}<br />
==== ====<br />
j.A is a big hitbox<br />
<br />
j.AA is not big hitbox<br />
</div><br />
</div><br />
===<big>j.B</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Platinum_jB.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.B}}<br />
|}<br />
==== ====<br />
* Can cross-up<br />
<br />
Hit four times.<br />
</div><br />
</div><br />
===<big>j.C</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Platinum_jC.png |BOOOOOOOONGGGGGGG...<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.C}}<br />
|}<br />
==== ====<br />
* Important points go here<br />
Can be TK'd for an Instant overhead against most characters.<br />
Has surprising vertical and horizontal range. Can Catch Backdashes.<br />
</div><br />
</div><br />
<br />
<br style="clear:both;"/><br />
<br />
==Universal Moves==<br />
===<big>Ground Throw</big>===<br />
<span class="input-badge">'''5B+C'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Platinum_GroundThrow.png | yo check out my mixup<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|BC}}<br />
|}<br />
==== ====<br />
<br />
</div><br />
</div><br />
<br />
<br />
taco bell<br />
<br />
===<big>Magical Bat</big>===<br />
<span class="input-badge">'''5A+D (air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Platinum_MagicalBat.png | haha funny bat go swin- wait they blocked OH GOD OH FUCK<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=Ground}}<br />
{{#lst:{{PAGENAME}}/Data|AD}}<br />
|-<br />
{{AttackVersion|name=Air}}<br />
{{#lst:{{PAGENAME}}/Data|j.AD}}<br />
|}<br />
==== ====<br />
* Hits both in front of her and behind her.<br />
</div><br />
</div><br />
<br />
<br style="clear:both;"/><br />
<br />
==Skills==<br />
===<big>Mami Circular</big>===<br />
<span class="input-badge">'''236A/B'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Platinum_MamiCircularA.png |Everybody's gone surfin'!<br />
BBTag_Platinum_MamiCircularB.png |Surfin' USA!<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=A}}<br />
{{#lst:{{PAGENAME}}/Data|236A}}<br />
|-<br />
{{AttackVersion|name=B}}<br />
{{#lst:{{PAGENAME}}/Data|236B}}<br />
|}<br />
==== ====<br />
* 236A hits low<br />
* Goes a bit less than half screen.<br />
<br />
Useful for Cross Combo loops.<br />
----<br />
* 236B hits high<br />
* Does not go as far as 236A horizontally.<br />
<br />
Useful for Cross Combo loops.<br />
<br />
</div><br />
</div><br />
<br />
===<big>Air Persia</big>===<br />
<span class="input-badge">'''j.236A > A/B/C'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Platinum_AirPersia.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=Movement}}<br />
{{#lst:{{PAGENAME}}/Data|j.236A}}<br />
|-<br />
{{AttackVersion|name=Attack}}<br />
{{#lst:{{PAGENAME}}/Data|j.236A X}}<br />
|}<br />
==== ====<br />
<br />
</div><br />
</div><br />
===<big>Swallow Moon</big>===<br />
<span class="input-badge">'''j.236B'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Platinum_SwallowMoon.png | <small><sup>,,</sup></small><sup>O</sup> x <sup>O</sup><small><sup>,,</sup></small><br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.236B}}<br />
|}<br />
==== ====<br />
<br />
</div><br />
</div><br />
===<big>Magical Missile</big>===<br />
<span class="input-badge">'''214A/B'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Platinum_MagicalMissile.png | <sup>,,></sup> ▼ <sup>o,,</sup><br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=A}}<br />
{{#lst:{{PAGENAME}}/Data|214A}}<br />
|-<br />
{{AttackVersion|name=B}}<br />
{{#lst:{{PAGENAME}}/Data|214B}}<br />
|}<br />
==== ====<br />
* The B version of Magical Missile has a small delay before it fires forward, giving Platinum enough time to recover and approach behind it. <br />
<br />
</div><br />
</div><br />
===<big>Magical Bomb</big>===<br />
<span class="input-badge">'''j.214A/B'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Platinum_MagicalBomb.png | <sup>1</sup> ▼ <sup>1</sup><br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=A}}<br />
{{#lst:{{PAGENAME}}/Data|j.214A}}<br />
|-<br />
{{AttackVersion|name=B}}<br />
{{#lst:{{PAGENAME}}/Data|j.214B}}<br />
|}<br />
==== ====<br />
Aerial projectiles that travel a further distance depending on what varient you are using. Useful as a zoning tool for when you wanna keep the opponent away.<br />
</div><br />
</div><br />
<br />
<br style="clear:both;"/><br />
<br />
==Extra Skills==<br />
===<big>EX Mami Circular</big>===<br />
<span class="input-badge">'''236C'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Platinum_MamiCircularB.png |your neutral is mine now.<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|236C}}<br />
|}<br />
==== ====<br />
* Wall Bounces, sticks if close to corner<br />
<br />
Combo extender and punish from far away.<br />
It has invincibility to projectiles between 1/4 and 3/4 of the total travel distance.<br />
<br />
</div><br />
</div><br />
<br />
===<big>EX Swallow Moon</big>===<br />
<span class="input-badge">'''j.236C'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Platinum_SwallowMoon.png | ,, <big><sup>O</sup> x <sup>O</sup></big> ,,<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.236C}}<br />
|}<br />
==== ====<br />
* The EX version of this move causes Platinum to become '''completely invulnerable''' throughout the entirety of her flight.<br />
* Unfortunately, Platinum can not block out of EX Swallowmoon, so a smart opponent will be able to meaty appropriately.<br />
* You can control the direction that Platinum moves while in the air slightly.<br />
* Lasts slightly longer than the ordinary version.<br />
<br />
This is a good EX move for baiting out certain reversal actions, or low active frame supers.<br />
<br />
</div><br />
</div><br />
===<big>EX Magical Missile</big>===<br />
<span class="input-badge">'''214C'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Platinum_MagicalMissile.png | <sup>></sup> ▼ <sup>O</sup><br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|214C}}<br />
|}<br />
==== ====<br />
* Throws out 3 magical missiles at once. Miracle Jeanne version shoots out 3 in a row<br />
<br />
Detailed description of the usefulness of the move go here<br />
<br />
</div><br />
</div><br />
===<big>EX Magical Bomb</big>===<br />
<span class="input-badge">'''j.214C'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Platinum_ItemUseBombs.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.214C}}<br />
|}<br />
==== ====<br />
* Throws out 3 bombs all at once.<br />
<br />
Detailed description of the usefulness of the move go here <br />
<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Partner Skills==<br />
<br />
===<big>5P</big>===<br />
<span class="input-badge">'''Air Persia'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Platinum_AirPersia.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|5P}}<br />
|}<br />
==== ====<br />
* forward moving<br />
* not random<br />
<br />
hits kind of low, keeps opponents low to the ground. This is Platinum's only assist that is not random, making it the most consistent for combo purposes. It's otherwise fairly normal.<br />
</div><br />
</div><br />
===<big>6P</big>===<br />
<span class="input-badge">'''Item Use 1'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Platinum_ItemUseMissile.png |She does a random ranged attack<br />
BBTag_Platinum_ItemUseHalo.png |<br />
BBTag_Platinum_ItemUseBombs.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=Missile}}<br />
{{#lst:{{PAGENAME}}/Data|6P Missile}}<br />
|-<br />
{{AttackVersion|name=Boomerang}}<br />
{{#lst:{{PAGENAME}}/Data|6P Boomerang}}<br />
|-<br />
{{AttackVersion|name=Bombs}}<br />
{{#lst:{{PAGENAME}}/Data|6P Bomb}}<br />
|}<br />
==== ====<br />
* Fires one missile forward.<br />
<br />
Standard Projectile.<br />
----<br />
* It comes back, allowing for one hit going forward and one hit coming back.<br />
* Launches the opponent up if hit.<br />
* If Platinum is hit, then the boomerang loses its hitbox.<br />
<br />
Since it's a delayed two hit projectile, it can be used to cover unsafe moves during pressure.<br />
----<br />
* Throws out 3 bombs at once. <br />
<br />
Can catch people in the air.<br />
<br />
</div><br />
</div><br />
===<big>4P</big>===<br />
<span class="input-badge">'''Item Use 2'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Platinum_4P.png |This part can hit the opponent too<br />
BBTag_Platinum_ItemUseCatHammer.png |Did I say you can get up?<br />
BBTag_Platinum_ItemUsePan.png |alright stay there<br />
BBTag_Platinum_ItemUseHammer.png |Nvm sit down bro<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=First Hit}}<br />
{{#lst:{{PAGENAME}}/Data|4P}}<br />
|-<br />
{{AttackVersion|name=Cat Hammer}}<br />
{{#lst:{{PAGENAME}}/Data|4P Cat Hammer}}<br />
|-<br />
{{AttackVersion|name=Pan}}<br />
{{#lst:{{PAGENAME}}/Data|4P Pan}}<br />
|-<br />
{{AttackVersion|name=Piko Hammer}}<br />
{{#lst:{{PAGENAME}}/Data|4P Piko Hammer}}<br />
|}<br />
==== ====<br />
* The first hit is extremely fast.<br />
* Bounces opponent up on hit.<br />
----<br />
* When summoning the Cat Hammer or Pan, Platinum will run up to the opponent's point character before swinging.<br />
* Staggers the opponent on hit, allowing for ground combo followups.<br />
----<br />
* When summoning Hammer, Platinum jumps up in front of you and does the air version of Piko Hammer from the original BlazBlue.<br />
* If the second hit connects, allows for OTG pickup.<br />
* Rarely, the second hit on the way down will not always connect.<br />
* Scales the best in combos.<br />
<br />
In Miracle Jeanne, has the quake effect upon hitting the ground.<br />
<br />
</div><br />
</div><br />
<br />
<br style="clear:both;"/><br />
<br />
==Distortion Skills==<br />
===<big>Cure Dot Typhoon</big>===<br />
<span class="input-badge">'''236B+C (air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Platinum_CureDotTyphoon.png | ▼ <sup><</sup> <sup>></sup> ▼ <sup><</sup> <sup>></sup> ▼<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=Ground}}<br />
{{#lst:{{PAGENAME}}/Data|236BC}}<br />
|-<br />
{{AttackVersion|name=Air}}<br />
{{#lst:{{PAGENAME}}/Data|j.236BC}}<br />
|}<br />
==== ====<br />
* Platinum will track the opponent horizontally.<br />
* Can be used in the air to end combos<br />
* Occasionally will drop if used as an air combo ender.<br />
* Hits in front and behind of Platinum.<br />
* Sends the opponent flying fullscreen.<br />
<br />
A fairly standard short ranged damage super. Can be used to deny sandwich cross assault pressure, but it's risky to use this way.<br />
</div><br />
</div><br />
===<big>Miracle Jeanne</big>===<br />
<span class="input-badge">'''214B+C'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Platinum_MiracleJeanne.png | Mini buff for 2 bars...<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|214BC}}<br />
|}<br />
==== ====<br />
* Spend 2 bars to grant a 20-second power-up to most of Platinum's normals and her projectiles.<br />
<br />
Can be canceled into after a 5AAA to continue the combo. Platinum's 4P and 6P assists will also get powered up.<br />
Say this move does nothing to epically troll your friends.<br />
</div><br />
</div><br />
<br />
<br style="clear:both;"/><br />
<br />
==Distortion Skill Duo==<br />
===<big>Cure Dot Typhoon</big>===<br />
<span class="input-badge">'''P during Partner's Distortion Skill '''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Platinum_CureDotTyphoon.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|Distortion Skill Duo}}<br />
|}<br />
==== ====<br />
<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Astral Heat==<br />
===<big>Shining Layered Force</big>===<br />
<span class="input-badge">'''222B+C'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Platinum_ShiningLayeredForce.png | SUPER LASER PISS<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|222BC}}<br />
|}<br />
==== ====<br />
* extremely thin hitbox<br />
*whiffs up close.<br />
*Try to combo 236a to astral<br />
<br />
<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
<br />
==External References==<br />
==Navigation==<br />
{{#lst:{{PAGENAME}}/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/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.}}<br />
{{Navbar-BBTag}}</div>73.119.87.123https://www.dustloop.com/wiki/index.php?title=BBTag/Platinum_the_Trinity&diff=190944BBTag/Platinum the Trinity2021-01-03T05:21:03Z<p>73.119.87.123: /* Normal Moves */</p>
<hr />
<div>{{InvisibleHeader}}{{NavTabs|game=BBTag|chara=Platinum the Trinity}}<br />
======<span style="visibility:hidden;font-size:0">Overview</span>======<br />
{{FlexContainer}}<br />
{{FlexTopContainer}}<!-- BEGIN TOP SECTION --><br />
{{FP Box|header=Overview<br />
|content=<br />
{{Bio<br />
| name = Platinum the Trinity <br />
| game = BBTag<br />
| quote = Luna: Hey, isn't this kind of like 3 vs. 2?<br>Sena: Y-You think...?<br />
| lore = Platinum the Trinity is a small girl, and a vessel within which used to reside three, now two, souls: the short-tempered and hot-headed young girl, Luna, the laid back and carefree young boy, Sena, and, formerly, one of the Six Heroes, Trinity Glassfille. Since her and his personalities appear and disappear, it’s difficult to determine which action belongs to which; although, the tone of their voice is certainly a strong clue. The one point they have in common, though, is admiration and adoration for their master Jubei. The two also hate conflict of any sort and used to live quietly in the ruins of Ibukido. However, due to a request from Jubei, to whom they owe their lives, they set out on a quest with their Nox Nyctores "Muchorin" in hand to locate and defeat Yuuki Terumi.<br />
<br />
}}<br />
<br />
{{StrengthsAndWeaknesses<br />
|intro=<br />
Platinum is a very versatile point character that can approach and bait out opponents using a combination of strong rushdown moves and zoning tools. Her normals have solid range, good startup, and a large number of her moves consist of a wide variety of lows and overheads. For instance, all her 2'X' moves must be blocked low, and her 'A' and 'B' versions of Mami Circular are a low and an overhead, respectively. With the removal of her items being random like in the mainline Blazblue series, she can now swiftly utilize both bombs and missiles at will for both deadly block-strings and zoning. Platinum's Miracle Jeanne distortion is an Install, further increasing the potency of her moveset by enlarging some of her normals' hitboxes and her projectiles as well as adding a special knockdown quality to her 5C. This power-up also applies to her bomb, missile, and boomerang assists if you swap her for your second character while the Install is activated. However, Platinum holds a key flaw in her assists. Her 6P and 4P each contain a set of three items, but are randomized, meaning it is impossible to tell which item you will get when using these two assists.<br />
<br />
|pros=<br />
* Good point value<br />
* Can beat other strong character roundstarts like Mitsuru and Weiss 5A's with her 2B thanks to it low profiling them<br />
* Has good mixup potential with j.236C (EX Swallow Moon) which has invul<br />
* Stronger assists and specials with her Miracle Jeanne buff on <br />
* Gets access to unblockable moves while in Miracle Jeanne like 5C and 4P (has to be the hammer fall 4P)<br />
* Good air buttons with her j.B that can cause a crossups and j.C which is a cancellable IOH <br />
|cons=<br />
* RNG Assists except for her 5P and the first part of her 4P<br />
* Difficult bnb<br />
* RNG Assists cause it difficult to some specific synergy plans<br />
* Poor anti air and DP<br />
* Character specific routings for her highers damage combos<br />
* Random 6P<br />
}}<br />
}}<br />
{{Closediv}}<!--END TOP SECTION--><br />
{{FlexSideContainer}}<!-- BEGIN FLEX SECTION --><br />
{{FP TOC}}<br />
{{FP Box<br />
| padding=no<br />
| content={{CharaInfo<br />
| game=BBTag<br />
| fullname=Platinum the Trinity<br />
| health={{#lst:{{PAGENAME}}/Data|health}}<br />
| comborate={{#lst:{{PAGENAME}}/Data|comborate}}<br />
| prejump={{#lst:{{PAGENAME}}/Data|prejump}}<br />
| backdash={{#lst:{{PAGENAME}}/Data|backdash}}<br />
| movement={{#lst:{{PAGENAME}}/Data|movementoptions}}<br />
}}<br />
}}<br />
{{Closediv}}<!--END FLEX OTHER SECTION--><br />
{{Closediv}}<br />
{{FP Box<br />
| header=Drive: Magical Symphony<br />
| content=<br />
In the original BlazBlue series, Platinum had the ability to equip magical items that she would use in gameplay. She could only equip one item at a time and which item she would be able to equip next was random but could be seen on the HUD. In BlazBlue Cross Tag Battle, these magical items return as various normals, mechanics and specials that Platinum uses in her moveset.<br />
}}<br />
<br />
==Normal Moves==<br />
===<big>4A</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Platinum_4A.png | No fair, cheater!<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|4A}}<br />
|}<br />
==== ====<br />
* Platinum will randomly choose to do Rock, Paper, or Scissors.<br />
* Playing against another Platinum player, Rock beats Scissors, Scissors beats Paper, and Paper beats Rock. This will never be relevant.<br />
* If both Platinums throw the same move, they'll trade. Otherwise one jab will beat the other.<br />
<br />
If you ever feel like playing Rock-Paper-Scissors, but with no control over what move you throw out.<br />
<br />
<small>> <sub>u</sub> <</small><br />
</div><br />
</div><br />
===<big>5A</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Platinum_5A.png |<br />
BBTag_Platinum_5AA.png |<br />
BBTag_Platinum_5AAA.png |<br />
BBTag_Platinum_5AAAA.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=5A}}<br />
{{#lst:{{PAGENAME}}/Data|5A}}<br />
|-<br />
{{AttackVersion|name=5AA}}<br />
{{#lst:{{PAGENAME}}/Data|5AA}}<br />
|-<br />
{{AttackVersion|name=5AAA}}<br />
{{#lst:{{PAGENAME}}/Data|5AAA}}<br />
|-<br />
{{AttackVersion|name=5AAAA}}<br />
{{#lst:{{PAGENAME}}/Data|5AAAA}}<br />
|}<br />
==== ====<br />
* 5A is jump cancelable.<br />
<br />
Really huge normal, good for pressuring at midscreen.<br />
----<br />
* 5AA knocks down, powered up in Miracle Jeanne<br />
<br />
Knocks down on hit which can help stabilize juggles, and is cancelable into lows like 2B or 2C.<br />
In Miracle Jeanne this move is powered up. It does more damage and bounces opponents on hit instead of knocking them down.<br />
----<br />
* 5AAA immediately after the hit when the pogo touches ground you can cancel into grounded specials. If you wait a bit for the pogo to bounce you can cancel into air specials.<br />
----<br />
* 5AAAA wall bounces<br />
</div><br />
</div><br />
===<big>5B</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Platinum_5B.png |"Buff me already Mori"<br />
BBTag_Platinum_5BB.png |<br />
BBTag_Platinum_5BBB.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=5B}}<br />
{{#lst:{{PAGENAME}}/Data|5B}}<br />
|-<br />
{{AttackVersion|name=5BB}}<br />
{{#lst:{{PAGENAME}}/Data|5BB}}<br />
|-<br />
{{AttackVersion|name=5BBB}}<br />
{{#lst:{{PAGENAME}}/Data|5BBB}}<br />
|}<br />
==== ====<br />
* Can function as a short-ranged anti-air<br />
* Jump-cancellable on block and hit<br />
* 6-15f head invulnerable<br />
----<br />
* 5BB has a good hitbox allowing for easy followups to 5B.<br />
----<br />
* 5BBB has lots of hitstun<br />
* Powered up in Miracle Jeanne<br />
* Shorter range than 5BB, so may not connect at certain distances.<br />
<br />
This move will keep opponents in hitstun until they hit the ground unless the combo is extremely porated. This lets the move enable TK swallow moon loops or rejump loops.<br />
In Miracle Jeanne the frying pan is upgraded to a fan, doing more damage and with a bigger hitbox, making connecting it off of an air hit or juggle much easier.<br />
</div><br />
</div><br />
<br />
===<big>5C</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Platinum_5C.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=Attack}}<br />
{{#lst:{{PAGENAME}}/Data|5C}}<br />
|-<br />
{{AttackVersion|name=Quake|subtitle=Miracle Jeanne}}<br />
{{#lst:{{PAGENAME}}/Data|5C Quake}}<br />
|}<br />
==== ====<br />
* During Miracle Jeanne, hitting the ground with 5C will make a fullscreen ground quake that causes hard knockdown, which has a decent amount of recovery before being able to get up. <br />
* This trait will take effect only when your opponent is standing on the ground, not while in the air.<br />
* You cannot block the knockdown effect of this move, you must dodge it by jumping.<br />
</div><br />
</div><br />
===<big>2A</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Platinum_2A.png |Poke!<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|2A}}<br />
|}<br />
==== ====<br />
Used as a quick combo extender, usually after Mami Circular.<br />
</div><br />
</div><br />
<br />
===<big>2B</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Platinum_2B.png | 5a...but it hits low!<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|2B}}<br />
|}<br />
==== ====<br />
Good for confirming meterlessly off of a 5AA when far away.<br />
</div><br />
</div><br />
<br />
===<big>2C</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Platinum_2C.png |Sweepsies!<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|2C}}<br />
|}<br />
==== ====<br />
* Has more range than 5A<br />
<br />
A quick long range low. Can be thrown out in neutral effectively and is a good combo starter.<br />
</div><br />
</div><br />
<br />
===<big>j.A</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Platinum_jA.png |<br />
BBTag_Platinum_jAA.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=j.A}}<br />
{{#lst:{{PAGENAME}}/Data|j.A}}<br />
|-<br />
{{AttackVersion|name=j.AA}}<br />
{{#lst:{{PAGENAME}}/Data|j.AA}}<br />
|}<br />
==== ====<br />
j.A is a big hitbox<br />
<br />
j.AA is not big hitbox<br />
</div><br />
</div><br />
===<big>j.B</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Platinum_jB.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.B}}<br />
|}<br />
==== ====<br />
* Can cross-up<br />
<br />
Hit four times.<br />
</div><br />
</div><br />
===<big>j.C</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Platinum_jC.png |BOOOOOOOONGGGGGGG...<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.C}}<br />
|}<br />
==== ====<br />
* Important points go here<br />
Can be TK'd for an Instant overhead against most characters.<br />
Has surprising vertical and horizontal range. Can Catch Backdashes.<br />
</div><br />
</div><br />
<br />
<br style="clear:both;"/><br />
<br />
==Universal Moves==<br />
===<big>Ground Throw</big>===<br />
<span class="input-badge">'''5B+C'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Platinum_GroundThrow.png | yo check out my mixup<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|BC}}<br />
|}<br />
==== ====<br />
<br />
</div><br />
</div><br />
<br />
<br />
taco bell<br />
<br />
===<big>Magical Bat</big>===<br />
<span class="input-badge">'''5A+D (air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Platinum_MagicalBat.png | haha funny bat go swin- wait they blocked OH GOD OH FUCK<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=Ground}}<br />
{{#lst:{{PAGENAME}}/Data|AD}}<br />
|-<br />
{{AttackVersion|name=Air}}<br />
{{#lst:{{PAGENAME}}/Data|j.AD}}<br />
|}<br />
==== ====<br />
* Hits both in front of her and behind her.<br />
</div><br />
</div><br />
<br />
<br style="clear:both;"/><br />
<br />
==Skills==<br />
===<big>Mami Circular</big>===<br />
<span class="input-badge">'''236A/B'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Platinum_MamiCircularA.png |Everybody's gone surfin'!<br />
BBTag_Platinum_MamiCircularB.png |Surfin' USA!<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=A}}<br />
{{#lst:{{PAGENAME}}/Data|236A}}<br />
|-<br />
{{AttackVersion|name=B}}<br />
{{#lst:{{PAGENAME}}/Data|236B}}<br />
|}<br />
==== ====<br />
* 236A hits low<br />
* Goes a bit less than half screen.<br />
<br />
Useful for Cross Combo loops.<br />
----<br />
* 236B hits high<br />
* Does not go as far as 236A horizontally.<br />
<br />
Useful for Cross Combo loops.<br />
<br />
</div><br />
</div><br />
<br />
===<big>Air Persia</big>===<br />
<span class="input-badge">'''j.236A > A/B/C'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Platinum_AirPersia.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=Movement}}<br />
{{#lst:{{PAGENAME}}/Data|j.236A}}<br />
|-<br />
{{AttackVersion|name=Attack}}<br />
{{#lst:{{PAGENAME}}/Data|j.236A X}}<br />
|}<br />
==== ====<br />
<br />
</div><br />
</div><br />
===<big>Swallow Moon</big>===<br />
<span class="input-badge">'''j.236B'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Platinum_SwallowMoon.png | <small><sup>,,</sup></small><sup>O</sup> x <sup>O</sup><small><sup>,,</sup></small><br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.236B}}<br />
|}<br />
==== ====<br />
<br />
</div><br />
</div><br />
===<big>Magical Missile</big>===<br />
<span class="input-badge">'''214A/B'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Platinum_MagicalMissile.png | <sup>,,></sup> ▼ <sup>o,,</sup><br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=A}}<br />
{{#lst:{{PAGENAME}}/Data|214A}}<br />
|-<br />
{{AttackVersion|name=B}}<br />
{{#lst:{{PAGENAME}}/Data|214B}}<br />
|}<br />
==== ====<br />
* The B version of Magical Missile has a small delay before it fires forward, giving Platinum enough time to recover and approach behind it. <br />
<br />
</div><br />
</div><br />
===<big>Magical Bomb</big>===<br />
<span class="input-badge">'''j.214A/B'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Platinum_MagicalBomb.png | <sup>1</sup> ▼ <sup>1</sup><br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=A}}<br />
{{#lst:{{PAGENAME}}/Data|j.214A}}<br />
|-<br />
{{AttackVersion|name=B}}<br />
{{#lst:{{PAGENAME}}/Data|j.214B}}<br />
|}<br />
==== ====<br />
Aerial projectiles that travel a further distance depending on what varient you are using. Useful as a zoning tool for when you wanna keep the opponent away.<br />
</div><br />
</div><br />
<br />
<br style="clear:both;"/><br />
<br />
==Extra Skills==<br />
===<big>EX Mami Circular</big>===<br />
<span class="input-badge">'''236C'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Platinum_MamiCircularB.png |your neutral is mine now.<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|236C}}<br />
|}<br />
==== ====<br />
* Wall Bounces, sticks if close to corner<br />
<br />
Combo extender and punish from far away.<br />
It has invincibility to projectiles between 1/4 and 3/4 of the total travel distance.<br />
<br />
</div><br />
</div><br />
<br />
===<big>EX Swallow Moon</big>===<br />
<span class="input-badge">'''j.236C'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Platinum_SwallowMoon.png | ,, <big><sup>O</sup> x <sup>O</sup></big> ,,<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.236C}}<br />
|}<br />
==== ====<br />
* The EX version of this move causes Platinum to become '''completely invulnerable''' throughout the entirety of her flight.<br />
* Unfortunately, Platinum can not block out of EX Swallowmoon, so a smart opponent will be able to meaty appropriately.<br />
* You can control the direction that Platinum moves while in the air slightly.<br />
* Lasts slightly longer than the ordinary version.<br />
<br />
This is a good EX move for baiting out certain reversal actions, or low active frame supers.<br />
<br />
</div><br />
</div><br />
===<big>EX Magical Missile</big>===<br />
<span class="input-badge">'''214C'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Platinum_MagicalMissile.png | <sup>></sup> ▼ <sup>O</sup><br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|214C}}<br />
|}<br />
==== ====<br />
* Throws out 3 magical missiles at once. Miracle Jeanne version shoots out 3 in a row<br />
<br />
Detailed description of the usefulness of the move go here<br />
<br />
</div><br />
</div><br />
===<big>EX Magical Bomb</big>===<br />
<span class="input-badge">'''j.214C'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Platinum_ItemUseBombs.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.214C}}<br />
|}<br />
==== ====<br />
* Throws out 3 bombs all at once.<br />
<br />
Detailed description of the usefulness of the move go here <br />
<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Partner Skills==<br />
<br />
===<big>5P</big>===<br />
<span class="input-badge">'''Air Persia'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Platinum_AirPersia.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|5P}}<br />
|}<br />
==== ====<br />
* forward moving<br />
* not random<br />
<br />
hits kind of low, keeps opponents low to the ground. This is Platinum's only assist that is not random, making it the most consistent for combo purposes. It's otherwise fairly normal.<br />
</div><br />
</div><br />
===<big>6P</big>===<br />
<span class="input-badge">'''Item Use 1'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Platinum_ItemUseMissile.png |She does a random ranged attack<br />
BBTag_Platinum_ItemUseHalo.png |<br />
BBTag_Platinum_ItemUseBombs.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=Missile}}<br />
{{#lst:{{PAGENAME}}/Data|6P Missile}}<br />
|-<br />
{{AttackVersion|name=Boomerang}}<br />
{{#lst:{{PAGENAME}}/Data|6P Boomerang}}<br />
|-<br />
{{AttackVersion|name=Bombs}}<br />
{{#lst:{{PAGENAME}}/Data|6P Bomb}}<br />
|}<br />
==== ====<br />
* Fires one missile forward.<br />
<br />
Standard Projectile.<br />
----<br />
* It comes back, allowing for one hit going forward and one hit coming back.<br />
* Launches the opponent up if hit.<br />
* If Platinum is hit, then the boomerang loses its hitbox.<br />
<br />
Since it's a delayed two hit projectile, it can be used to cover unsafe moves during pressure.<br />
----<br />
* Throws out 3 bombs at once. <br />
<br />
Can catch people in the air.<br />
<br />
</div><br />
</div><br />
===<big>4P</big>===<br />
<span class="input-badge">'''Item Use 2'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Platinum_4P.png |This part can hit the opponent too<br />
BBTag_Platinum_ItemUseCatHammer.png |Did I say you can get up?<br />
BBTag_Platinum_ItemUsePan.png |alright stay there<br />
BBTag_Platinum_ItemUseHammer.png |Nvm sit down bro<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=First Hit}}<br />
{{#lst:{{PAGENAME}}/Data|4P}}<br />
|-<br />
{{AttackVersion|name=Cat Hammer}}<br />
{{#lst:{{PAGENAME}}/Data|4P Cat Hammer}}<br />
|-<br />
{{AttackVersion|name=Pan}}<br />
{{#lst:{{PAGENAME}}/Data|4P Pan}}<br />
|-<br />
{{AttackVersion|name=Piko Hammer}}<br />
{{#lst:{{PAGENAME}}/Data|4P Piko Hammer}}<br />
|}<br />
==== ====<br />
* The first hit is extremely fast.<br />
* Bounces opponent up on hit.<br />
----<br />
* When summoning the Cat Hammer or Pan, Platinum will run up to the opponent's point character before swinging.<br />
* Staggers the opponent on hit, allowing for ground combo followups.<br />
----<br />
* When summoning Hammer, Platinum jumps up in front of you and does the air version of Piko Hammer from the original BlazBlue.<br />
* If the second hit connects, allows for OTG pickup.<br />
* Rarely, the second hit on the way down will not always connect.<br />
* Scales the best in combos.<br />
<br />
In Miracle Jeanne, has the quake effect upon hitting the ground.<br />
<br />
</div><br />
</div><br />
<br />
<br style="clear:both;"/><br />
<br />
==Distortion Skills==<br />
===<big>Cure Dot Typhoon</big>===<br />
<span class="input-badge">'''236B+C (air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Platinum_CureDotTyphoon.png | ▼ <sup><</sup> <sup>></sup> ▼ <sup><</sup> <sup>></sup> ▼<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=Ground}}<br />
{{#lst:{{PAGENAME}}/Data|236BC}}<br />
|-<br />
{{AttackVersion|name=Air}}<br />
{{#lst:{{PAGENAME}}/Data|j.236BC}}<br />
|}<br />
==== ====<br />
* Platinum will track the opponent horizontally.<br />
* Can be used in the air to end combos<br />
* Occasionally will drop if used as an air combo ender.<br />
* Hits in front and behind of Platinum.<br />
* Sends the opponent flying fullscreen.<br />
<br />
A fairly standard short ranged damage super. Can be used to deny sandwich cross assault pressure, but it's risky to use this way.<br />
</div><br />
</div><br />
===<big>Miracle Jeanne</big>===<br />
<span class="input-badge">'''214B+C'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Platinum_MiracleJeanne.png | Mini buff for 2 bars...<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|214BC}}<br />
|}<br />
==== ====<br />
* Spend 2 bars to grant a 20-second power-up to most of Platinum's normals and her projectiles.<br />
<br />
Can be canceled into after a 5AAA to continue the combo. Platinum's 4P and 6P assists will also get powered up.<br />
</div><br />
</div><br />
<br />
<br style="clear:both;"/><br />
<br />
==Distortion Skill Duo==<br />
===<big>Cure Dot Typhoon</big>===<br />
<span class="input-badge">'''P during Partner's Distortion Skill '''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Platinum_CureDotTyphoon.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|Distortion Skill Duo}}<br />
|}<br />
==== ====<br />
<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Astral Heat==<br />
===<big>Shining Layered Force</big>===<br />
<span class="input-badge">'''222B+C'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Platinum_ShiningLayeredForce.png | SUPER LASER PISS<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|222BC}}<br />
|}<br />
==== ====<br />
* extremely thin hitbox<br />
*whiffs up close.<br />
*Try to combo 236a to astral<br />
<br />
<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
<br />
==External References==<br />
==Navigation==<br />
{{#lst:{{PAGENAME}}/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/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.}}<br />
{{Navbar-BBTag}}</div>73.119.87.123https://www.dustloop.com/wiki/index.php?title=BBTag/Naoto_Kurogane&diff=190937BBTag/Naoto Kurogane2021-01-03T05:00:39Z<p>73.119.87.123: /* Overview */</p>
<hr />
<div>{{InvisibleHeader}}{{NavTabs|game=BBTag|chara=Naoto Kurogane}}<br />
======<span style="visibility:hidden;font-size:0">Overview</span>======<br />
{{FlexContainer}}<br />
{{FlexTopContainer}}<!-- BEGIN TOP SECTION --><br />
{{FP Box|header=Overview<br />
|content=<br />
{{Bio<br />
| name = Naoto Kurogane<br />
| game = BBTag<br />
| quote = Seriously, Don't say I didn't warn ya<br />
| lore = A foreigner from another world. He possesses a unique power, the "'''Eye of the Hunter''',"<br />
that allows him to see the life-force of living beings. With a strong sense of justice, he can't ignore people<br />
who are in need of help and always rushes into situations without thinking much about the consequences.<br />
}}<br />
{{StrengthsAndWeaknesses<br />
|intro=<br />
Naoto is a rushdown character with a variety of skills that can close the gap between him and his opponent. <br />
Although the reach of his normal moves are short, he is able to bring the fight to close range with his unique abilty '''the "Enhancer."'''<br />
|pros=<br />
*High solo damage potential.<br />
*Great neutral control via long-range normals and specials.<br />
*4P assist is a great anti-air<br />
*Has a really strong pressure game thanks to some of his safe on block moves combined with his dash cancelling.<br />
*Combos have lots of corner carry<br />
|cons=<br />
*Some of his longest reaching attack require him to charge them first.<br />
*Aside from his longer reaching moves, the rest of his tools are quite stubby.<br />
*Due to his stubby normals, neutral can be hard sometimes.<br />
}}<br />
}}<br />
{{Closediv}}<!--END TOP SECTION--><br />
{{FlexSideContainer}}<!-- BEGIN FLEX SECTION --><br />
{{FP TOC}}<br />
{{FP Box<br />
| padding=no<br />
| content={{CharaInfo<br />
| game=BBTag<br />
| fullname=Naoto Kurogane<br />
| health={{#lst:{{PAGENAME}}/Data|health}}<br />
| comborate={{#lst:{{PAGENAME}}/Data|comborate}}<br />
| prejump={{#lst:{{PAGENAME}}/Data|prejump}}<br />
| backdash={{#lst:{{PAGENAME}}/Data|backdash}}<br />
| movement={{#lst:{{PAGENAME}}/Data|movementoptions}}<br />
}}<br />
}}<br />
{{Closediv}}<!--END FLEX OTHER SECTION--><br />
{{Closediv}}<br />
{{FP Box<br />
| header=Drive: Bloodedge<br />
| content=<br />
Naoto's drive allows him to manipulate his own blood and transform it into a variety of different melee weapons, and even the head of the Black Beast itself. When using a Bloodedge move, Naoto can charge the attack by holding down the B button to improve the attack in various ways like damage, range, frame advantage, and stun. He can also dash cancel any grounded drive attack at any point during the charge, opening up opportunities to use Enhanced special moves mid-combo.<br />
<br />
| subheader1=Enhancer<br />
| content2=<br />
Acting as a sort of second drive, Naoto's specials and supers get buffed ifthey are performed while he is in a neutral state or in the middle of a dash. This is the mechanic that defines Naoto, more so than even Bloodedge, greatly improving nearly every aspect of his kit through massive corner carry, versatile oki, intense pressure, and ludicrous combo damage. <br />
}}<br />
<br />
==Normal Moves==<br />
===<big>4A</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Naoto_5A.png | Watch out for da jab<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|4A}}<br />
|}<br />
==== ====<br />
*Jump cancellable on hit and on block<br />
*Can cancel to itself 3 times <br />
Standard jab at 6f nothing special here<br />
</div><br />
</div><br />
===<big>5A</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Naoto_5AA.png | Naotos 5AA in CF<br />
BBCF_Naoto_5B.png |Naotos 5B in CF<br />
BBTag_NaotoK_5AAA.png |Naoto's Crush Trigger in CF<br />
BBCF_Naoto_6B.png |Naotos 6B in CF<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=5A}}<br />
{{#lst:{{PAGENAME}}/Data|5A}}<br />
|-<br />
{{AttackVersion|name=5AA}}<br />
{{#lst:{{PAGENAME}}/Data|5AA}}<br />
|-<br />
{{AttackVersion|name=5AAA}}<br />
{{#lst:{{PAGENAME}}/Data|5AAA}}<br />
|-<br />
{{AttackVersion|name=5AAAA}}<br />
{{#lst:{{PAGENAME}}/Data|5AAAA}}<br />
|}<br />
==== ====<br />
*5A moves Naoto slightly forward<br />
*Jump cancellable up to 5AA<br />
*Dash cancels (5B method) are -7 (-4 for 5AAA)<br />
His most commonly used buttons are here. Combined with jump cancels and 5B dash cancel his pressure becomes very freeform. You will commonly see these normals into dash cancel to callout various defensive responses <br />
</div><br />
</div><br />
===<big>5B</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Naoto_5D.png | The character starts here<br />
BBCF_Naoto_6D.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=5B}}<br />
{{#lst:{{PAGENAME}}/Data|5B}}<br />
|-<br />
{{AttackVersion|name=5BB}}<br />
{{#lst:{{PAGENAME}}/Data|5BB}}<br />
|}<br />
==== ====<br />
*5B can be dash cancelled at any time during startup<br />
**Does not guard break when fully charged<br />
**Charged version can be dash cancelled during the charge and on whiff<br />
**Can be treated as a good ranged poke but due to its long recovery it can be greatly punished<br />
This button is what defines Naoto's pressure and combo game. Being able to dash cancel it extremely early during the startup allows for linking into enhanced specials that would not be possible through Shift Sway. It being 8f also means that it can be used as a far ranged neutral poke, in combination with 214A>236A it can bridge from neutral into his pressure<br />
----<br />
*5BB is jump cancellable on hit and on block<br />
*Can be dash cancelled when charged<br />
**Does not guard break when fully charged<br />
**Charged version can be dash cancelled during the charge and on whiff<br />
</div><br />
</div><br />
===<big>5C</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Naoto_6A.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|5C}}<br />
|}<br />
==== ====<br />
* Universal overhead<br />
<br />
Please don't use this.<br />
</div><br />
</div><br />
===<big>2A</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Naoto_2A.png | He does not need to go into 4A from this<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|2A}}<br />
|}<br />
==== ====<br />
Standard low kick that can go into itself twice and can be cancelled into a throw. 2A is also useful when converting off of OTG's. Also has low profile capabilites<br />
</div><br />
</div><br />
===<big>2B</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Naoto_2C.png | This used to be the god anti air<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|2B}}<br />
|}<br />
==== ====<br />
*Good anti-air with deceptive horizontal and vertical hitbox<br />
Has just enough hitstun to dash cancel into 236A/C on the ground and 236B in the air if used early in a combo.<br />
</div><br />
</div><br />
===<big>2C</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Naoto_3C.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|2C}}<br />
|}<br />
==== ====<br />
* Okay sweep<br />
* Combo filler<br />
Can be used at the end of a combo to enhance Divine Smasher for some extra damage via sway cancel. You really don't want to use this though as there are far better options to end combos so it gets outshined <br />
</div><br />
</div><br />
===<big>j.A</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Naoto_jB.png | Cross-ups makes his ass a hitbox.<br />
BBCF_Naoto_jC.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=j.A}}<br />
{{#lst:{{PAGENAME}}/Data|j.A}}<br />
|-<br />
{{AttackVersion|name=j.AA}}<br />
{{#lst:{{PAGENAME}}/Data|j.AA}}<br />
|}<br />
==== ====<br />
*Combo filler<br />
This can be connected into a super jump IAD j.C following 5BB for some nasty combo potential and damage if timed properly.<br />
</div><br />
</div><br />
<br />
===<big>j.B</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Naoto_jD.png | Why are you not pressing this<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.B}}<br />
|}<br />
==== ====<br />
*Does not guard break when fully charged<br />
*Is now an overhead<br />
One of Naoto's best tools for many situations. Charged version can lead to a combo if low enough. Great hitbox however be mindful of the hurtbox chained to it. Proper use of j.B makes Naoto very threatening in combination with assists<br />
</div><br />
</div><br />
===<big>j.C</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_NaotoK_jC.png | You can use this now!?<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.C}}<br />
|}<br />
==== ====<br />
*Strong, fast cross-up<br />
*Deceptive hitbox can hit opponents from the front<br />
<br />
Powerful button that can create sandwiching opportunities via assist calls. Depending on the match up, this button can counter wakeup DPs if crossing up after an air dash. Blockstun is long enough to allow for F-Shiki with falling j.C>land>rising j.B<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Universal Mechanics==<br />
<br />
===<big>Ground Throw</big>===<br />
<span class="input-badge">'''5B+C'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Naoto_FThrow.png| Front<br />
BBCF_Naoto_BThrow.png|Back<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|BC}}<br />
|}<br />
==== ====<br />
Causes wall splat in the corner if used from the front, which can be followed up with 5BB>Phantom Pain.<br />
</div><br />
</div><br />
===<big>Inferno Crusader</big>===<br />
<span class="input-badge">'''5A+D (air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Naoto_InfernoCrusader_D.png |"ANNOYING!!"<br />
BBCF_Naoto_OverheadKick.png |"GET DOWN!"<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=Ground|subtitle=A+D}}<br />
{{#lst:{{PAGENAME}}/Data|AD}}<br />
|-<br />
{{AttackVersion|name=Air|subtitle=j.A+D}}<br />
{{#lst:{{PAGENAME}}/Data|j.AD}}<br />
|-<br />
{{AttackVersion|name=Overhead Kick|subtitle=A+D > A/B/C}}<br />
{{#lst:{{PAGENAME}}/Data|AD X}}<br />
|}<br />
==== ====<br />
'''Enhanced'''<br />
*Naoto does a rising uppercut at an angle, making this DP a situational anti-air<br />
*Can be enhanced during a combo if dash cancelled with 5B or Sway<br />
His main combo ender. Pretty much unburstable due to long invul frames combined with really long active frames. The knockdown lets him get extremely good oki in the corner with assists<br />
<br />
'''Unenhanced'''<br />
*Combo filler<br />
If used any time during a combo or not from neutral, Naoto will do a vertical uppercut that hits twice.<br />
----<br />
*Air Inferno Crusader is monstly combo filler<br />
----<br />
Overhead Kick is mostly a combo ender, but can extend combos if intentionally whiffed. As of 2.0 this move can now be converted into a combo off 2A when delayed.<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Skills==<br />
===<big>Banishing Fang</big>===<br />
<span class="input-badge">'''236A'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Naoto_BanishingFang.png | Into the corner we go !<br />
BBCF_Naoto_BanishingFangRoar.png |<br />
BBCF_Naoto_BanishingFangBash.png |Corner carry so big, it broke my back "BEGONE!!"<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=A}}<br />
{{#lst:{{PAGENAME}}/Data|236A}}<br />
|-<br />
{{AttackVersion|name=AA}}<br />
{{#lst:{{PAGENAME}}/Data|236AA}}<br />
|-<br />
{{AttackVersion|name=AAA}}<br />
{{#lst:{{PAGENAME}}/Data|236AAA}}<br />
|}<br />
==== ====<br />
;236A<br />
'''Enhanced'''<br />
*Forward advancing with good range that is safe on block makes this an excellent gap closer to catch opponents.<br />
'''Unenhanced'''<br />
*Combo filler<br />
*Enhanced shortcut: 2366A<br />
Can be enhanced if dash cancelled from 5B or Sway.<br />
----<br />
;236AA<br />
Mainly used to go into the third hit of Banishing Fang. Will knock floating opponents down to the ground, giving it practical use in creating safejumps. Can also sideswap if the opponent is directly above Naoto while using this move.<br />
----<br />
;236AAA<br />
'''Enhanced'''<br />
*Dash cancellable on hit<br />
Corner carries quite a distance and can be followed up with Divine Smasher or Inferno Crusader to end the combo.<br />
<br />
'''Unenhanced'''<br />
*Combo ender<br />
</div><br />
</div><br />
===<big>Banishing Fang</big>===<br />
<span class="input-badge">'''236B'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Naoto_BanishingFang.png |<br />
BBCF_Naoto_BanishingFangRoar.png |<br />
BBCF_Naoto_BanishingFangRaid.png |"FLY!!"<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=B}}<br />
{{#lst:{{PAGENAME}}/Data|236B}}<br />
|-<br />
{{AttackVersion|name=BB}}<br />
{{#lst:{{PAGENAME}}/Data|236AA}}<br />
|-<br />
{{AttackVersion|name=BBB}}<br />
{{#lst:{{PAGENAME}}/Data|236BBB}}<br />
|}<br />
==== ====<br />
This move functions much in the way of its A version counterpart, but with slower startup and the last hit being jump cancellable instead.<br />
<br />
Oddly, you can chain this move into itself and other special moves via the jump cancel. (ex. 236BBB > 8236AAA)<br />
</div><br />
</div><br />
<br />
===<big>Shift Sway</big>===<br />
<span class="input-badge">'''214A'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Naoto_ShiftSway.png |Miss me with that bullshit<br />
BBCF_Naoto_ShiftSwayEnhanced.png |Jojo reference <br />
BBCF_Naoto_PhantomPain.png |Caught you lacking<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=Shift Sway|subtitle=214A}}<br />
{{#lst:{{PAGENAME}}/Data|214A}}<br />
|-<br />
{{AttackVersion|name=Phantom Pain|subtitle=214A > A/B/C}}<br />
{{#lst:{{PAGENAME}}/Data|214A X}}<br />
|}<br />
==== ====<br />
*Head and Projectile invulnerable<br />
<br />
'''Enhanced'''<br />
<br />
If used in neutral or dash cancelled, Naoto will move forward and dodge projectiles and overhead hits along the way. If used near his opponent, he will swap sides with them, creating potential sandwich scenarios when used in conjunction with assists.<br />
<br />
'''Unenhanced'''<br />
<br />
If used during a combo or blockstring, Naoto sways back without any forward motion. Can be dash cancelled, and is one of Naoto's most important tools for extending combos. Will auto bait bursts during combos both during the sway and the dash cancel.<br />
----<br />
*Phantom Pain is a command grab that catches standing and jumping opponents, but whiffs on crouching opponents<br />
*Head invulnerable<br />
<br />
After shift sway, Naoto will do a high kick. If confirmed, Naoto will do another kick sending the opponent back into the air. This is Naoto's deadliest anti air due to its high initial proration, and his second best combo starter after charged 5B. Despite being a kick, Phantom Pain counts as a throw. Unlike other command throws though the opponent can be hit out of Phantom Pain, however this does not affect them getting hit by both hits<br />
</div><br />
</div><br />
<br />
===<big>Slash Kaid</big>===<br />
<span class="input-badge">'''214B'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Naoto_SlashKaid.png | Auto Neuch<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|214B}}<br />
|}<br />
==== ====<br />
*Good range<br />
*Nonpunishable on block<br />
<br />
Though not as fast as its EX counterpart on start up, it is still an important tool for closing the gap between you and your opponent during neutral. Due to its fairly large hitbox it will often win interactions that Banishing Fang would lose. Unlike CF it is not very good for combos<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Extra Skills==<br />
===<big>EX Banishing Fang</big>===<br />
<span class="input-badge">'''236C'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Naoto_BanishingFang.png |<br />
BBCF_Naoto_BanishingFangRoar.png |<br />
BBCF_Naoto_BanishingFangBash.png |Because we need more Banishing Fang<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=C}}<br />
{{#lst:{{PAGENAME}}/Data|236C}}<br />
|-<br />
{{AttackVersion|name=CC}}<br />
{{#lst:{{PAGENAME}}/Data|236CC}}<br />
|-<br />
{{AttackVersion|name=CCC}}<br />
{{#lst:{{PAGENAME}}/Data|236CCC}}<br />
|}<br />
==== ====<br />
* Wallbounce only on Enhanced Version<br />
Unlike the normal version this can be cancelled on block as well as cancelled into normals. Mainly used for going into other specials mid combo for extra corner carry or extending pressure after the 3rd hit<br />
</div><br />
</div><br />
===<big>EX Slash Kaid</big>===<br />
<span class="input-badge">'''214C'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Naoto_SlashKaid.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|214C}}<br />
|}<br />
==== ====<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Partner Skills==<br />
===<big>5P</big>===<br />
<span class="input-badge">'''Slash Kaid'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_NaotoK_SlashKaid.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|5P}}<br />
|}<br />
==== ====<br />
</div><br />
</div><br />
===<big>6P</big>===<br />
<span class="input-badge">'''BBCF 6C'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Naoto_6C.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|6P}}<br />
|}<br />
==== ====<br />
* Locates the opponent<br />
* Can cross up<br />
<br />
Good assist if your partner can cover Naoto after throwing the 6P so it crosses up.<br />
<br />
</div><br />
</div><br />
===<big>4P</big>===<br />
<span class="input-badge">'''5BB'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_NaotoK_4P.png |Goes high enough to slap Jesus Christ himself<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|4P}}<br />
|}<br />
==== ====<br />
* One of the best 4P in the game<br />
* Controls the air nicely<br />
<br />
Really good vs characters that want to jump or play the air game a lot Ex: Merkava.<br />
<br />
</div><br />
</div><br />
<br />
<br style="clear:both;"/><br />
<br />
==Distortion Skills==<br />
===<big>Divine Smasher</big>===<br />
<span class="input-badge">'''236B+C (Air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Naoto_DivineSmasher.png | He better get a Rock Howard colour this time.<br />
BBCF_Naoto_DivineSmasher2.png |Edit: yep, he got it.<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=Ground}}<br />
{{#lst:{{PAGENAME}}/Data|236BC}}<br />
|-<br />
{{AttackVersion|name=Air}}<br />
{{#lst:{{PAGENAME}}/Data|j.236BC}}<br />
|}<br />
==== ====<br />
</div><br />
</div><br />
===<big>Divine Reaper</big>===<br />
<span class="input-badge">'''214B+C'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Naoto_DivineReaper.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=Strike}}<br />
{{#lst:{{PAGENAME}}/Data|214BC}}<br />
|-<br />
{{AttackVersion|name=Projectile}}<br />
{{#lst:{{PAGENAME}}/Data|214BC Projectile}}<br />
|}<br />
==== ====<br />
Naoto launches a blood wave that resembles a giant Dead Spike. If he's close enough, he will perform a follow up where he smashes the opponent with a elbow strike. If he's too far, only the Dead Spike will hit, dealing less damage but allowing him to follow up. If enhanced Naoto will move forward while performing Divine Reaper<br />
<br />
Resonance version changes Naoto's follow up to creating a giant blood scythe and slashing the opponent.<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Distortion Skill Duo==<br />
===<big>Grim of Phantom</big>===<br />
<span class="input-badge">'''P during Partner's Distortion Skill'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Naoto_GrimOfPhantom.png |"The fun doesn't stop!"<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|Distortion Skill Duo}}<br />
|}<br />
==== ====<br />
Full animation comes out on hit and block so he doesn't get safe DHC shenanigans<br />
</div><br />
</div><br />
<br />
<br style="clear:both;"/><br />
<br />
==Astral Heat==<br />
===<big>Edge of Eternity</big>===<br />
<span class="input-badge">'''222B+C'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Naoto_EdgeoOfEternity.png | Better Black Onslaught<br />
</gallery><br />
</div><br />
|input=222B+C<br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|222BC}}<br />
|}<br />
==== ====<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==External References==<br />
==Navigation==<br />
{{#lst:{{PAGENAME}}/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/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.}}<br />
{{Navbar-BBTag}}</div>73.119.87.123https://www.dustloop.com/wiki/index.php?title=BBTag/Hilda&diff=190785BBTag/Hilda2020-12-31T22:55:19Z<p>73.119.87.123: /* In The Darkness */</p>
<hr />
<div>{{InvisibleHeader}}{{NavTabs|game=BBTag|chara=Hilda}}<br />
======<span style="visibility:hidden;font-size:0">Overview</span>======<br />
{{FlexContainer}}<br />
{{FlexTopContainer}}<!-- BEGIN TOP SECTION --><br />
{{FP Box|header=Overview<br />
|content=<br />
Hilda is a long range zoner similar to Nu-13. Her normals keep the opponent out and attack from a distance, with 5B covering the whole screen. She has many ways to mix up the opponent, with the low attack 2C, Fallen Pain, and her ridiculously long ranged Clash Assault. In addition to mixups and playing keepaway, Hilda can easily apply wakeup pressure thanks to Condensity Gloom. Despite her low damage output, Hilda can relentlessly pressure the opponent once a knockdown is secured, though she suffers when being pressured herself by rushdown characters due to not having much in the way of defensive options outside of Reject Guard and Reversal Action. To play Hilda effectively, keep the opponent away with her far reaching normals, apply okizeme, and do not let the opponent get in close.<br />
{{Bio<br />
| name = Hilda<br />
| game = BBTag<br />
| quote = <br />
| lore = <br />
The final boss of Under Night In-Birth. The leader of Amnesia, a beautiful diva, and one of the most powerful In-Births, if not the most powerful. Despite her status as a very powerful combatant, she isn't very smart, and is only respected for her wealth and abilities, with Gordeau and Chaos having to do most of the heavy lifting and planning as well as keeping Hilda from getting killed. Her goal is to transcend the power of an In-Birth and become an even more powerful being known as a Re-Birth in order to free the Hollow Night from Amnesia's rivals, the Licht Kreis. However, gathering a large amount of EXS and becoming a Re-Birth carries a gigantic risk of becoming a Void from the inside out, something Hilda chooses to ignore. When the Hollow Night comes, she awaits at the Altar of Light and Darkness near the Abyss, a fountain of infinite EXS at the center of the Hollow Night. She hopes to take Hyde's Insulator and use it to force the Abyss open and obtain eternity.<br />
<br />
}}<br />
{{StrengthsAndWeaknesses<br />
|intro=<br />
|pros=<br />
* Very strong keep-out game. 5A pushes opponents back quite a distance and 214A prevents button presses on wakeup.<br />
* Large hitboxes that can be thrown out to disrupt momentum.<br />
* DP is extremely large, punishing players who like to super jump-in and block.<br />
* Assists are also very large.<br />
|cons=<br />
* Tough to reach damaging combos past 5k without meter or assist.<br />
* Most of her attacks are projectiles which makes for a disastrous weakness against characters with projectile invulnerable moves.<br />
* Can be punished easily by full screen supers if not careful.<br />
* Struggles against quick / rushdown characters.<br />
* DP is directional, and does not auto-correct against well-timed cross-ups.<br />
* Whiffed attacks are easily punishable due to very long recovery.<br />
*Even though her assist are all really well, they all have long startup and will lose to alot if not used properly.<br />
*Hard to overall play at a high level of play.<br />
}}<br />
}}<br />
{{Closediv}}<!--END TOP SECTION--><br />
{{FlexSideContainer}}<!-- BEGIN FLEX SECTION --><br />
{{FP TOC}}<br />
{{FP Box<br />
| padding=no<br />
| content={{CharaInfo<br />
| game=BBTag<br />
| fullname=Hilda<br />
| health={{#lst:{{PAGENAME}}/Data|health}}<br />
| comborate={{#lst:{{PAGENAME}}/Data|comborate}}<br />
| prejump={{#lst:{{PAGENAME}}/Data|prejump}}<br />
| backdash={{#lst:{{PAGENAME}}/Data|backdash}}<br />
| movement={{#lst:{{PAGENAME}}/Data|movementoptions}}<br />
}}<br />
}}<br />
{{Closediv}}<!--END FLEX OTHER SECTION--><br />
{{Closediv}}<br />
<br />
==Normal Moves==<br />
===<big>5A</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Hilda_5A.png |UNI 66B/5BB<br />
BBTag_Hilda_5AA.png |UNI 5C<br />
BBTag_Hilda_5AAA.png |UNI 5CC: Clock hands say it's time to die.<br />
BBTag_Hilda_5AAAA.png |Last part of her throw animation<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=5A}}<br />
{{#lst:{{PAGENAME}}/Data|5A}}<br />
|-<br />
{{AttackVersion|name=5AA}}<br />
{{#lst:{{PAGENAME}}/Data|5AA}}<br />
|-<br />
{{AttackVersion|name=5AAA}}<br />
{{#lst:{{PAGENAME}}/Data|5AAA}}<br />
|-<br />
{{AttackVersion|name=5AAAA}}<br />
{{#lst:{{PAGENAME}}/Data|5AAAA}}<br />
|}<br />
==== ====<br />
<br />
</div><br />
</div><br />
<br />
===<big>5B</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Hilda_5B.png |Skewers must be one of Hilda's fave dishes. (UNI 236A/B)<br />
BBTag_Hilda_5BB.png |B Revenance Pillar (UNI 22A/B)<br />
BBTag_Hilda_5BBB.png |Perfect to set up Gloom Oki (UNI ]Bpin[)<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=5B}}<br />
{{#lst:{{PAGENAME}}/Data|5B}}<br />
|-<br />
{{AttackVersion|name=5BB}}<br />
{{#lst:{{PAGENAME}}/Data|5BB}}<br />
|-<br />
{{AttackVersion|name=5BBB}}<br />
{{#lst:{{PAGENAME}}/Data|5BBB}}<br />
|}<br />
==== ====<br />
Fullscreen laser-like projectile, jump cancellable on hit, not on block. Vertical range is deceptively bad. Projectile attribute for the entirety of the autocombo, both 5B and 5BB are pretty safe on block and all parts are pretty delayable. 5BB>5BBB is not a true blockstring. <br />
</div><br />
</div><br />
<br />
===<big>5C</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Hilda_5C.png |UNI Assault j.C<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|5C}}<br />
|}<br />
==== ====<br />
<br />
</div><br />
</div><br />
<br />
===<big>2A</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Hilda_2A.png |UNI 2B<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|2A}}<br />
|}<br />
==== ====<br />
Mostly the same as in UNI, but no longer has a point blank blindspot. Hilda's fastest normal (aside from universal throw). Leg attribute, but is a mid.<br />
</div><br />
</div><br />
<br />
===<big>2B</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Hilda_2B.png |UNI 3C<br />
BBTag_Hilda_2BB.png |UNI 3CC<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=2B}}<br />
{{#lst:{{PAGENAME}}/Data|2B}}<br />
|-<br />
{{AttackVersion|name=2BB}}<br />
{{#lst:{{PAGENAME}}/Data|2BB}}<br />
|}<br />
==== ====<br />
<br />
</div><br />
</div><br />
<br />
===<big>2C</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Hilda_2C.png |UNI 2C<br />
BBTag_Hilda_2CC.png |UNI 2CC<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=2C}}<br />
{{#lst:{{PAGENAME}}/Data|2C}}<br />
|-<br />
{{AttackVersion|name=2CC}}<br />
{{#lst:{{PAGENAME}}/Data|2CC}}<br />
|}<br />
==== ====<br />
Now the first 2C hit is actually a low unlike in UNI. 2CC still hits low and can't be reverse beat except into 5B series. Still special cancellable<br />
</div><br />
</div><br />
<br />
===<big>j.A</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Hilda_jA.png |UNI uncharged j.C<br />
BBTag_Hilda_jAA.png |UNI j.B<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=j.A}}<br />
{{#lst:{{PAGENAME}}/Data|j.A}}<br />
|-<br />
{{AttackVersion|name=j.AA}}<br />
{{#lst:{{PAGENAME}}/Data|j.AA}}<br />
|}<br />
==== ====<br />
Old j.C, no longer chargeable. Can hit some characters as an ioh now though.<br />
</div><br />
</div><br />
<br />
===<big>j.B</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Hilda_jB.png |Air A Skewer (UNI j.236A)<br />
BBTag_Hilda_jBB.png |Air C Dismal Sign (UNI j.421C)<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=j.B}}<br />
{{#lst:{{PAGENAME}}/Data|j.B}}<br />
|-<br />
{{AttackVersion|name=j.BB}}<br />
{{#lst:{{PAGENAME}}/Data|j.BB}}<br />
|}<br />
==== ====<br />
A more diagonal and less horizontal version of UNI j.236A/B, both j.B and j.BB are jump and special cancellable on block and lead into j.C. j.B leads into a faster version of UNI 421C teleport that teleports Hilda in front of the opponent instead of the back, you can't make her teleport in the back anymore. <br />
</div><br />
</div><br />
<br />
===<big>j.C</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Hilda_jC.png |UNI j.2C<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.C}}<br />
|}<br />
==== ====<br />
One of Hilda's best movement tools because of its range and speed, and the fact she has a double jump now, unlike in the game this move came from. Will get you out of very sticky situations sometimes. This move is a mid and cannot be special cancelled even on hit. It being safe on block depends on height.<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Universal Moves==<br />
===<big>Ground Throw</big>===<br />
<span class="input-badge">'''5B+C'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Hilda_GroundThrow.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|BC}}<br />
|}<br />
==== ====<br />
<br />
</div><br />
</div><br />
<br />
===<big>Trifurcate</big>===<br />
<span class="input-badge">'''5A+D (air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Hilda_Trifurcate.png | UNIST Fully charged Force Function.<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=Ground}}<br />
{{#lst:{{PAGENAME}}/Data|AD}}<br />
|-<br />
{{AttackVersion|name=Air}}<br />
{{#lst:{{PAGENAME}}/Data|j.AD}}<br />
|}<br />
==== ====<br />
Very slow but incredibly ranged DP. Very potent air unblockable against characters like Hazama. Not a projectile.<br />
</div><br />
</div><br />
<br />
<br style="clear:both;"/><br />
<br />
==Skills==<br />
===<big>Interference</big>===<br />
<span class="input-badge">'''236A/B'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Hilda_Interference.png |UNI 623X<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=A}}<br />
{{#lst:{{PAGENAME}}/Data|236A}}<br />
|-<br />
{{AttackVersion|name=B}}<br />
{{#lst:{{PAGENAME}}/Data|236B}}<br />
|}<br />
==== ====<br />
<br />
</div><br />
</div><br />
<br />
===<big>Condensity Gloom</big>===<br />
<span class="input-badge">'''214A(air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Hilda_CondensityGloom.png |UNI 214X<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=Ground}}<br />
{{#lst:{{PAGENAME}}/Data|214A}}<br />
|-<br />
{{AttackVersion|name=Air}}<br />
{{#lst:{{PAGENAME}}/Data|j.214A}}<br />
|}<br />
==== ====<br />
<br />
</div><br />
</div><br />
<br />
===<big>Aspersivity</big>===<br />
<span class="input-badge">'''214B (air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Hilda_Aspersivity.png | Only French Bread would make up a move name like this. (UNI 41236C)<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=Ground}}<br />
{{#lst:{{PAGENAME}}/Data|214B}}<br />
|-<br />
{{AttackVersion|name=Air}}<br />
{{#lst:{{PAGENAME}}/Data|j.214B}}<br />
|}<br />
==== ====<br />
<br />
</div><br />
</div><br />
<br />
==Extra Skills==<br />
===<big>Pillar of Revenance</big>===<br />
<span class="input-badge">'''236C'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Hilda_PillarOfRevenance.png |UNI 22C<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|236C}}<br />
|}<br />
==== ====<br />
Fullscreen tracking projectile that costs meter but hits low for fullscreen high/low mixup. You can't combo off of it solo and it's not + on block<br />
</div><br />
</div><br />
<br />
===<big>Fallen Pain</big>===<br />
<span class="input-badge">'''214C (air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Hilda_5BBB.png |UNI [X], charged version<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=Ground}}<br />
{{#lst:{{PAGENAME}}/Data|214C}}<br />
|-<br />
{{AttackVersion|name=Air}}<br />
{{#lst:{{PAGENAME}}/Data|j.214C}}<br />
|}<br />
==== ====<br />
Fullscreen tracking air-ok projectile that hits high. In conjunction with 236C you can use this to make the opponent guess between high and low. You can combo off it even with 5B from fullscreen, won't lead to much damage but will give you time.<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Partner Skills==<br />
===<big>5P</big>===<br />
<span class="input-badge">'''5A'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Hilda_5A.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|5P}}<br />
|}<br />
==== ====<br />
<br />
</div><br />
</div><br />
<br />
===<big>6P</big>===<br />
<span class="input-badge">'''Aspersivity'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Hilda_Aspersivity.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|6P}}<br />
|}<br />
==== ====<br />
<br />
</div><br />
</div><br />
<br />
===<big>4P</big>===<br />
<span class="input-badge">'''UNI 5[C]'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Hilda_4P.png | This space is mine now<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|4P}}<br />
|}<br />
==== ====<br />
<br />
</div><br />
</div><br />
<br />
<br style="clear:both;"/><br />
<br />
==Distortion Skills==<br />
===<big>Impalement</big>===<br />
<span class="input-badge">'''236B+C'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Hilda_Impalement.png |Could hit you on the far side of the Moon. "Gravity Squeeze" (UNI Infinite Worth 41236D)<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|236BC}}<br />
|}<br />
==== ====<br />
One of the true fullscreen supers in this game, you cannot dodge it without invulnerability as it hits literally everywhere. Single target super but doesn't deal as much damage as that kind of super usually does. Projectile attribute.<br />
</div><br />
</div><br />
<br />
===<big>Nail Torrent</big>===<br />
<span class="input-badge">'''214B+C (air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Hilda_NailTorrent.png |UNI j.41236C<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=Ground}}<br />
{{#lst:{{PAGENAME}}/Data|214BC}}<br />
|-<br />
{{AttackVersion|name=Air}}<br />
{{#lst:{{PAGENAME}}/Data|j.214BC}}<br />
|}<br />
==== ====<br />
One of the classic not-very-invulneable but very + on block supers in this game, covers a LOT of space and it can be hard to reach her if she does it high up in the air.<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Distortion Skill Duo==<br />
===<big>Impalement</big>===<br />
<span class="input-badge">'''P during Partner's Distortion Skill'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Hilda_Impalement.png |"Wanna see this trick I learned from Magneto?" (UNI Infinite Worth 41236D)<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|Distortion Skill Duo}}<br />
|}<br />
==== ====<br />
<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Astral Heat==<br />
===<big>In The Darkness</big>===<br />
<span class="input-badge">'''222B+C'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Hilda_InTheDarkness.png | I think I recognize this<br />
BBTag_Hilda_InTheDarkness2.png | OH WAIT IT'S HER IWE-<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|222BC}}<br />
|}<br />
==== ====<br />
<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==External References==<br />
==Navigation==<br />
{{#lst:{{PAGENAME}}/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/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.}}<br />
{{Navbar-BBTag}}</div>73.119.87.123https://www.dustloop.com/wiki/index.php?title=BBTag/Yang_Xiao_Long&diff=190537BBTag/Yang Xiao Long2020-12-30T04:18:02Z<p>73.119.87.123: /* 5C */</p>
<hr />
<div>{{InvisibleHeader}}{{NavTabs|game=BBTag|chara=Yang Xiao Long}}<br />
<br />
======<span style="visibility:hidden;font-size:0">Overview</span>======<br />
{{FlexContainer}}<br />
{{FlexTopContainer}}<!-- BEGIN TOP SECTION --><br />
{{FP Box|header=Overview<br />
|content=<br />
{{Bio<br />
| name = Yang Xiao Long<br />
| game = BBTag<br />
| quote = I'm a thrill-seeker. I want to travel around the world and get wrapped up in as many crazy adventures as I can. And if I help people along the way, then that's even better. It's a win-win, y'know?<br />
| lore = <br />
Yang Xiao Long is a former student at Beacon Academy and one of the main protagonists of RWBY. Her weapons of choice are a pair of Dual Ranged Shot Gauntlets, Ember Celica. <br />
<br />
She made her first appearance in the "Yellow" Trailer, searching for clues regarding the whereabouts of her mother, Raven Branwen, who left her when she was very young. At Beacon, Yang becomes a member of Team RWBY alongside her younger half-sister Ruby Rose, Weiss Schnee and Blake Belladonna.<br />
}}<br />
{{StrengthsAndWeaknesses<br />
|intro=<br />
<br />
|pros=<br />
* Shoto-type (projectile, rush attack, etc) tool kit. <br />
* Semblance buff not only increases attack, but also enhances some of her moves’ damage properties to extend combos and turns her armor into guard point.<br />
* Great fullscreen reversal option in the form of Burning Gold, on par with [[BBTag/Azrael|Azrael]]’s Black Hawk Stinger.<br />
* High mobility.<br />
* Armor can save her from bad situations, including DPs and even supers.<br />
* Semblance activation when her health gets low is a free pause button that stops oki pressure.<br />
<br />
|cons=<br />
* Semblance buff can only be activated when Yang is in a "danger" state.<br />
* When not empowered, her overall damage is much lower. <br />
* Lacks consistent and strong approach options.<br />
* Normals mostly have short range.<br />
* Takes unscaled damage when hit during her armored moves. Multi-hitting attacks such as susanoo's thunder hand can melt through her health very quickly.<br />
* More as a point than an actual anchor if paired with a character with better anchor potential, despite extremely damaging assists (e.g. Gordeau)<br />
}}<br />
}}<br />
{{Closediv}}<!--END TOP SECTION--><br />
{{FlexSideContainer}}<!-- BEGIN FLEX SECTION --><br />
{{FP TOC}}<br />
{{FP Box<br />
| padding=no<br />
| content={{CharaInfo<br />
| game=BBTag<br />
| fullname=Yang Xiao Long<br />
| health={{#lst:{{PAGENAME}}/Data|health}}<br />
| comborate={{#lst:{{PAGENAME}}/Data|comborate}}<br />
| prejump={{#lst:{{PAGENAME}}/Data|prejump}}<br />
| backdash={{#lst:{{PAGENAME}}/Data|backdash}}<br />
| movement={{#lst:{{PAGENAME}}/Data|movementoptions}}<br />
}}<br />
}}<br />
{{Closediv}}<!--END FLEX OTHER SECTION--><br />
{{Closediv}}<br />
{{FP Box<br />
| header=Semblance: Burn<br />
| content=<br />
In RWBY, Yang's Semblance allows her to tank the damage she receives and then use it to amplify the effectiveness of her attacks.<br />
<br />
Some of her normal attacks have armor (such as [[#5B|5B]]). If she absorbs a hit, her attack will do a second hit.<br />
<br />
When her health drops to the "Danger!!" point, she enters her empowered state, complete with flaming hair. While in this state, many of Yang's moves get significant buffs. Most notably, all of Yang's punch normals and some of her special moves gain an extra hit(s). This gives Yang some of the highest damage normals out of the entire roster. All her armored attacks also change their attribute into guard point, allowing her to plow through enemy attacks without worrying about losing health. Note that although Yang has to be in "Danger!!" state to activate her Semblance, it will remain active even if she then heals above that point.<br />
}}<br />
<br />
==Normal Moves==<br />
===<big>5A</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Yang_5A.png |The first move you'll do <br/> after '''I, B U R N'''<br />
BBTag_Yang_5AA.png |Classic backhander.<br />
BBTag_Yang_5AAA.png |<br />
BBTag_Yang_5AAAA.png |Boot to the face.<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=5A}}<br />
{{#lst:{{PAGENAME}}/Data|5A}}<br />
|-<br />
{{AttackVersion|name=5AA}}<br />
{{#lst:{{PAGENAME}}/Data|5AA}}<br />
|-<br />
{{AttackVersion|name=5AAA}}<br />
{{#lst:{{PAGENAME}}/Data|5AAA}}<br />
|-<br />
{{AttackVersion|name=5AAAA}}<br />
{{#lst:{{PAGENAME}}/Data|5AAAA}}<br />
|}<br />
==== ====<br />
* Values in [] are during Semblance<br />
* Jump-Cancelable<br />
* While in Semblance, gains an extra gunshot hitbox, greatly increasing its range.<br />
<br />
Outside of Semblance, 5A has very limited horizontal range, requiring Yang to nearly be point-blank to connect. If it does connect however, her 5A followups move her forward so she doesn't have to worry about whiffing them. As 5A and 5AA are both jump-cancelable on block, there is a choice of resetting or going into other gatling options.<br />
<br />
While in Semblance, her 5A range is much more respectable, making it a viable, fast poke to use alongside 5B.<br />
----<br />
* Values in [] are during Semblance<br />
* Jump-cancelable<br />
* While in Semblance, gains an extra gunshot hitbox, ensuring it combos properly from a max range 5A.<br />
<br />
5AA can be canceled into 2A and then back into 5A and its followups if within range, even when 2A is used to start. This greatly extends the length of Yang's pressure without assists, making her pressure strings less predictably short.<br />
----<br />
* Safe on block<br />
* Combo filler/ Pressure tool<br />
* Unnaffected by Semblance<br />
<br />
----<br />
* Launches the opponent away from Yang on hit.<br />
<br />
Like most if not all Smart Combo enders it's non special cancellable. Use an assist to extend the combo/extend pressure. But keep in mind that since it launches the opponent a fair bit you will have to catch up to them.<br />
</div><br />
</div><br />
<br />
===<big>5B</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Yang_5B.png |The YOLO button<br />
BBTag_Yang_5BB.png |Geez, ever heard of a bra?<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=5B}}<br />
{{#lst:{{PAGENAME}}/Data|5B}}<br />
|-<br />
{{AttackVersion|name=5BB}}<br />
{{#lst:{{PAGENAME}}/Data|5BB}}<br />
|}<br />
==== ====<br />
* Values in [] are during Semblance<br />
*Has armor against body-attribute attacks during during frames 4-12. While armoring, this move gains Semblance property of extra damage and additional hit. In Semblance, armor is converted into guard point.<br />
*Jump-cancelable.<br />
*While in Semblance, gains an extra gunshot hitbox, making it Yang's longest ranged normal poke. Reaching even further than her 2C.<br />
*4~12 BP Armor<br />
<br />
Due to Yang's limited normal ranges, throwing 5B out in neutral for both offensive and defensive reasons can be a strong option, as it can apply pressure if close enough as well as eat through body-attribute attacks that have longer ranges than hers. The armor on 5B only applies to body-attribute attacks however, so it's ineffective against most of the lows and overheads in the game. <br />
<br />
Yang's main options from 5B when connecting with the opponent are essentially 5BB, 2C, 214A, 214B, 236X, and jump-cancel, making it a key branching point for a lot of her offense.<br />
<br />
Since the vast majority of the Reversal Actions in the game have body-attribute, Yang has the potential to safely plow through such reversal options. However, as the armor on 5B does not come out frame 1 and the startup and active frames of Reversal Actions generally come fairly late, 5B cannot be used as a meaty when attempting to beat Reversal Actions, nor to directly challenge them. A certain delayed timing is thus required to manage Reversal Actions after knockdown, but with this delayed timing the opponent has the potential to counterhit or throw Yang before 5B can come out.<br />
<br />
5B has the potential to armor through various Distortion Skills, but this is much more limited. Certain Distortion Skills, such as Gordeau's 236BC, have enough startup after the superflash that Yang can 5B on reaction. However, the faster startup of most body-attribute Distortion Skills do not offer Yang this luxury. As a result, unless 5B was already started before a Distortion Skill, which is essentially uncontrollable, it is not very likely to go through one.<br />
----<br />
*Values in [] are during Semblance<br />
*Has armor against body attribute attacks during the middle portion of the move. While armoring, this move gains Semblance property of extra damage and additional hit. In Semblance, armor is converted into guard point.<br />
*Launches opponents, allowing you to transition into an air combo. Can also go to 2B and then an air combo.<br />
*Less horizontal range than 5B, so will whiff when chained from a max range 5B.<br />
*Unsafe if whiffed or not canceled.<br />
*While in Semblance, gains an additional hit. Does not gain any additional horizontal range, so it still does not combo properly from a max range 5B.<br />
*1~18 BP Armor<br />
5BB is mostly combo and potentially pressure filler. Because of Yang's average run speed and general lacking range, she will often whiff 5BB at 5B's max-range leaving her open to being punished. As a result, caution must be exercised with 5BB, making sure to both cancel into it at appropriate ranges, and cancel out of it if blocked.<br />
<br />
If armoring through something with greater active frames and invuln than 5B, continuing into 5BB provides further invuln that generally takes care of the rest. <br />
<br />
While auto-piloting into 5BB is not advised since it can be punished if whiffed or push-blocked, when 5B armors through an attack, there is a very slight pause, with this pause being repeated for multi-hit attacks. If wary of this pause, it can be used as a way to be sure 5B's armor is active and confirm into 5BB.<br />
</div><br />
</div><br />
<br />
===<big>5C</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Yang_5C.png | Up and ''DOWN.<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|5C}}<br />
|}<br />
==== ====<br />
* Can be anti-aired<br />
<br />
Universal overhead. <br />
Uses the same animation as j.C.<br />
</div><br />
</div><br />
<br />
===<big>2A</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Yang_2A.png | She's very eager to kick people's toes.<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|2A}}<br />
|}<br />
==== ====<br />
*Relatively good horizontal range<br />
Considering Yang's other normal options, this and 5B are likely to be her go-to normals when trying to approach. Due to 5A's lacking horizontal range, 2A should be given priority if a relatively fast, decently ranged normal is desired. <br />
<br />
Canceling into 5B when not point-blank is generally a good idea since 5A is stubby and 2C leaves little room to continue pressure. This is particularly strong against opponents that disrespect 2A's range or cannot react with appropriate lows.<br />
<br />
If within range, 2A can be canceled into 5AA, which allows her to cancel back into 2A and then another 5A cancel, allowing her to greatly extend her normally relatively short pressure. While making her pressure less predictable, this does require being within range for 5A in the first place, so being mindful of ranges is necessary when not in Semblance.<br />
</div><br />
</div><br />
<br />
===<big>2B</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Yang_2B.png | SHORYUKEN!<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|2B}}<br />
|}<br />
==== ====<br />
*Values in [] are during Semblance<br />
*Invincible to head-attribute attacks.<br />
*Can be double jump-canceled.<br />
*Mediocre horizontal, good vertical reach.<br />
*Fairly fast.<br />
*While in Semblance, gains an additional hit and armor turns into guard point.<br />
*7~16 H Armor. While armoring, this move gains Semblance property of extra damage and additional hit.<br />
<br />
A fairly good antiair that propels Yang into the air, requiring either a double jump or j.236X to cancel out of it. If blocked and able to react well, pressure can continue after the double jump with her various air options.<br />
<br />
Can be used in pressure, though as it has limited horizontal range, Yang has to be careful that it does not whiff as she is then unable to cancel out of its long recovery.<br />
</div><br />
</div><br />
<br />
===<big>2C</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Yang_2C.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|2C}}<br />
|}<br />
==== ====<br />
* Longest ranged normal outside of Semblance.<br />
* Yang slides forward a good distance during the animation.<br />
* Leads into high damage corner combos when cancelled into Perfect Bombshell.<br />
<br />
This is one of Yang's best combo starters in semblance. Someone please put a good combo hear I beg you<br />
<br />
</div><br />
</div><br />
<br />
===<big>j.A</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Yang_jA.png |<br />
BBTag_Yang_jAA.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=j.A}}<br />
{{#lst:{{PAGENAME}}/Data|j.A}}<br />
|-<br />
{{AttackVersion|name=j.AA}}<br />
{{#lst:{{PAGENAME}}/Data|j.AA}}<br />
|}<br />
==== ====<br />
*Good horizontal, lacking vertical hitbox<br />
*Can hit behind her and autocorrect for crossups<br />
A very useful, well-ranged normal that, while not terribly fast and not able to hit crouching opponents immediately after an IAD, does provide a general use aerial that can easily poke the opponent.<br />
<br />
As j.A's hitbox hits slightly behind her and she reliably autocorrects after her forward jump-cancels when done close, she can naturally crossup if positioning is good or safely reset pressure if the opponent does not anticipate it.<br />
</div><br />
</div><br />
<br />
===<big>j.B</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Yang_jB.png | Shinku's favorite air normal... now with armor.<br />
BBTag_Yang_jAA.png |Reaching out to add icing on the cake.<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=j.B}}<br />
{{#lst:{{PAGENAME}}/Data|j.B}}<br />
|-<br />
{{AttackVersion|name=j.BB}}<br />
{{#lst:{{PAGENAME}}/Data|j.AA}}<br />
|}<br />
==== ====<br />
*Values in [] are during Semblance<br />
*Gains H Armor F7~19. While armoring, this move gains Semblance property of extra damage and additional hit.<br />
*Decent horizontal, decent downwards vertical hitbox.<br />
*While in Semblance, gains an extra gunshot hitbox, increasing its vertical and horizontal range. Armor also turns into guard point.<br />
<br />
Mostly functionally the same as j.A, except slightly slower and with a slightly better downwards hitbox. Even though the downwards hitbox is better, an immediate j.B after an IAD will whiff on crouching opponents, making a delay required. <br />
<br />
When in Semblance, j.B's downward hitbox does increase, which allows immediate j.B after IAD to hit crouching opponents. Hooray!<br />
----<br />
*Values in [] are during Semblance<br />
*Short horizontal and vertical hitbox.<br />
*While in Semblance, gains an additional hit.<br />
<br />
While j.BB's hitbox is fairly lacking, it does its job as a quick aerial to follow j.B with. This mostly comes into play canceling into it off of IAD j.B, as j.A's slightly higher startup causes it to not come out if the j.B is slightly delayed and generally requires more immediate timing. <br />
<br />
It can be okay as air blockstring filler, but j.A can then be gone into instead, and j.A's hitbox is simply better. As a result, there's not much reason for this outside of fairly niche cases or combo filler.<br />
<br />
While its damage is essentially the same as other air combo options, because both j.B and j.BB utilize Yang's gauntlet, both hits benefit from Semblance's damage boost. Assuming the faster startup and better hitbox of j.A is not needed, j.BB then becomes optimal when taking to the air.<br />
</div><br />
</div><br />
<br />
===<big>j.C</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Yang_jC.png | Come on and SLAM!<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.C}}<br />
|}<br />
==== ====<br />
*Values in [] are during Semblance<br />
*Propels Yang slightly forward before slamming into the ground.<br />
*Has a hitbox behind her, allowing for potential crossups.<br />
*While in Semblance, does an additional hit upon landing.<br />
*Advantage based on immediate j.C on standing opponent<br />
*Second hit from Semblance can only connect if first hit hit<br />
* Cancellable on hit.<br />
<br />
Mostly used as a combo ender. Can also be used as surprise yolo instant overhead or a crossup.<br />
<br />
If used at the end of combos, your opponent is usually able to freely forward roll past Yang. Thus, careful movement needs to be used to ensure you don't let your opponent escape the corner for free. If desired for pressure, an assist is recommended as this normal is very unsafe on block. Since she can simply continue pressure off other falling aerials without committing assist bar however, this may not be an efficient option to go for if the setup from the assist is not seriously desired.<br />
<br />
If done immediately after a jump, j.C is notably Yang's fastest overhead. Similar to pressure situations, calling an assist will allow Yang to combo after a successful hit, and keep her safe in case the j.C is blocked.<br />
<br />
On defense, the normal is also decent enough to Fuzzy j.C with (17BC1) to steal your turn, granted you get a good read on when there's a gap in your opponent's pressure/your opponent will try to grab you.<br />
</div><br />
</div><br />
<br />
<br style="clear:both;"/><br />
<br />
==Universal Mechanics==<br />
===<big>Ground Throw</big>===<br />
<span class="input-badge">'''5B+C'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Yang_GroundThrow.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|BC}}<br />
|}<br />
==== ====<br />
* Can combo by linking a 5A or 5B juggle.<br />
*100% minimum damage<br />
<br />
Detailed description of the usefulness of the move go here<br />
</div><br />
</div><br />
<br />
===<big>Strawberry Sunrise</big>===<br />
<span class="input-badge">'''5A+D (air ok)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Yang_StrawberrySunrise.png |VOLCANIC VIPER!!!<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=Ground}}<br />
{{#lst:{{PAGENAME}}/Data|AD}}<br />
|-<br />
{{AttackVersion|name=Air}}<br />
{{#lst:{{PAGENAME}}/Data|j.AD}}<br />
|}<br />
==== ====<br />
* While in Semblance, gains an additional hit<br />
* Go-to antiair for most situations as 2B is fairly weak<br />
*Grounded version 1~22 All invul<br />
*Air version 1~12 All invul<br />
</div><br />
</div><br />
<br />
<br style="clear:both;"/><br />
<br />
==Skills==<br />
===<big>Firecracker </big>===<br />
<span class="input-badge">'''236A/B'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Yang_Firecracker.png |First rule of RWBY: (Insert Item Here) is also a gun.<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=A}}<br />
{{#lst:{{PAGENAME}}/Data|236A}}<br />
|-<br />
{{AttackVersion|name=B}}<br />
{{#lst:{{PAGENAME}}/Data|236B}}<br />
|}<br />
==== ====<br />
*Relatively short range and arc<br />
*Explodes upon hitting the ground, leaving a lingering hitbox.<br />
*Values in [] are for if fireball explodes on the ground<br />
*Opponent experiences an extra 5 [4] frames hitstop on hit/block and an extra 7 [9] frames on counterhit<br />
While slightly minus, it's a fairly good tool for resetting pressure as its pushback, combined with that of preceding normals, makes it hard for opponents to take their turn with quick normals. <br />
<br />
A fairly good option after using 236A to reset pressure is to immediately go into 5B. As most 5As and 2As are too short to reach her, 5B has enough time to obtain its body-invuln for longer-reaching, slower normals. Wise opponents watching out for 236A reset can beat out the 5B easily with just about any 2C however.<br />
<br />
If Reject Guarded, it will not reach the opponent due to the greatly increased distance. Its lingering hitbox can catch opponents attempting to move forward after, but this still leaves a large gap that can be punished by Distortion Skills and other options.<br />
----<br />
*Relatively long range and arc<br />
*Explodes upon hitting the ground, leaving a lingering hitbox.<br />
*Values in [] are for if fireball explodes on the ground<br />
*Opponent experiences an extra 5 [4] frames hitstop on hit/block and an extra 7 [9] frames on counterhit<br />
If 236X is desired for zoning on the ground, 236B is practically better than 236A in every way as its arc extends 2/3 the screen horizontally. It's slightly more negative than 236A on block so should be exclusively for zoning.<br />
</div><br />
</div><br />
<br />
===<big>Bottle Rocket</big>===<br />
<span class="input-badge">'''j.236A/B'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Yang_BottleRocket.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=A}}<br />
{{#lst:{{PAGENAME}}/Data|j.236A}}<br />
|-<br />
{{AttackVersion|name=B}}<br />
{{#lst:{{PAGENAME}}/Data|j.236B}}<br />
|}<br />
==== ====<br />
*45 degree angle projectile<br />
*Travels 1/2 to near fullscreen<br />
*Explodes upon hitting the ground, leaving a lingering hitbox.<br />
*Values in [] are for if fireball explodes on the ground<br />
*Opponent experiences an extra 5 [4] frames hitstop on hit/block and an extra 7 [9] frames on counterhit<br />
Great zoning tool that singlehandedly provides Yang some good fullscreen presence as the projectiles come out fast and can cover space quickly.<br />
<br />
Steeper angle and travels slightly slower than j.236B though the space it covers can be increased by performing it higher. With this angle, switching to it is important when expecting opponents to try to rush in as whiffing j.236B instead leaves her open to being anti-aired as she cannot act until she becomes grounded.<br />
----<br />
*66 degree angle projectile<br />
*Travels 2/3 to over fullscreen<br />
*Explodes upon hitting the ground, leaving a lingering hitbox.<br />
*Values in [] are for if fireball explodes on the ground<br />
*Opponent experiences an extra 5 [4] frames hitstop on hit/block and an extra 7 [9] frames on counterhit<br />
Great zoning tool that singlehandedly provides Yang some good fullscreen presence as the projectiles come out fast and can cover space quickly.<br />
<br />
Wider angle and travels slightly faster than j.236A though the space it covers can be increased by performing it higher. <br />
<br />
While it can easily cover fullscreen, contesting zoners can be difficult as the travel time allows them to hit her before the rocket can reach. Further, the rocket has only 1 durability so it easily loses to many projectiles or the ability to cancel into further projectiles. <br />
<br />
Especially strong against characters with tall vertical hitboxes that cannot avoid projectiles easily or lack fullscreen presence, such as Gordeau or Waldstein. <br />
<br />
Due to the inability to act until grounded, it is risky to throw out against characters with fast, fullscreen supers, especially if trying to jump higher to obtain more reach.<br />
</div><br />
</div><br />
<br />
===<big>Burst Of Embers</big>===<br />
<span class="input-badge">'''214A'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Yang_BurstOfEmbers.png | Shoulder to the- wait<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|214A}}<br />
|}<br />
==== ====<br />
* Used for closing the gap in neutral, keeping up pressure against Reject Guards, and in combos.<br />
* Has armor against body attribute attacks. In Semblance, armor is converted into guard point.<br />
* +6 on Counter Hit. Can link into 5A in these situations.<br />
*7~23 BP Armor<br />
*Enters 20 recovery on block 2 frames after attack connects<br />
*Can be canceled on hit/block to any followup until 8 frames before recovery ends<br />
<br />
Burst of Embers is useful neutral and pressure tool. Yang gains armor against body attribute attacks once she gets moving, giving her a valuable tool to approach her opponent in certain situations, especially when covered by an assist call. If cancelled into from a blocked normal, Burst of Embers can function as a simple frame trap that also helps counter predictable Reject Guards. On counter hit, Burst of Embers is +6, allowing you to convert into a combo by linking into 5A. Burst of Embers is -1 on regular hit and -4 on block, so you give up any further pressure in most cases unless you perform one of its followups or you're covered by an assist call. Since Burst of Embers does not have armor against foot or head attribute attacks, it should also not be thrown out haphazardly or during situations where you could easily be hit during the startup. <br />
<br />
</div><br />
</div><br />
<br />
===<big>Rising Fire</big>===<br />
<span class="input-badge">'''A during Burst of Embers'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Yang_RisingFire.png | Just duck<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|214A A}}<br />
|}<br />
==== ====<br />
*Values in [] are during Semblance<br />
*Performs three consecutive hits instead of one during Semblance on hit only<br />
* While Semblance is active, this can be used to extend combos in the corner<br />
* Plus if the opponent is standing, Highly unsafe if the opponent is crouching<br />
*Crouching under second hit and causing it to whiff results in attack being -17<br />
<br />
</div><br />
</div><br />
<br />
===<big>Too Hot to Handle</big>===<br />
<span class="input-badge">'''B during Burst of Embers'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Yang_TooHotToHandle.png |''"BANISHING FANG!"''<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|214A B}}<br />
|}<br />
==== ====<br />
*Good for extending combos in the corner.<br />
*Relatively slow, unrewarding overhead without using an assist.<br />
*6~26 F invul<br />
*This is not Chesto. Do not mistake this for Chesto. Thank you for listening.<br />
A somewhat useful option if the opponent is trained to block due to staggered Rising Fire (214AA) but if not the opponent is likely to just mash Yang out of it if not backed with assists. Yet, if an assist is used to make it gapless, the assist will not be available to continue the combo after.<br />
<br />
As Yang does not have a low followup from Burst of Embers (214A), outside of resetting into 2A or 2C, a wise opponent will simply autopilot into high block. Since 214A is minus, even if the low reset is desired, an opponent that is not specifically trained to avoid mashing has a good bit of time to challenge the reset, making the high/low mixup from this point fairly underwhelming.<br />
<br />
In the corner, it can be comboed off of if the opponent is hovering at around the top of 214A's vertical hitbox (eg: Throw > 5AAA > 214AB > 5A...).<br />
</div><br />
</div><br />
<br />
===<big>Cold Shoulder</big>===<br />
<span class="input-badge">'''214B'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Yang_ColdShoulder.png |Heeeeav.......'''''H O E'''''<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|214B}}<br />
|}<br />
==== ====<br />
*Values in [] are during Semblance<br />
* Command Grab<br />
* Launches opponent higher while Semblance is active, allowing for fairly damaging combos<br />
* Deals an additional 32% damage while in Semblance<br />
Can combo from it without Semblance but requires calling a Partner Skill into Active Change and then following up after Yang completes her animation. While a strong option to justify going for command grab against overly defensive opponents, if the opponent commits to an offensive option Yang and her partner are likely to eat a hefty chunk of damage.<br />
</div><br />
</div><br />
<br />
<br style="clear:both;"/><br />
<br />
==Extra Skills==<br />
===<big>Firecracker</big>===<br />
<span class="input-badge">'''236C'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Yang_Firecracker.png | The Yang Bang<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|236C}}<br />
|}<br />
==== ====<br />
*Fireball explodes on contact with either opponent or the ground, leaving a lingering hitbox<br />
*Opponent experiences an extra 5/4 frames hitstop on hit/block and an extra 7/9 frames on counterhit<br />
*Neutral on block, giving Yang an ok option to reset pressure in some situations.<br />
</div><br />
</div><br />
<br />
===<big>Bottle Rocket</big>===<br />
<span class="input-badge">'''j.236C'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Yang_BottleRocket.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.236C}}<br />
|}<br />
==== ====<br />
* Fireball explodes on contact with either opponent or the ground, leaving a lingering hitbox.<br />
*Opponent experiences an extra 5/4 frames hitstop on hit/block and an extra 7/9 frames on counterhit<br />
* If used right after 5BB, she can extend the grounded part of her combos<br />
The nice thing about this EX version of the move is that if used after a 2B > jump cancel > AA combo, Yang has enough time to land and catch with 5A and continue the combo.<br />
<br />
</div><br />
</div><br />
<br />
===<big>Raging Inferno</big>===<br />
<span class="input-badge">'''C During Burst of Embers'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Yang_RagingInferno.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|214A C}}<br />
|}<br />
==== ====<br />
*Values in [] are during Semblance<br />
*Can convert into Burning Gold midscreen. Can convert into combos by using assist or corner<br />
<br />
</div><br />
</div><br />
<br />
===<big>Perfect Bombshell</big>===<br />
<span class="input-badge">'''214C'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Yang_PerfectBombshell.png | '''G O T C H A'''<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|214C}}<br />
|}<br />
==== ====<br />
*Values in [] are during Semblance<br />
*Command grab that catches standing and jumping opponents, but whiffs on crouching opponents<br />
*Great for extending combos in the corner at the cost of Skill Gauge<br />
*Groundslides opponent on release<br />
*(11 before active)~Active H invul<br />
<br />
A fairly important tool for obtaining good solo damage. While it is a command grab, it whiffs on crouching opponents. However, it is able to catch aerial opponents, which can somewhat create a mixup if they are conditioned to jump in response to Yang's regular command grab.<br />
<br />
Can be used to grab airborne opponents in combos, though this requires both a relatively high amount of hitstun as well as low air height. This is generally preceded by 5BB or 2C, but can also occur from a variety of assists.<br />
<br />
In the corner, 5BB/2C > 214C can be looped into itself multiple times depending on proration, allowing for very damaging solo routes. As proration becomes higher, special-canceling from 2C becomes preferable to 5BB for the purposes of looping.<br />
<br />
Assuming meter is available, following Perfect Bombshell with Burning Gold is a great way to tack on damage regardless of Yang's positioning.<br />
</div><br />
</div><br />
<br />
<br style="clear:both;"/><br />
<br />
==Partner Skills==<br />
<br />
===<big>5P</big>===<br />
<span class="input-badge">'''Burst of Embers'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Yang_BurstOfEmbers.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|5P}}<br />
|}<br />
==== ====<br />
*Good horizontal, short vertical reach<br />
*On hit, does a followup attack<br />
*Values in [] are for followup<br />
*Goes into followup or recovery on contact<br />
A solid standard Partner Skill that uses the animation of Burst of Embers (214A), but goes into the animation of 5AAA on hit, causing a wall bounce. As it is much faster than 6P and has better horizontal reach than 4P, it is a safe, simple option for pressure and combos.<br />
</div><br />
</div><br />
<br />
===<big>6P</big>===<br />
<span class="input-badge">'''Raging Inferno'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Yang_RagingInferno.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|6P}}<br />
|}<br />
==== ====<br />
* Values in [] are during Semblance<br />
*Travels almost fullscreen<br />
*Limited vertical reach<br />
*Higher startup than other assists<br />
*Potentially high blockstun due to its multiple swings<br />
While it travels fairly far horizontally and can put the opponent into a high amount of block or hitstun, its lack of vertical reach and relatively high startup can make it hard for it to connect on opponents. <br />
<br />
If able to cover Yang with projectiles, long-reaching normals, Distortion Skills, etc. that can punish opponents challenging 6P's startup, then it can be a useful tool to help contest neutral. <br />
<br />
If used for pressure and able to cover its hefty startup, because of its high blockstun it becomes a great tool for mixup, especially when side-switching with Active Change and Cross Combo.<br />
</div><br />
</div><br />
<br />
===<big>4P</big>===<br />
<span class="input-badge">'''Rising Fire'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Yang_4P.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|4P}}<br />
|}<br />
==== ====<br />
* Values in [] are during Semblance<br />
*Short horizontal, good vertical reach<br />
While its limited horizontal reach makes 4P difficult to utilize on the ground, as Yang's other Partner Skills lack vertical reach 4P is her go-to Partner Skill when needing to catch aerial opponents, acting somewhat as a quick vertical wall. As 4P is also her fastest Partner Skill, it can be a more reliable option for combo purposes so long as the opponent stays within its range.<br />
<br />
With its fast startup and limited horizontal movement, it serves as a decent way to build up Resonance Level if scared to commit to 5P or 6P, since the opponent may have difficulty punishing it if Yang's partner is waiting patiently and since 4P's vertical hitbox can deal effectively with jump-ins.<br />
</div><br />
</div><br />
<br />
<br style="clear:both;"/><br />
<br />
==Distortion Skills==<br />
===<big>Burning Gold</big>===<br />
<span class="input-badge">'''236B+C'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Yang_BurningGold.png |''"Bionic Armmmmmmm"''<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=Normal}}<br />
{{#lst:{{PAGENAME}}/Data|236BC}}<br />
|-<br />
{{AttackVersion|name=Enhanced}}<br />
{{#lst:{{PAGENAME}}/Data|Enhanced 236BC}}<br />
|}<br />
==== ====<br />
*Values in [] are during Semblance<br />
*Minimum damage 32% (1760 [2094])<br />
*Enchanced version minimum damage 1350, 667 (2017) [1485, 638 (2123)]<br />
*Enhanced version first hit has 30 additional hitstop for opponent; Only performs second hit on contact<br />
*Invulnerable along its path until after the first hit, which means it eats projectiles and trumps most active attacks.<br />
*Extremely fast<br />
*Full-screen horizontal, limited vertical<br />
*Deals roughly 10% more damage while in Semblance.<br />
*1~14 All invul<br />
*Enhanced 1~40 All invul<br />
With its invulnerability and extreme speed, Burning Gold is a very threatening option open to wary players. So long as the opponent isn't grounded or not too high in the air, it can be used before and after most Distortion Skills and come out on top. <br />
<br />
Similarly, it can even be used on reaction to punish high recovery projectiles such as Vatista's and Naoto's 236A even after blockstun, but the timing for this is strict and not for the faint of heart. Conversely, it also works well against high startup projectiles such as Jin's 236B or Vatista's 214C/j.214C, though with good reactions even faster projectiles can be punished. Certain options like Aigis's 236X which inflict a high amount of blockstun and have low recovery after can be punished by canceling blockstun with Reject Guard.<br />
<br />
When being pressured, Reject Guard into Burning Gold can be a costly though highly rewarding and threatening option. It forces the opponent to stray away from predictable and/or high recovery pressure options which for most characters tends to be their 5AAA and/or 5BB. While this is less effective against players/characters that do not commit to such options, against those that do it is a serious threat that the opponent must learn to respect. Wary opponents may stagger their pressure with normals that have low recovery and blockstun to both avoid Reject Guard as well as large gaps that can be punished by Reject Guard. Even more wary opponents can cancel into their own Distortion Skills or Reversal Actions in reaction to Burning Gold's superflash assuming they have sufficient invuln and have not special-canceled into something.<br />
<br />
Being wary of when Yang enters Semblance is very important since it provides a brief pause to examine the opponent as soon as she is grounded and in neutral. If the opponent commits to either a high startup or high recovery option, the pause Semblance offers provides enough time to safely "punish" with Burning Gold or Reversal Action, since both are frame 1 invuln and quickly active. While the timing is relatively strict since poor timing will have Yang stuffed by an opponent's active frames, getting it down and recognizing when the opponent has committed too hard is important for punishing opponents that do not respect Semblance's activation.<br />
<br />
For all Burning Gold's strengths, it is not entirely better than Unrelenting Fire (214B+C). First, its invuln can lose to Distortion Skills and Reversal Actions with higher invuln. Second, it does leave Yang point-blank to the opponent when blocked, so if Yang's partner is available, be prepared to Distortion Skill Duo or Cross Burst (and avoid predictable timing) if using it riskily.<br />
</div><br />
</div><br />
<br />
===<big>Unrelenting Fire</big>===<br />
<span class="input-badge">'''214B+C'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Yang_UnrelentingFire.png |''"Can you handle this? '''Well!?'''"''<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=Normal}}<br />
{{#lst:{{PAGENAME}}/Data|214BC}}<br />
|-<br />
{{AttackVersion|name=Enhanced}}<br />
{{#lst:{{PAGENAME}}/Data|Enhanced 214BC}}<br />
|}<br />
==== ====<br />
*Values in [] are during Semblance<br />
*Has a ridiculous amount of armor during the startup. In Semblance, armor is converted to guard point.<br />
*Please don't use this raw.<br />
*Gains full invulnerability for duration on hitting point character<br />
*Minimum damage 203*7, 540 (1961) [226*7, 594 (2176)]<br />
*Enhanced version minimum damage 90*19, 396 (2106) [99*19, 356 (2237)]<br />
*Deals roughly 10% more damage while in Semblance.<br />
*1~19 GP All<br />
*Enhanced 1~18 GP All<br />
<br />
A super primarily used to end combos. While it has a lot of armor, be extremely careful about using Unrelenting Fire as a reversal, as you can get thrown out of it fairly easily. Many normals can be canceled into a throw as soon as you armor through them. This is especially easy to do on reaction because of the superflash. Thus, Burning Gold's invincibility and much faster startup makes it the preferred super in most reversal situations. Missing Unrelenting fire also means that Yang goes through all the punches before stopping, so miss, and you'll get punished by whatever the opponent can throw at you.<br />
<br />
</div><br />
</div><br />
<br />
<br style="clear:both;"/><br />
<br />
==Distortion Skill Duo==<br />
===<big>Burning Gold</big>===<br />
<span class="input-badge">'''P during Partner's Distortion Skill '''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Yang_BurningGold.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|Distortion Skill Duo}}<br />
|}<br />
==== ====<br />
*Values in [] for Enhanced version<br />
*Minimum damage 100% (2000) [2500]<br />
*Enhanced version first hit has 30 additional hitstop for opponent; Only performs second hit on contact<br />
*1~4 All invul<br />
*Enhanced version 1~30 All invul<br />
*Does have the potential to just miss entirely because the opponent is too high.<br />
<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Astral Heat==<br />
===<big>Yellow Dragon</big>===<br />
<span class="input-badge">'''222B+C'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Yang_YellowDragon.png |'''''I BURN!'''''<br />
BBTag_Yang_YellowDragon2.png |''Can't hold me now, You got nothing that can stop me.''<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|222BC}}<br />
|}<br />
==== ====<br />
<br />
<br />
</div><br />
</div><br />
<br />
<br style="clear:both;"/><br />
<br />
==External References==<br />
==Navigation==<br />
{{#lst:{{PAGENAME}}/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/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.}}<br />
{{Navbar-BBTag}}</div>73.119.87.123https://www.dustloop.com/wiki/index.php?title=BBTag/Mika&diff=190369BBTag/Mika2020-12-29T02:33:02Z<p>73.119.87.123: /* Normal Moves */</p>
<hr />
<div>{{InvisibleHeader}}{{NavTabs|game=BBTag|chara=Mika}}<br />
<br />
======<span style="visibility:hidden;font-size:0">Overview</span>======<br />
{{FlexContainer}}<br />
{{FlexTopContainer}}<!-- BEGIN TOP SECTION --><br />
{{FP Box|header=Overview<br />
|content=<br />
{{Bio<br />
| name = Mika<br />
| game = BBTag<br />
| quote = <br />
She comes. Escaping from her tedious routine. Surpassing fetters.<br/><br />
Across the sky. Swim the ocean. Climbs mountains. Finally arrives this place<br/><br />
Never to lose the beloved friend again. Walks with her inbent wish.<br/><br />
With her desire charged in the fist. She exerts everything. To somewhere very far.<br />
| lore = <br />
Mika is a part of Orie's Executor squad, and is considered one of the strongest combatants the Leicht Kreiss has to offer. Despite this, she holds the extremely low rank of Tenth Executor, due to getting one point off on every question of her written test. As punishment, she was kept in HQ, but managed to "escape" from her superiors and make her way to the city the events of UNIST revolve around right at the start of UNIST's arcade mode.<br />
<br />
}}<br />
{{StrengthsAndWeaknesses<br />
|intro=<br />
Mika is a high mobility pseudo-grappler. Rather than being a slowly advancing wall like Waldstein, Tager, or Kanji, Mika wants to use her speed and air movement to stick to her opponent.<br />
|pros=<br />
* Good ground speed<br />
* Reversal action covers a decent chunk of vertical real estate<br />
* Her 2C moves her forward by ''a lot'', making confirms at max range super easy<br />
* Can punish with command grabs at longer distance than other grapplers<br />
* 5P assist passes through opponent, allowing you to set up Cross Combo mixups easily.<br />
* Advanced combos have decent corner carry<br />
|cons=<br />
* Stubby range, especially since her 5A uses the animation of her UNIST 2A without the benefit of being a low.<br />
* Has the most damaging super grab in the game, but the range is extremely small, and the timing for the followup hits is somewhat strict.<br />
* Lacks quick overhead options. Only mixups are lows and command grabs.<br />
* Combo damage is somewhat low.<br />
* No air command grabs like Waldstein or Tager, and lacks an anti-air grab like Kanji.<br />
}}<br />
}}<br />
{{Closediv}}<!--END TOP SECTION--><br />
{{FlexSideContainer}}<!-- BEGIN FLEX SECTION --><br />
{{FP TOC}}<br />
{{FP Box<br />
| padding=no<br />
| content={{CharaInfo<br />
| game=BBTag<br />
| fullname=Mika<br />
| health={{#lst:{{PAGENAME}}/Data|health}}<br />
| comborate={{#lst:{{PAGENAME}}/Data|comborate}}<br />
| prejump={{#lst:{{PAGENAME}}/Data|prejump}}<br />
| backdash={{#lst:{{PAGENAME}}/Data|backdash}}<br />
| movement={{#lst:{{PAGENAME}}/Data|movementoptions}}<br />
}}<br />
}}<br />
{{Closediv}}<!--END FLEX OTHER SECTION--><br />
{{Closediv}}<br />
<br />
==Normal Moves==<br />
===<big>5A</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Mika_5A.png | A punch to the shins<br />
BBTag_Mika_5AA.png | Footsies!<br />
BBTag_Mika_5AAA.png |<br />
BBTag_Mika_5AAAA.png |Rocket-powered dropkick!<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=5A}}<br />
{{#lst:{{PAGENAME}}/Data|5A}}<br />
|-<br />
{{AttackVersion|name=5AA}}<br />
{{#lst:{{PAGENAME}}/Data|5AA}}<br />
|-<br />
{{AttackVersion|name=5AAA}}<br />
{{#lst:{{PAGENAME}}/Data|5AAA}}<br />
|-<br />
{{AttackVersion|name=5AAAA}}<br />
{{#lst:{{PAGENAME}}/Data|5AAAA}}<br />
|}<br />
==== ====<br />
* Although the animation is taken from Mika's 2A in UNIST, this does not hit low. <br />
* This is a 6 frame jab and should be used in places a jab would be used, this is not her ideal combo starter or neutral poke.<br />
* This move may be jump canceled on block. Only 5A and 2A can be jump canceled on block.<br />
<br />
5A has great use in pressure has Mika due to its fast startup and ability to be jump canceled. This move is also a great defensive tool as many jabs are, however it's range is pitiful, and using it as a starter will gimp her damage rather severely making it a less than stellar button in neutral. Use but do not abuse.<br />
----<br />
* 5AA is combo filler.<br />
----<br />
* 5AAA brings airborne opponents to the ground. Very useful in combo extensions.<br />
----<br />
* 5AAAA enters recovery on hit/block, or unique 8L recovery on whiff<br />
* If you pressed this button... Go back. You made a mistake.<br />
* Unlike the move this animation was taken from in UNIST, where it was a Dash attack, this does not hit overhead.<br />
<br />
</div><br />
</div><br />
<br />
===<big>5B</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Mika_5B.png | Guess what I have in my hand!<br />
BBTag_Mika_5BB.png |''It's explosions!''<br />
BBTag_Mika_5BBB.png |And a Peach Bomber to round things out<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=5B}}<br />
{{#lst:{{PAGENAME}}/Data|5B}}<br />
|-<br />
{{AttackVersion|name=5BB}}<br />
{{#lst:{{PAGENAME}}/Data|5BB}}<br />
|-<br />
{{AttackVersion|name=5BB Shot}}<br />
{{#lst:{{PAGENAME}}/Data|5BB Shot}}<br />
|}<br />
==== ====<br />
* A decent poke to use in neutral<br />
* Can cancel into 5BB on hit or whiff; 5BB's properties change if 5B was whiffed<br />
* Can cancel into 5BB (shot) on whiff on frame 16<br />
----<br />
* 5BB will wallbounce if only the explosion portion connects, in which case you can cancel into 236B to continue your combo from anywhere on the screen.<br />
* Frame trap against a decent portion of the cast, can force mix-up situations with 214A.<br />
----<br />
* 5BBB is treated as airborne<br />
* Special cancellable into j236A/B<br />
* Goes into final 2 active frames on whiff, followed by 16 landing recovery.<br />
<br />
</div><br />
</div><br />
<br />
===<big>5C</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Mika_5C.png | "Taco Bell!"<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|5C}}<br />
|}<br />
==== ====<br />
* Has same hitbox as j.B, which is decently large. That's about the only notably thing about this move.<br />
<br />
Useful as an occasional mixup, since Mika doesn't have any grounded overheads otherwise, and it's safe on block.<br />
</div><br />
</div><br />
<br />
===<big>2A</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Mika_2A.png |Mind your feet!<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|2A}}<br />
|}<br />
==== ====<br />
* Slides forward slightly<br />
<br />
A standard low. Can be used to tick into Mika-chan Hip Strike.<br />
</div><br />
</div><br />
<br />
===<big>2B</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Mika_2B.png |Suprise! :D<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|2B}}<br />
|}<br />
==== ====<br />
* Anti-air move; upper body invulnerable<br />
* Surprisingly good hitbox on this<br />
Use this to force the opponent to respect your airspace. This is not an easy move to challenge.<br />
</div><br />
</div><br />
<br />
===<big>2C</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Mika_2C.png | Haha ''whoops'' '''>u<'''<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|2C}}<br />
|}<br />
==== ====<br />
* Moves Mika forward a good distance<br />
<br />
A far reaching low and useful filler in many of Mika's combos. In neutral, 2C can function as an occasional yolo option to start combos. On block, you can Reverse Beat into something less committal like 5A.<br />
</div><br />
</div><br />
<br />
===<big>j.A</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Mika_jA.png |<br />
BBTag_Mika_jAA.png |Give'm the ol' 1 - 2!<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=j.A}}<br />
{{#lst:{{PAGENAME}}/Data|j.A}}<br />
|-<br />
{{AttackVersion|name=j.AA}}<br />
{{#lst:{{PAGENAME}}/Data|j.AA}}<br />
|}<br />
==== ====<br />
* Mika's fastest air normal<br />
<br />
Decent-ish as an air-to-air, but you don't want to go around trying to bop people out of the air with it.<br />
----<br />
* Last hit does more hitstun<br />
<br />
j.AA is combo fodder, mostly.<br />
<br />
At mid-range, you can do IAD jAA > j236B as a combo starter. It's a quick overhead, and may catch some players by surprise.<br />
</div><br />
</div><br />
<br />
===<big>j.B</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Mika_jB.png | Just about the only "unga" she's got<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.B}}<br />
|}<br />
==== ====<br />
* Hitbox is deceptively large, extends horizontally past Mika's fists<br />
<br />
Kind of slow, but the fact that it's hitbox covers a big area above, in front of, and below Mika means it's her best tool when jumping in against your opponent's buttons.<br />
</div><br />
</div><br />
<br />
===<big>j.C</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Mika_jC.png | '''YOLO'''<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.C}}<br />
|}<br />
==== ====<br />
* Hits on the way down as well as upon landing<br />
* Cannot be special or super cancelled.<br />
* Drags the opponent to the ground on hit, making follow-ups with an assist very easy.<br />
<br />
While the move is -14, it can be very difficult to punish if blocked as Mika will bounce backwards away from the opponent upon landing. This move is primarily used as a combo ender for meterless air confirms or as a filler with an assist.<br />
</div><br />
</div><br />
<br />
<br style="clear:both;"/><br />
<br />
==Universal Moves==<br />
===<big>Ground Throw</big>===<br />
<span class="input-badge">'''5B+C'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Mika_GroundThrow.png | May I have this dance?<br />
</gallery><br />
</div><br />
<span class="input-badge">'''5B+C'''</span><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|BC}}<br />
|}<br />
==== ====<br />
* Mika runs forward a short distance and performs a grab<br />
* Can combo afterward<br />
<br />
Mika's run speed makes this decently strong as a mixup. If your opponent is used to you running up and hitting buttons, you can catch them off-guard with this.<br />
</div><br />
</div><br />
<br />
===<big>Mika-chan Tornado</big>===<br />
<span class="input-badge">'''5A+D (air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Mika_Tornado.png | X►<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=Ground}}<br />
{{#lst:{{PAGENAME}}/Data|AD}}<br />
|-<br />
{{AttackVersion|name=Air}}<br />
{{#lst:{{PAGENAME}}/Data|j.AD}}<br />
|}<br />
==== ====<br />
* Hits in front of and behind her<br />
* Leaps up nearly to the top of the screen, making this decent as an anti-air in an awkward situation<br />
<br />
Decent as an anti-air when they're too high for 2B to reach them, but you don't really get anything off of this.<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Skills==<br />
===<big>Mika-chan Missile</big>===<br />
<span class="input-badge">'''236A/B (air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Mika_MissileA.png |<br />
BBTag_Mika_MissileB.png |''Wheeee!''<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=Ground A}}<br />
{{#lst:{{PAGENAME}}/Data|236A}}<br />
|-<br />
{{AttackVersion|name=Ground B}}<br />
{{#lst:{{PAGENAME}}/Data|236B}}<br />
|-<br />
{{AttackVersion|name=Air A}}<br />
{{#lst:{{PAGENAME}}/Data|j.236A}}<br />
|-<br />
{{AttackVersion|name=Air B}}<br />
{{#lst:{{PAGENAME}}/Data|j.236B}}<br />
|-<br />
{{AttackVersion|name=Followup}}<br />
{{#lst:{{PAGENAME}}/Data|236A X}}<br />
|}<br />
==== ====<br />
* 236A travels straight forward<br />
* 236B travels upwards at an angle, Mika can act in the air after performing this<br />
* Passes through opponent, allowing for easy crossups with assists.<br />
<br />
You can use 236A to advance towards the opponent, but you really don't want to. Mika's already decently speedy on the ground, meaning this is a combo tool and nothing else.<br />
<br />
DBFZ players might be familiar with moves like 236B; after you launch yourself into the air, you can come down immediately with an air normal.<br />
----<br />
* j.236A travels straight forward<br />
* j.236B travels downward at an angle<br />
<br />
j.236A is useful as a movement tool, and has uses in combos.<br />
<br />
Covered by an assist, j.236B allows you to approach the enemy at a somewhat unusual angle.<br />
----<br />
* Followups can be done in any angle<br />
* Straight down will knock opponent down on hit<br />
<br />
A decent way to end meterless combos, due to the knockdown.<br />
</div><br />
</div><br />
<br />
===<big>Mika-chan Cannon</big>===<br />
<span class="input-badge">'''214A/B'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Mika_Cannon.png | If you throw this out in neutral, pray they don’t jump or DP.<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=A}}<br />
{{#lst:{{PAGENAME}}/Data|214A}}<br />
|-<br />
{{AttackVersion|name=B}}<br />
{{#lst:{{PAGENAME}}/Data|214B}}<br />
|}<br />
==== ====<br />
* Jumps forward a short distance, and will catch opponents slightly off the ground.<br />
* Can combo into this<br />
<br />
Calling an assist and switching before this move connects can be a good mixup, and will give you a full combo.<br />
----<br />
* Jumps forward a short distance, and will catch opponents slightly off the ground.<br />
* Can combo into this<br />
<br />
Because of the distance she jumps forward, this can be used when you read a pushblock to get a punish.<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Extra Skills==<br />
===<big>EX Mika-chan Missile</big>===<br />
<span class="input-badge">'''236C (air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Mika_MissileA.png |Team Licht Kreis are blasting off again<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=Ground}}<br />
{{#lst:{{PAGENAME}}/Data|236C}}<br />
|-<br />
{{AttackVersion|name=Air}}<br />
{{#lst:{{PAGENAME}}/Data|j.236C}}<br />
|}<br />
==== ====<br />
* travels straight forward<br />
* Can be followed up 3 times using A/B/C + Direction<br />
<br />
The most advantageous way to end this move is with the 2A/B/C followup, as it will knock down.<br />
</div><br />
</div><br />
<br />
===<big>EX Mika-chan Cannon</big>===<br />
<span class="input-badge">'''214C'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Mika_Cannon.png |Swiggity swooty, gimme dat booty<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|214C}}<br />
|}<br />
==== ====<br />
* Will jump nearly full-screen<br />
* Only version of command grab that leads to a combo (Corner only)<br />
<br />
You can't escape. ''Just look at those gorilla arms!''<br />
</div><br />
</div><br />
<br />
==Partner Skills==<br />
===<big>4P</big>===<br />
<span class="input-badge">'''UNI 5[C]'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Mika_4P.png | Banana slamma!<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|4P}}<br />
|}<br />
==== ====<br />
* Will knock the opponent into the air on hit<br />
<br />
If you do a switch immediately after this hits, Mika can continue the combo.<br />
</div><br />
</div><br />
<br />
===<big>5P</big>===<br />
<span class="input-badge">'''Mika-chan Missile'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Mika_MissileA.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|5P}}<br />
|}<br />
==== ====<br />
* Passes through opponent<br />
<br />
Because this assist will pass through the opponent, you can activate cross combo afterward for a "free" cross combo sandwich. Just be careful not to use this assist again during the cross-combo, as she'll just pass through again. (Though if you cross-up as well you can be tricky with this)<br />
<br />
</div><br />
</div><br />
<br />
===<big>6P</big>===<br />
<span class="input-badge">'''Mika-chan Crash (FF)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Mika_jC.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|6P}}<br />
|}<br />
==== ====<br />
* Jumps up slightly before attacking<br />
* Between the jump and the slam, this reaches most of the way across the screen.<br />
<br />
Because Mika jumps into the air, she can avoid many attacks during the startup. This makes this assist decent during pressure, as even if you get counterhit Mika may still get her hit in.<br />
<br />
</div><br />
</div><br />
<br />
<br />
<br style="clear:both;"/><br />
<br />
==Distortion Skills==<br />
===<big>Mika-chan Revolution</big>===<br />
<span class="input-badge">'''236B+C (air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Mika_Revolution.png | '''This hand of mine glows with an awesome power!'''<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=Ground}}<br />
{{#lst:{{PAGENAME}}/Data|236BC}}<br />
|-<br />
{{AttackVersion|name=Air}}<br />
{{#lst:{{PAGENAME}}/Data|j.236BC}}<br />
|}<br />
==== ====<br />
* Values in [] for Enhanced version<br />
* Minimum damage 400, 30*17, 1110 (2020) [440, 36*21, 1050 (2246)]<br />
* If the initial hit is blocked or whiffs, Mika will still do an attack on the way down afterward.<br />
<br />
Pretty standard combo ender super. There's not much to say about this one.<br />
</div><br />
</div><br />
<br />
===<big>Mika-chan Hip Strike</big>===<br />
<span class="input-badge">'''214B+C'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Mika_HipStrike.png | owo what's this?<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|214BC}}<br />
|}<br />
==== ====<br />
* Range is bad<br />
* Need to get timing perfect to get max damage but is second highest damaging grab in Tag (Tager 720 being the highest)<br />
<br />
Frame 0 grab meaning they can't do anything post flash, so if someone wants to dodge it they need to jump beforehand. Reversal grab with pitiful range use it on wakeup if they try to meaty you. Also possible to frame trap after a blocked 5BBB string.<br />
<br />
Because Mika is so fast on the ground, sometimes you can just run up and YOLO with this.<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Distortion Skill Duo==<br />
===<big>Mika-chan Revolution</big>===<br />
<span class="input-badge">'''P during Partner's Distortion Skill'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Mika_Revolution.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|Distortion Skill Duo}}<br />
|}<br />
==== ====<br />
* Values in [] for Enhanced version<br />
* Minimum damage 100% (2500) [(3000)]<br />
* If the initial hit is blocked or whiffs, Mika will still do an attack on the way down afterward.<br />
<br />
Attacks at an upward angle<br />
<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Astral Heat==<br />
===<big>Mika-chan Galaxy</big>===<br />
<span class="input-badge">'''222B+C'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Mika_Galaxy.png |<br />
BBTag_Mika_Galaxy2.png |XD<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|222BC}}<br />
|}<br />
==== ====<br />
* Starts with a hop grab like 214A/B<br />
<br />
If you land this, you win the round. ¯\_(ツ)_/¯<br />
<br />
'''>u<'''<br />
<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==External References==<br />
==Navigation==<br />
{{#lst:{{PAGENAME}}/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/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.}}<br />
{{Navbar-BBTag}}</div>73.119.87.123https://www.dustloop.com/wiki/index.php?title=BBTag/Yu_Narukami&diff=189666BBTag/Yu Narukami2020-12-24T05:08:33Z<p>73.119.87.123: hopefully fixed the 2a being an =</p>
<hr />
<div>{{InvisibleHeader}}{{NavTabs|game=BBTag|chara=Yu Narukami}}<br />
======<span style="visibility:hidden;font-size:0">Overview</span>======<br />
{{FlexContainer}}<br />
{{FlexTopContainer}}<!-- BEGIN TOP SECTION --><br />
{{FP Box|header=Overview<br />
|content=<br />
Narukami is a well-rounded character who's versatile moveset allows for Offensive and Defensive playstyles. <br />
<br />
He has amazing ground and air normals that can be converted into combos easily. To separate him from Jin and Hyde, Yu has a solid High/Low mix-up from j.C and Swift Strike which lead to good damage with an assist,making him extremely scary once he gets in. His 5P assist is also one of the best pressure tools in BBTag,it can be used to lock down an opponent and set up Active Switch mix-up or Cross Combo mix-up. <br />
<br />
{{Bio<br />
| name = Yu Narukami<br />
| game = BBTag<br />
| quote = This is a battle we can't lose...<br />
| lore = <br />
Yu Narukami is the protagonist of Persona 4. He is a high school student who moves away to the countryside of Inaba to live with his uncle Ryotaro Dojima and cousin Nanako Dojima for a year as a result of his parents working abroad, and attends Yasogami High School. Establishing the "Investigation Team" with his high school friends they were able to solve a series of homicide cases that was happening in the town of Inaba.<br />
<br />
Before moving to Inaba, Yu felt cold and distant towards those around him. However, this changes after he starts building friendships with the Investigation Team as well as the residents of Inaba. As a result, Yu becomes more cordial in his interactions with others - opening himself up more and gaining a sense of maturity throughout the events of Persona 4. Now, Yu realizes his need to draw strength from the bonds he forges in order to persevere through life.<br />
}}<br />
{{StrengthsAndWeaknesses<br />
|intro=<br />
In general, Narukami can do everything incredibly well and truly shines with good fundamentals.<br />
|pros=<br />
*Good balance of damage, range, and mobility.<br />
*Has multiple full-screen projectiles.<br />
*Access to many jump cancel and throw cancel options, making his mix-up game flexible.<br />
*Excellent extended combo potential with assists or meter.<br />
*EX Zio oki greatly improves Yu's pressure and mix-up game while protecting him from reversals.<br />
*Swift Strike and Raging Lion have excellent corner carry, so much that both combined can guarantee a corner position.<br />
*His Ziodyne distortion can punish from fullscreen and has high damage. It also lasts a very long time, so Duo Distortions with low cooldown can follow up for a combo.<br />
*Cross slash is a great combo ender, having high minimum damage as well as allowing a safe jump after.<br />
|cons=<br />
*If Izanagi is hit or Yu is hit while Izanagi is still on-screen, he will lose 2.5% of his max HP; likewise he also has some laggy moves that leave his Persona exposed.<br />
*All of his specials (except EX Zio and EX Swift Strike) are unsafe at close range, leaving Yu vulnerable at the end of blockstrings.<br />
*Needs assists to make Raging Lion and Swift Strike mix ups safe / convert them into a combo.<br />
*Very resource hungry, his offense relies on constant EX Zio usage.<br />
}}<br />
}}<br />
{{Closediv}}<!--END TOP SECTION--><br />
{{FlexSideContainer}}<!-- BEGIN FLEX SECTION --><br />
{{FP TOC}}<br />
{{FP Box<br />
| padding=no<br />
| content={{CharaInfo<br />
| game=BBTag<br />
| fullname=Yu Narukami<br />
| health={{#lst:{{PAGENAME}}/Data|health}}<br />
| comborate={{#lst:{{PAGENAME}}/Data|comborate}}<br />
| prejump={{#lst:{{PAGENAME}}/Data|prejump}}<br />
| backdash={{#lst:{{PAGENAME}}/Data|backdash}}<br />
| movement={{#lst:{{PAGENAME}}/Data|movementoptions}}<br />
}}<br />
}}<br />
{{Closediv}}<!--END FLEX OTHER SECTION--><br />
{{Closediv}}<br />
<br />
==Normal Moves==<br />
===<big>4A</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Yu_4A.png |<br />
BBTag_Yu_4AA.png |<br />
BBTag_Yu_4AAA.png |<br />
BBTag_Yu_4AAAA.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=4A}}<br />
{{#lst:{{PAGENAME}}/Data|4A}}<br />
|-<br />
{{AttackVersion|name=4AA}}<br />
{{#lst:{{PAGENAME}}/Data|4AA}}<br />
|-<br />
{{AttackVersion|name=4AAA}}<br />
{{#lst:{{PAGENAME}}/Data|4AAA}}<br />
|-<br />
{{AttackVersion|name=4AAAA}}<br />
{{#lst:{{PAGENAME}}/Data|4AAAA}}<br />
|}<br />
==== ====<br />
* Jump cancelable on both hit and block.<br />
* Throw cancelable on both hit and block.<br />
As 4A is Yu's fastest normal it is vital for interrupting opponents and starting pressure. This move will stop all of Yu's forward momentum, making it difficult to do out of a dash. It can combo from EX Zio after 2C in the corner, but with good timing 5A can be used instead which is more optimal.<br />
----<br />
* Jump cancelable on hit.<br />
* Throw cancelable on both hit and block.<br />
4AA is used almost exclusively as blockstring and grounded combo filler. Can whiff if the opponent was hit by 5A too high in the air.<br />
----<br />
* Jump cancelable on both hit and block.<br />
* Knocks down on air hit.<br />
4AAA's knock down properties are used to go into 2C and then into either a super or Swift Strike (both if he is in Resonance Blaze). Also grants safe-jump oki if used against airborne opponents. Can't cancel into other A or B normals so use 5A to extend blockstrings instead.<br />
----<br />
* Counts as a projectile.<br />
* Knocks down on hit.<br />
4AAAA is unsafe on block. The high hitstun of 4AAA along with its knock down and jump cancelable properties means that Yu always has better options for more damage, meter gain, and Oki. Only use it if you have hitstun to spare and an assist available for combo extension.<br />
<br />
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"><br />
BBTAG Yu Narukami 4A Hitbox.png<br />
BBTAG Yu Narukami 4AA Hitbox.png<br />
BBTAG Yu Narukami 4AAA Hitbox.png<br />
BBTAG Yu Narukami A Ender Hitbox.png<br />
</gallery><br />
</div><br />
</div><br />
<br />
===<big>5A</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Yu_5A.png |Yu's single most important move.<br />
BBTag_Yu_5B.png |The Lawnmower Strikes Back<br />
BBTag_Yu_5BB.png |Reject Guards won't allow you to escape from crossing fate!<br />
BBTag_Yu_5AAAA.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=5A}}<br />
{{#lst:{{PAGENAME}}/Data|5A}}<br />
|-<br />
{{AttackVersion|name=5AA}}<br />
{{#lst:{{PAGENAME}}/Data|5AA}}<br />
|-<br />
{{AttackVersion|name=5AAA}}<br />
{{#lst:{{PAGENAME}}/Data|5AAA}}<br />
|-<br />
{{AttackVersion|name=5AAAA}}<br />
{{#lst:{{PAGENAME}}/Data|5AAAA}}<br />
|}<br />
==== ====<br />
<br />
* Jump cancelable on both hit and block.<br />
* Throw cancelable on both hit and block.<br />
Fantastic speed and range makes this move Yu's go to button in neutral. This is Yu's most reliable jump-cancel option for blockstrings as it can be rebeat into and from 2B, 5B, and 5BB. Jump towards opponents for a high/low mix-up by utilizing either j.A or empty jump-in 2A if the opponent is respecting Yu's offense. Jump away to disengage and return to neutral.<br />
----<br />
* Second hit is jump cancelable on hit.<br />
* Second hit is throw cancelable on both hit and block.<br />
Izanagi quickly charges forward, dragging his sword along the ground for one hit then thrusting forward for a second hit. Fantastic in blockstrings as Izanagi is unaffected by Reject Guards and will reach the opponent even if 5A was blocked at max range. 5AA's speed allows it to combo after 5A even if it hit at max range. The 1st hit may whiff against airborne opponents, but the 2nd hit will catch them.<br />
----<br />
* Jump cancelable on hit.<br />
* Knocks down airborne opponents on hit.<br />
Knocks aerial opponents into the ground. Can true blockstring into 5B even if it is Reject Guarded. Gives Yu a guaranteed safe-jump set-up by forward jump canceling, doing a delayed air dash, and attacking with j.A. This works against forward, back, and neutral tech so long as Yu isn't too close or too far from the opponent when 5AAA connects.<br />
----<br />
* Counts as a projectile.<br />
* Knocks down on hit.<br />
* Opponent cannot Cross Burst during this attack.<br />
5AAAA is unsafe on block. The high hitstun of 4AAA along with its knock down and jump cancelable properties means that Yu always has better options for more damage, meter gain, and Oki. Only use it if you have hitstun to spare and an assist available for combo extension.<br />
<br />
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"><br />
BBTAG Yu Narukami 5A Hitbox.png|swords have feelings too<br />
BBTAG Yu Narukami 5B_1_Hitbox.png|5AA, 1st hit<br />
BBTAG Yu Narukami 5B_2_Hitbox.png|5AA, 2nd hit<br />
BBTAG Yu Narukami 5BB_Hitbox.png|5AAA<br />
BBTAG Yu Narukami A Ender Hitbox.png|<br />
</gallery><br />
</div><br />
</div><br />
<br />
===<big>5B</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Yu_5AA.png |No longer whiffs after max range 5A.<br />
BBTag_Yu_5AAA.png |Long Awaited Launcher<br />
BBTag_Yu_jC.png |Grounded Heavy Raging Lion<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=5B}}<br />
{{#lst:{{PAGENAME}}/Data|5B}}<br />
|-<br />
{{AttackVersion|name=5BB}}<br />
{{#lst:{{PAGENAME}}/Data|5BB}}<br />
|-<br />
{{AttackVersion|name=5BBB}}<br />
{{#lst:{{PAGENAME}}/Data|5BBB}}<br />
|}<br />
==== ====<br />
<br />
* Jump cancelable on hit.<br />
5B rebeats into and from 5A, making it a staple of his combos and blockstrings. Can be used as blockstring filler even after Yu is Reject Guarded.<br />
----<br />
* Launches opponents on hit.<br />
5BB is not jump cancelable on its own but can chain into 2B for ground-to-air combos. Huge hitstun, high launch height, and low knockback make this Yu's best move for extending combos with EX Zio. By partially charging it, Yu can close the distance and combo into a variety of different attacks, including a solo, non-Resonance Blaze double Cross Slash combo.<br />
----<br />
* Ground slides opponents on hit.<br />
5BBB's startup is long, but it's safe on block, hits overhead, and can be special-canceled on hit. The angle Yu dives at allows him to connect this move from almost full-screen, greatly improving his mix-up potential. Can create 50/50's with Active Switches and Cross Combos, even true unblockable set-ups depending on partner choice.<br />
<br />
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"><br />
BBTAG Yu Narukami 5AA Hitbox .png|5B<br />
BBTAG Yu Narukami 5AAA_Hitbox.png|5BB.<br />
BBTAG Yu Narukami j.C_Hitbox.png|5BBB. same hitbox as j.C.<br />
</gallery><br />
</div><br />
</div><br />
<br />
===<big>5C</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Yu_5C.png |''"This is... the power of our '''bonds'''!"''<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|5C}}<br />
|}<br />
==== ====<br />
<br />
* Knockdown on airborne hit.<br />
* On standing hit, leads into a timed follow-up.<br />
* Follow-up damage, meter gain, oki, and timing changes if partner is available.<br />
<br />
Decently fast overhead that is unsafe on block. Inputting the follow-up as soon as possible results in less damage and meter but provides better oki. Perfect timing deals max damage and grants one free bar of meter. Yu has a better overhead in Raging Lion, which can be lead into a full combo on hit or a pressure reset with the use of an assist. Sees more use once Yu is on his own, though this move is never used in combos regardless of his available resources.<br />
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"><br />
BBTAG Yu Narukami 5C Hitbox.png<br />
</gallery><br />
</div><br />
</div><br />
<br />
===<big>2A</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Yu_2A.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|2A}}<br />
|}<br />
==== ====<br />
<br />
* Hits low.<br />
* Cancels into itself, even on whiff.<br />
* Throw cancelable on both hit and block.<br />
Can chain to and from 4A and itself. Absolutely vital tool in Yu's mix-up game, as it is very non-committal unlike his Swift Strike and Raging Lion. Only low that can be followed up with either a low, high, or throw. It can also easily be used out of a dash, unlike 4A. Terrible scaling both as a combo starter and as a combo part.<br />
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"><br />
BBTAG Yu Narukami 2A Hitbox.png<br />
</gallery><br />
</div><br />
</div><br />
<br />
===<big>2B</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Yu_2B.png |Anti-air of King(pin)s<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|2B}}<br />
|}<br />
==== ====<br />
<br />
* Hits twice, once near the beginning of the swing and once more near the end.<br />
* Jump cancelable on either hit, both on hit and on block.<br />
* Head invulnerable.<br />
* Becomes standing state during recovery.<br />
This is his go to anti-air, which can be jump canceled for combo follow-ups or mix-ups. Is not air unblockable or fully invincible like his other anti-air, Big Gamble, but is much safer on block and whiff thanks to having cancel options and the ability to burst. Can pick up opponents who are flat on the ground which is crucial for his double Cross-Slash combos.<br />
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"><br />
BBTAG Yu Narukami 2B 1 Hitbox.png<br />
BBTAG Yu Narukami 2B 2 Hitbox.png<br />
</gallery><br />
</div><br />
</div><br />
<br />
===<big>2C</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Yu_2C.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|2C}}<br />
|}<br />
==== ====<br />
<br />
* Hits low.<br />
* Knocks down on hit.<br />
Universal low that is used in mix-ups as a low that can be made safe with an assist or EX Zio, making it more committal than 2A but less than Swift Strike. High damage starter that requires an assist to convert into a combo. Also used for his double Cross Slash set-up and to add damage at the end of a highly scaled combo before a super (usually Cross Slash).<br />
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"><br />
BBTAG Yu Narukami 2C Hitbox.png<br />
</gallery><br />
</div><br />
</div><br />
<br />
===<big>j.A</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Yu_jA.png |Block this!<br />
BBTag_Yu_jAA.png |Flying Jesus! Sadly no longer a separate move.<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=j.A}}<br />
{{#lst:{{PAGENAME}}/Data|j.A}}<br />
|-<br />
{{AttackVersion|name=j.AA}}<br />
{{#lst:{{PAGENAME}}/Data|j.AA}}<br />
|}<br />
==== ====<br />
* Hits twice.<br />
* Double jump cancelable on either hit, both on hit and on block.<br />
This is Yu's best jump-in and safest overhead. By changing up the timing of his follow-ups (j.AA, j.B, and j.C) and using 2A upon touching the ground, Yu can decide to hit only once with this move and go into a low to break through guards or he can let it rip to go for additional overheads, up to four by doing IAD j.A > j.AA > j.C. This makes Yu's air game incredibly oppressive, which can then be used to bait reversals for big damage. However, Yu needs an assist to cover him in order to safely set-up a jump-in and to convert Raging Lion into a combo.<br />
----<br />
* Double jump cancelable on both hit and block.<br />
j.AA is no longer a command normal, making it difficult to use its amazing hit box for ambiguous cross-ups or to contest other similar air normals with less range like it could in the P4AU. Is mostly used as blockstring and air combo filler, though j.B leads into better damage and metergain.<br />
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"><br />
BBTAG Yu Narukami j.A Hitbox.png<br />
BBTAG Yu Narukami j.AA Hitbox.png<br />
</gallery><br />
</div><br />
</div><br />
<br />
===<big>j.B</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Yu_jB.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.B}}<br />
|}<br />
==== ====<br />
* Double jump cancelable on both hit and block.<br />
<br />
j.B's decent range and extremely long untech time on counterhit make it an great air-to-air. It's also his highest damage jump-in starter, although keep in mind that it is ''not a high''. In combos, the large amount of hitstun this attack has allows Yu to combo into Ziodyne while in the air.<br />
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"><br />
BBTAG Yu Narukami j.B Hitbox.png<br />
</gallery><br />
</div><br />
</div><br />
<br />
===<big>j.C</big>===<br />
<span class="input-badge">'''Raging Lion'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Yu_jC.png |R.I.P. heavy version feints and corner loops.<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.C}}<br />
|}<br />
==== ====<br />
<br />
* Knocks down and groundslides on hit.<br />
* Special and Super cancelable on hit.<br />
* Landing recovery based on height j.C was performed, expand chart below for details<br />
* On any hit or block j.C has 29f landing recovery<br />
* Frame advantage based on soonest possible j.C<br />
Unlike previous entries where Raging Lion was a special move that had a light, heavy, and EX version which each had different properties in the air for a grand total of six variations, Yu now only has the heavy versions in 5BBB and j.C. It is used in combos to bring airborne opponents to the ground to end them with Swift Strike or Cross Slash, providing both fantastic corner carry and oki. Using EX Zio after Raging Lion puts opponents into the corner allows Yu to act freely as Izanagi covers all possible tech options, making it easy for Yu to shut down any wake-up attacks. However, it is difficult to use this move as a mix-up tool if assists are unavailable, as Raging Lion is '''very''' unsafe on block. Note that the 16 frame start-up is misleading for ground blockstrings as it doesn't account for a jump's start-up frames.<br />
<br />
<div class="toccolours mw-collapsible mw-collapsed"><br />
Expand for j.C Height Diagram<br />
<div class="mw-collapsible-content">[[File:Narukami_jC_heights.png|800px]]</div><br />
</div><br />
<br />
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"><br />
BBTAG Yu Narukami j.C Hitbox.png<br />
</gallery><br />
<br style="clear:both;"/><br />
</div><br />
</div><br />
<br />
==Universal Mechanics==<br />
===<big>Ground Throw</big>===<br />
<span class="input-badge">'''5B+C'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Yu_GroundThrow.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|BC}}<br />
|}<br />
==== ====<br />
* 100% minimum damage. (2000)<br />
* Grab comes out immediately if done next to an opponent.<br />
* If Yu isn't near an opponent, he will dash a short distance then grab.<br />
* Holding back when inputting the grab will result in Yu throwing his opponent behind him.<br />
Combos off of this attack can guarantee a corner position without using meter or assists, making the reward for a successful throw very high. Both forward and backward throw are identical.<br />
</div><br />
</div><br />
<br />
===<big>Big Gamble</big>===<br />
<span class="input-badge">'''5A+D (air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Yu_BigGamble.png |''"Like a book."''<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=Ground}}<br />
{{#lst:{{PAGENAME}}/Data|AD}}<br />
|-<br />
{{AttackVersion|name=Air}}<br />
{{#lst:{{PAGENAME}}/Data|j.AD}}<br />
|}<br />
==== ====<br />
* Invincible on start-up.<br />
* Ground version is air unblockable.<br />
* Hits twice, once near the beginning of the swing and once more at the end.<br />
* Yu cannot Cross Burst if he is hit during the recovery of this move.<br />
* 5% Minimum Damage: 85x2 = 170.<br />
This is his go to reversal as well as his anti-air against air blocking opponents. The minimum damage makes this his most damaging meterless combo ender, but as it provides absolutely no Okizeme, it should only be used when it will kill the opponent. Note that while Raging Lion is the better air combo ender, hitstun may not allow Yu to end a combo with it which means Big Gamble should be used instead. For combo extensions or for making reversals safe, assists can be called preemptively, through only certain assists will work so choose your partner carefully. Also note that Yu cannot burst if he is hit during end lag so consider using a super instead if both meter and an assist is available.<br />
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"><br />
BBTAG Yu Narukami Reversal Hitbox.png<br />
</gallery><br />
</div><br />
</div><br />
<br />
<br style="clear:both;"/><br />
<br />
==Skills==<br />
===<big>Zio</big>===<br />
<span class="input-badge">'''236A/B (air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Yu_Zio.png |SUTAN EJJI<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=Ground A}}<br />
{{#lst:{{PAGENAME}}/Data|236A}}<br />
|-<br />
{{AttackVersion|name=Ground B}}<br />
{{#lst:{{PAGENAME}}/Data|236B}}<br />
|-<br />
{{AttackVersion|name=Air A}}<br />
{{#lst:{{PAGENAME}}/Data|j.236A}}<br />
|-<br />
{{AttackVersion|name=Air B}}<br />
{{#lst:{{PAGENAME}}/Data|j.236B}}<br />
|}<br />
==== ====<br />
A / Light Version:<br />
* Fastest meterless version of Zio.<br />
* Slowest moving version of Zio.<br />
* Lowest damage version of Zio.<br />
The best version to use during neutral, as it has the lowest start-up and end lag while producing a projectile that stays on screen longer. Effective poke against opponents who lack the tools or resources to evade or blow through projectiles. Be careful as there are projectile invincible attacks and multi-hit projectiles that can punish this attack, including most supers. In combos, Yu can use this against airborne opponents to bring them lower to the ground and into his 5A, though they must be as high as possible when they are hit by the grounded Light Zio. The window to link Light Zio to 5A is incredibly small and can only be achieved through both tight execution and an assist, making it more trouble than it is worth.<br />
-------<br />
B / Heavy Version:<br />
* Slowest version of Zio.<br />
* Fastest moving meterless version of Zio.<br />
* Highest meterless damage version of Zio.<br />
* Knock down on hit.<br />
This version doesn't see much use during neutral, but is valuable in combos where neither Swift Strike or a super would be viable. Knocks down standing opponents while bringing airborne opponents back down to the ground. The long recovery makes it difficult for Yu to continue his pressure safely, though assists can mitigate the risks.<br />
----<br />
The air version of Zio has endlag that lasts until reaching the ground on top of having additional landing lag. Note that Izanagi is placed where Yu launches Zio. Additional uses of Zio will be fired from that spot until Izanagi returns, gets hit, Yu recalls Izanagi by using a move that requires him, or if Yu gets hit.<br />
-------<br />
A / Light Version:<br />
* Mostly the same as the ground version.<br />
* Least amount of landing lag among the meterless versions of Zio.<br />
* Begins falling on frame 32<br />
Used often after an IABD right before touching the ground to zone out opponents while retreating. By placing Izanagi slightly off the ground, following Zios can deny both dashes and IAD's, forcing opponents to either retreat or jump-in from higher up which sets Yu up for easy anti-airs. Also used in Resonance Blaze combos right before using Ziodyne in air combos.<br />
-------<br />
B / Heavy Version:<br />
* Mostly the same as the ground version.<br />
* Most amount of landing lag.<br />
* Begins falling on frame 32<br />
Slow to start and end with little reward for a successful hit. Shouldn't be used other than to punish hilariously slow air actions by your opponents.<br />
<br />
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"><br />
BBTAG Yu Narukami 236X Hitbox.png<br />
</gallery><br />
</div><br />
</div><br />
<br />
===<big>Swift Strike</big>===<br />
<span class="input-badge">'''214A/B'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Yu_SwiftStrike.png |SUTAN DIPPA<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=A}}<br />
{{#lst:{{PAGENAME}}/Data|214A}}<br />
|-<br />
{{AttackVersion|name=B}}<br />
{{#lst:{{PAGENAME}}/Data|214B}}<br />
|}<br />
==== ====<br />
* Hits low.<br />
Staple ground combo ender. Launches opponents high enough to combo into most characters' 5P assist for easy combo extensions. Doesn't low profile versus mids or projectiles, so don't use this to blow through zoning.<br />
-------<br />
A / Light Version:<br />
* Hits once.<br />
* Fastest start-up among the meterless versions.<br />
* Safest version on block.<br />
Used to end almost all of Yu's meterless ground combos. Also used in pressure for a final low at the end of blockstrings. Can be made somewhat safe by hitting with only the tip of the attack.<br />
-------<br />
B / Heavy Version:<br />
* Hits three times.<br />
* Slowest version.<br />
* Least safe version on block.<br />
Used to drag opponents into the corner and to tack on damage before using an assist. In Resonance Blaze, this move is usually followed up with a super, primarily Cross Slash.<br />
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"><br />
BBTAG Yu Narukami 214X Hitbox.png<br />
</gallery><br />
</div><br />
</div><br />
<br />
<br style="clear:both;"/><br />
<br />
==Extra Skills==<br />
===<big>EX Zio</big>===<br />
<span class="input-badge">'''236C (air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Yu_Zio.png |Everything but the kitchen sink.<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=Ground}}<br />
{{#lst:{{PAGENAME}}/Data|236C}}<br />
|-<br />
{{AttackVersion|name=Air}}<br />
{{#lst:{{PAGENAME}}/Data|j.236C}}<br />
|}<br />
==== ====<br />
<br />
* Lowest start-up and cool-down, fastest traveling projectile, and most damaging version of Zio that hits 4 times.<br />
* Has the hitbox of the regular version during flight, but on impact it shares the autocombo's version's hitbox.<br />
* Holding C has Izanagi charge the projectile. The Zio is launched after a set amount of time or after the C button is released.<br />
* Can be held for up to 102f, regain control of character at 56f; frame advantage measured at point blank<br />
* Yu is free to move and attack during the charge but cannot use his B Smart Combo, j.B., Swift Strike, or Zio.<br />
* Using 5C, 2C, Raging Lion, Ziodyne, or Cross Slash with forcibly release the charge.<br />
* Using 4AAAA or 5AA during the charge will recall Izanagi without firing the Zio. Canceled charges won't refund the spent meter.<br />
* 10% minimum damage. 150 + 40x3 = 270.<br />
Yu's best metered move and his best special in general. In neutral, the attack is lightening fast and can destroy multi-hitting projectiles. The charge allows Yu to control the screen and cover his approach options (offensive) or use both Izanagi and the Zio as a meat shield (defensive). During pressure, this move gives Yu fantastic frame trapping, pressure resetting, and mix-up covering capabilities that he desperately needs. This move is also Yu's strongest oki tool as it can be canceled into after landing Raging Lion and the combination of the move's range and ability to be delayed allows Yu to cover every wake-up option that a cornered opponent can use. Lastly, EX Zio gives Yu the ability to put opponents into a juggle state without the help of an assist which greatly improves his solo damage. This tool's potential further increases with assists, though note that constant use of EX Zio could deprive Yu of key defensive options (such as Reject Guard or reversal supers).<br />
<br />
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"><br />
BBTAG Yu Narukami 236X Hitbox.png|same Zio, more power<br />
</gallery><br />
</div><br />
</div><br />
<br />
===<big>EX Swift Strike</big>===<br />
<span class="input-badge">'''214C'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Yu_SwiftStrike.png |SUTAN DIPPA<br />
BBTag_Yu_BigGamble.png |INTO VEIPAH THRASTO<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=Swift Strike|subtitle=214C}}<br />
{{#lst:{{PAGENAME}}/Data|214C}}<br />
|-<br />
{{AttackVersion|name=Followup|subtitle=214C > A/B/C}}<br />
{{#lst:{{PAGENAME}}/Data|214C X}}<br />
|}<br />
==== ====<br />
<br />
* Hits 5 times, all of which knockdown on hit.<br />
* Fastest start-up and travel speed among all versions of Swift Strike.<br />
* Can follow-up with Big Gamble by pressing A/B/C after the final hit of the slide successfully connects.<br />
* Follow-up Big Gamble lacks the normal version's invincibility, hits 3 times, and always knocks down.<br />
* 10% minimum damage. 70x5 = 350. Minimum damage with follow-up. 350 + 70x3 = 560.<br />
<br />
Used in combos to increase corner carry, to allow for easy mid-combo Active Changes, or to continue combos that the other versions can't. In Resonance Blaze, this move allows Yu to preform cross-up Cross Slash which can be followed up with additional attacks, most notably a second Cross Slash. The high speed and range of this move allows it to be used as a long range punish that, with assists, can be converted into much greater damage than a full-screen Zio. As of 2.0, the final hit of the slide is safe on block.<br />
<br />
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"><br />
BBTAG Yu Narukami 214X Hitbox.png|almost looks like it could low profile<br />
BBTAG Yu Narukami Reversal Hitbox.png|<br />
</gallery><br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Partner Skills==<br />
===<big>5P</big>===<br />
<span class="input-badge">'''Lightning Flash'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Yu_LightningFlash.png |Devil May Cry Stinger<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|5P}}<br />
|}<br />
==== ====<br />
<br />
* Hits twice.<br />
* Lifts grounded opponents on the first hit.<br />
* Wallbounces on the second hit.<br />
Full-screen lunge. The wall bounce grants the point character a free combo and moderate corner carry. This is Yu's fastest assist and thus his most often used, especially for mid-combo Duo Changes. Cross Combo allows Yu to spam this move for easy loops. Note that if the opponent is hit by the first hit while too high in the air, the second won't connect.<br />
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"><br />
BBTAG Yu Narukami 5P 1 Hitbox.png|Lunges,<br />
BBTAG Yu Narukami 5P 2 Hitbox.png|then wallbounces.<br />
</gallery><br />
</div><br />
</div><br />
<br />
===<big>6P</big>===<br />
<span class="input-badge">'''Zio'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
P4Arena_Yu_Zio.png |you wish it was EX zio<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|6P }}<br />
|}<br />
==== ====<br />
* Knocks down on hit.<br />
His best neutral assist thanks to its decent speed and excellent range. Full screen projectile that helps the point character approach the opponent safely.<br />
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"><br />
BBTAG Yu Narukami 236X Hitbox.png|<br />
</gallery><br />
</div><br />
</div><br />
<br />
===<big>4P</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Yu_4P.png |Wasn't that good in P4AU either.<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|4P}}<br />
|}<br />
==== ====<br />
<br />
* Groundbounces both grounded and airborne opponents.<br />
* Izanagi is recalled if a Duo Change is performed.<br />
His weakest assist by far as it lacks range, damage, and screen control without being the effective anti-air that most other 4P's are. Used only in specific combos and never in neutral.<br />
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"><br />
BBTAG Yu Narukami 4P Hitbox.png|help<br />
</gallery><br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Distortion Skills==<br />
===<big>Ziodyne</big>===<br />
<span class="input-badge">'''236B+C (air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Yu_Ziodyne.png |And no one ate dinner that night.<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=Ground}}<br />
{{#lst:{{PAGENAME}}/Data|236BC}}<br />
|-<br />
{{AttackVersion|name=Air}}<br />
{{#lst:{{PAGENAME}}/Data|j.236BC}}<br />
|}<br />
==== ====<br />
<br />
* Values in [] for Enhanced version<br />
* 12.8% minimum damage: 33 * 34 = '''1122''' [(RB) 41 * 34 = '''1394''']<br />
* Hard knockdown for 34 frames on air version.<br />
* Wallsticks for 40 frames if the opponent is launched into the corner.<br />
* Recalls Izanagi from his current position to wherever Yu is.<br />
<br />
Start-up is fully invincible and the beam travels full screen, making this a fantastic tool for punishing opponents for doing basically anything. While some characters struggle to punish this move at full screen, it is always unsafe at close range. This super's long active frames are perfect for partners with a short Duo Distortion Skill, allowing for combo extensions on hit or free set-ups on block. Doesn't gain any notably different traits in Resonance Blaze other than an increase in damage. Level 4 RB grants this super massive amounts of chip damage which is useful against opponents who lack either the tools or the resources to punish it. Rarely used to end combos as, thanks to Raging Lion, Cross Slash can be used instead for its better damage and oki.<br />
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"><br />
BBTAG Yu Narukami 236BC Hitbox.png|A hitbox fit for a king(pin).<br />
</gallery><br />
</div><br />
</div><br />
<br />
===<big>Cross Slash</big>===<br />
<span class="input-badge">'''214B+C'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Yu_CrossSlash.png |The Split<br />
BBTag_Yu_CrossSlash2.png |The Drop<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|214BC}}<br />
|}<br />
==== ====<br />
<br />
* Values in [] for Enhanced version<br />
* Follow-up only comes out on hit.<br />
* 25%, 30% minimum damage: 625 + 1440 = '''2065'''<br />
* (RB) 25% minimum damage: [625 + (57*7) + 1175 = '''2199''']<br />
Landing this super "backwards" on an airborne opponent by using Yu's forward step during the move leaves him close enough to follow up with 2B. While this can serve as a potential match ending combo, unlike in Arena, BBTAG's combo timer system stops combos from lasting too long regardless of whether or not all hitstun has been used. By the time the super's animation is over, Yu will barely have enough time for 2B into either Big Gamble or another Cross Slash. A short air combo can be done but only if the super landed really early on. It's still a valid option to keep in mind, but not something that should be relied upon: Yu can easily deal much higher damage and use less meter by utilizing more practical combo routes.<br />
<br />
While the enhanced version can also be followed-up, the longer animation eats up more of the combo timer. Because of this, the potential to followup is weaker than the base version. However, the extra meter from Resonance Blaze makes it easy to follow-up with a 2B into another Cross Slash. This technique can earn clutch wins if used capitalized on correctly, but it's still not something that should be relied upon much.<br />
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"><br />
BBTAG Yu Narukami 214BC Hitbox.png|A hitbox fit for a king(pin).<br />
</gallery><br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Distortion Skill Duo==<br />
===<big>Cross Slash</big>===<br />
<span class="input-badge">'''P during Partner's Distortion Skill '''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Yu_CrossSlash2.png |The Split 2: The Splittening<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|Distortion Skill Duo}}<br />
|}<br />
==== ====<br />
<br />
* Values in [] for Enhanced version<br />
* Identical to Yu's solo version of Cross Slash except it deals slightly higher minimum damage.<br />
* 100% minimum damage: 1000 + 1500 = '''2500'''<br />
* (RB) 100% minimum damage: 1000 + (100*7) + 1300 = '''3000'''<br />
Only use this if it will kill, otherwise meter should be conserved for EX Zio use. Thanks to how Yu enters the screen, it is almost impossible to land the reverse hit on this super and the scaling will be to high to do much with it anyway.<br />
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"><br />
BBTAG Yu Narukami 214BC Hitbox.png|A hitbox fit for a king(pin).<br />
</gallery><br />
</div><br />
</div><br />
<br />
<br style="clear:both;"/><br />
<br />
==Astral Heat==<br />
===<big>Myriad Truths</big>===<br />
<span class="input-badge">'''222B+C'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Yu_MyriadTruths.png |''"Let's end this."''<br />
BBTag_Yu_MyriadTruths2.png |''"A thousand die while a million are born! '''This is TRUTH!'''"''<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|222BC}}<br />
|}<br />
==== ====<br />
<br />
* Requires 9 Skill Gauge, level 4 Resonance Blaze, and that the opponent only has one character left.<br />
* Ends match in a victory on hit.<br />
* Opponent experiences 12 hitstop on block and 6 on hit<br />
Yu's Astral charges the floor with electricity, instantly killing any opponent who lands in it. As this super instantly grants Yu victory on hit, it should be used whenever possible. Extremely easy to combo into (for example; 214B, throw, 5AAA on airborne opponents). This super is fully invincible which allows Yu to use this as a full screen punish, however it is lacking as a reversal because Yu must commit all of his meter and it is very unsafe on whiff or block.<br />
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"><br />
BBTAG Yu Narukami 222BC Hitbox.png|The Floor Is Your Maker<br />
</gallery><br />
</div><br />
</div><br />
<br />
<br style="clear:both;"/><br />
<br />
==External References==<br />
==Navigation==<br />
{{#lst:{{PAGENAME}}/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/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.}}<br />
{{Navbar-BBTag}}</div>73.119.87.123https://www.dustloop.com/wiki/index.php?title=BBTag/Linne&diff=189458BBTag/Linne2020-12-22T15:32:13Z<p>73.119.87.123: /* Divine Chains - Tensetsu: Juunisen */</p>
<hr />
<div>{{InvisibleHeader}}{{NavTabs|game=BBTag|chara=Linne}}<br />
<br />
======<span style="visibility:hidden;font-size:0">Overview</span>======<br />
{{FlexContainer}}<br />
{{FlexTopContainer}}<!-- BEGIN TOP SECTION --><br />
{{FP Box|header=Overview<br />
|content=<br />
Although she has limited reach, Linne is a fast character that can cross the screen quickly, especially on the ground. Her Kuuga projectile is a powerful neutral tool from midrange capable of controlling space very well and making the opponent more cautious about their approach or attempting to try and keep her out when they're within range. She also has the unique ability to triple jump for greater control of aerial movement and timing, especially with j.Kuuga's all-around extreme usefulness.<br />
{{Bio<br />
| name = Linne<br />
| game = BBTag<br />
| quote = Hurry up and get ready...<br />
| lore = <br />
The main Heroine of the Under Night In Birth series. Hundreds of years ago, Linne and her brother Kuon were experimented on in the hopes of creating new abilities. The result of these experiments was Linne gaining the ability to transfer her consciousness from one body to another. Even if she is killed, her consciousness will automatically transfer to a new body on its own. Not wanting to continue to possess young girls and ruin their lives, Linne searches for a way to end her immortal existence. Recently, Linne has found a solution through a powerful sword which can finally end her life permanently named the Indulgence of Sever Rending (the Insulator) - Hyde's sword. But before he can grant her wishes, a woman claiming to be the leader of "Amnesia" leaves them with a cryptic message, "I'll be waiting at the Abyss on this Hollow Night, Princess."<br />
<br />
}}<br />
{{StrengthsAndWeaknesses<br />
|intro=<br />
Master Linne's fast movement and Kuuga's ability to control space so that you can close the gap and start applying pressure.<br />
<br />
|pros=<br />
*Fast movement and normals<br />
*Great 5B with large disjointed hitbox that doubles as an anti-air and a launcher<br />
*Strong neutral game with the use of air Kuuga<br />
*Only character that can triple jump<br />
|cons=<br />
*Extremely low damage<br />
*Offers very weak assists, making her primarily a point<br />
*No fullscreen attacks, so she might have a hard time punishing fullscreen supers despite her speed<br />
*Jump height is shorter than most, to make up for having more of them<br />
}}<br />
}}<br />
{{Closediv}}<!--END TOP SECTION--><br />
{{FlexSideContainer}}<!-- BEGIN FLEX SECTION --><br />
{{FP TOC}}<br />
{{FP Box<br />
| padding=no<br />
| content={{CharaInfo<br />
| game=BBTag<br />
| fullname=Linne<br />
| health={{#lst:{{PAGENAME}}/Data|health}}<br />
| comborate={{#lst:{{PAGENAME}}/Data|comborate}}<br />
| prejump={{#lst:{{PAGENAME}}/Data|prejump}}<br />
| backdash={{#lst:{{PAGENAME}}/Data|backdash}}<br />
| movement={{#lst:{{PAGENAME}}/Data|movementoptions}}<br />
}}<br />
}}<br />
{{Closediv}}<!--END FLEX OTHER SECTION--><br />
{{Closediv}}<br />
{{FP Box<br />
| header=EXS of Rapid Drive: Speed Star<br />
| content=<br />
Linne's EXS significantly increase her speed. She has a triple jump and dash cancels on specific moves. <br />
<br />
By inputting 66, Linne can dash cancel the following moves:<br />
* Smart Combo 1 - 4th move (5AAAA)<br />
* Smart Combo 2 - 3rd and 4th move (4AAA and 4AAAA)<br />
* Smart Combo 3 - 3rd move (5BBB)<br />
* Ground versions of Kuuga <br />
<br />
Dash cancels can be canceled into Whirlwind.<br />
}}<br />
<br />
==Normal Moves==<br />
===<big>4A</big>===<br />
<span class="input-badge">'''Tenacious Mist - Mujin'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Linne_4A.png |hack<br />
BBTag_Linne_4AA.png |slash<br />
BBTag_Linne_4AAA.png |slice<br />
BBTag_Linne_4AAAA.png |WHAM<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=4A}}<br />
{{#lst:{{PAGENAME}}/Data|4A}}<br />
|-<br />
{{AttackVersion|name=4AA}}<br />
{{#lst:{{PAGENAME}}/Data|4AA}}<br />
|-<br />
{{AttackVersion|name=4AAA}}<br />
{{#lst:{{PAGENAME}}/Data|4AAA}}<br />
|-<br />
{{AttackVersion|name=4AAAA}}<br />
{{#lst:{{PAGENAME}}/Data|4AAAA}}<br />
|}<br />
==== ====<br />
* Can jump cancel 4A on hit/block<br />
* Each A in 4AAA does 2 hits, last 4A is the ender<br />
<br />
</div><br />
</div><br />
<br />
===<big>5A</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Linne_5A.png |<br />
BBTag_Linne_5AA.png |<br />
BBTag_Linne_5AAA.png |<br />
BBTag_Linne_4AAAA.png |Fully charged B Kuuga<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=5A}}<br />
{{#lst:{{PAGENAME}}/Data|5A}}<br />
|-<br />
{{AttackVersion|name=5AA}}<br />
{{#lst:{{PAGENAME}}/Data|5AA}}<br />
|-<br />
{{AttackVersion|name=5AAA}}<br />
{{#lst:{{PAGENAME}}/Data|5AAA}}<br />
|-<br />
{{AttackVersion|name=5AAAA}}<br />
{{#lst:{{PAGENAME}}/Data|5AAAA}}<br />
|}<br />
==== ====<br />
* Can jump cancel 5A on hit/block<br />
* Can jump cancel 5A-5AAA on hit<br />
* Decent downward range on its hitbox that prevents it from being low-profiled<br />
<br />
Her old 5B that now has greatly increased hitbox. <br />
</div><br />
</div><br />
<br />
===<big>5B</big>===<br />
<span class="input-badge">'''Wolf Howl - Gunrou'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Linne_5B.png |You<br />
BBTag_Linne_5BB.png |Die<br />
BBTag_Linne_5BBB.png |Here<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=5B}}<br />
{{#lst:{{PAGENAME}}/Data|5B}}<br />
|-<br />
{{AttackVersion|name=5BB}}<br />
{{#lst:{{PAGENAME}}/Data|5BB}}<br />
|-<br />
{{AttackVersion|name=5BBB}}<br />
{{#lst:{{PAGENAME}}/Data|5BBB}}<br />
|}<br />
==== ====<br />
*Head invul frames 11 to 18<br />
<br />
5B's every bit as massive and disjointed and is now a proper anti air with head invul. It also launches upwards making it perfect for combos.<br />
----<br />
Follow up to 5B. Not very notable.<br />
----<br />
*knocksdown<br />
<br />
B auto combo ender that can be chained into other normals. Useful for ending combos as it knocks down and can be jump cancelled, leading into a safe jump. Be careful using this in blockstrings however, there's a gap between 5BB and this, letting the enemy get supers and DPs off if they're quick enough.<br />
</div><br />
</div><br />
<br />
===<big>5C</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Linne_5C.png |''"Pick a god, and pray."''<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|5C}}<br />
|}<br />
==== ====<br />
Linne's assault-style overhead. Fairly slow and reactable.<br />
</div><br />
</div><br />
<br />
===<big>2A</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Linne_2A.png | LOL IMAGINE BEING A LOW COULDN'T BE ME -Linne 2A<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|2A}}<br />
|}<br />
==== ====<br />
* Can jump cancel on hit/block<br />
<br />
Chainable crouching jab. Does not hit low. Best normal to cancel back into from a 5B or 2C. <br />
<br />
</div><br />
</div><br />
<br />
===<big>2B</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Linne_2B.png | Don't whiff this one<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|2B}}<br />
|}<br />
==== ====<br />
Linne's low attack. Has good range and useful for opening up opponents that are standing.<br />
</div><br />
</div><br />
<br />
===<big>2C</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Linne_2C.png | I'd say don't whiff this, but it's too long to.<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|2C}}<br />
|}<br />
==== ====<br />
Linne's sweep. Every bit as big as it is in Under Night. Great for footsies and as an oki ender to combos.<br />
</div><br />
</div><br />
<br />
===<big>j.A</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Linne_jA.png | Lemme guess, you're doing this into dl.jb?<br />
BBTag_Linne_jAA.png | Yep...<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=j.A}}<br />
{{#lst:{{PAGENAME}}/Data|j.A}}<br />
|-<br />
{{AttackVersion|name=j.AA}}<br />
{{#lst:{{PAGENAME}}/Data|j.AA}}<br />
|}<br />
==== ====<br />
Hits high. Very small and not very notable. Can be used to hit fuzzy after a deep j.B<br />
<br />
</div><br />
</div><br />
<br />
===<big>j.B</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Linne_jB.png | 5B but you want to extend the combo<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.B}}<br />
|}<br />
==== ====<br />
* Can be a crossup jump-in in certain ranges <br />
<br />
Primary jump in attack. Slow startup but has good range. Has a lot of hitstun making it useful for combos and cross-ups even.<br />
</div><br />
</div><br />
<br />
===<big>j.C</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Linne_jC.png | Loli feet to the face<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.C}}<br />
|}<br />
==== ====<br />
* Can be special canceled into Kuuga <br />
<br />
Aerial dive kick. Knocks the opponent down on hit. Use it to quickly fall on top of your opponent for cross-ups or to punish whiffed anti airs.<br />
<br />
</div><br />
</div><br />
<br />
<br style="clear:both;"/><br />
<br />
==Universal Mechanics==<br />
===<big>Ground Throw</big>===<br />
<span class="input-badge">'''5B+C'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Linne_GroundThrow.png | Lol what an idiot he fe- STAB<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|BC}}<br />
|}<br />
==== ====<br />
Basic throw. Can be cancelled into specials (or Astral) before the animation fully completes. <br />
</div><br />
</div><br />
<br />
===<big>Rending Moon Gyre - Ren Getsurin</big>===<br />
<span class="input-badge">'''5A+D (air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Linne_Getsurin.png | up and up<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=Ground}}<br />
{{#lst:{{PAGENAME}}/Data|AD}}<br />
|-<br />
{{AttackVersion|name=Air}}<br />
{{#lst:{{PAGENAME}}/Data|j.AD}}<br />
|}<br />
==== ====<br />
* Hits both in front of her and behind her.<br />
A bit slow but very massive multi-stage DP. If your opponent manages to evade the first few hits the last ones reach all around her and will likely catch them. <br />
</div><br />
</div><br />
<br />
<br style="clear:both;"/><br />
<br />
==Skills==<br />
===<big>Sky Fang - Kuuga</big>===<br />
<span class="input-badge">'''236A/B (Air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Linne_Kuuga.png | Kuuga!<br />
BBTag_Linne_KuugaAir.png | The only thing you'll hear in Linne mirror matches<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=Ground A}}<br />
{{#lst:{{PAGENAME}}/Data|236A}}<br />
|-<br />
{{AttackVersion|name=Air A}}<br />
{{#lst:{{PAGENAME}}/Data|j.236A}}<br />
|-<br />
{{AttackVersion|name=Ground B}}<br />
{{#lst:{{PAGENAME}}/Data|236B}}<br />
|-<br />
{{AttackVersion|name=Air B}}<br />
{{#lst:{{PAGENAME}}/Data|j.236B}}<br />
|}<br />
==== ====<br />
Linne's trademark move. Excellent projectile for zoning and controlling space. Goes a shorter distance and can be dash cancelled. <br />
<br />
Air Kuuga is easily her best move as it is very plus on block and is useful for neutral. Can be followed up at certain heights so it is a strong combo starter. Tiger knee the input for best results! The A version goes at a much shallower angle.<br />
<br />
Ground B version goes further and can also be dash cancelled, however, dash cancelling B Kuuga on block is unsafe.<br />
<br />
Air B version goes further out with a wider angle and has a significantly higher startup.<br />
</div><br />
</div><br />
<br />
===<big>Whirlwind - Fuurin</big>===<br />
<span class="input-badge">'''214A'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Linne_Whirlwind.png | This never had a name until now, eh?<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|214A}}<br />
|}<br />
==== ====<br />
Linne's classic 6AB dashing roll, which can now be done standalone from neutral. is an attack if any button is hit. it has invincibility and is useful for dodging projectiles or attacks. It's also useful to setup sneaky cross ups with assist.<br />
<br />
It is worth noting that all of her dash cancels can go into Whirlwind, even before the full dash and recovery is completed. Useful with Kuuga pressure to set up a sandwich.<br />
<br />
</div><br />
</div><br />
<br />
===<big>Heaven’s Lynchpin - Tenketsu</big>===<br />
<span class="input-badge">'''Whirlwind > A/B/C'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Linne_TensetsuJuunisen.png | Press assist or no combo<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|214A X}}<br />
|}<br />
==== ====<br />
Her old, unenhanced Force Function from Under Night. Useful in making it harder to react to a sideswitch, at the cost of requiring assist to combo. Very unsafe.<br />
<br />
</div><br />
</div><br />
<br />
===<big>Flying Swallow - Hien</big>===<br />
<span class="input-badge">'''214B (Chargable)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Linne_Hien.png |Where you blockin'?<br />
BBTag_Linne_HienCharged.png |Not here!<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=Uncharged}}<br />
{{#lst:{{PAGENAME}}/Data|214B}}<br />
|-<br />
{{AttackVersion|name=Charged}}<br />
{{#lst:{{PAGENAME}}/Data|214[B]}}<br />
|}<br />
==== ====<br />
Overhead attack. Can be used in combos or blockstrings to setup an assist call. <br />
<br />
If B is held the attack transitions into a low instead, which is also her best DP punish starter. Just make sure you have assist on hand in case it's blocked, as it's very punishable.<br />
<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Extra Skills==<br />
===<big>Twin Sky Fang - Sou Kuuga</big>===<br />
<span class="input-badge">'''236C (Air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Linne_Kuuga.png |<br />
BBTag_Linne_KuugaAir.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=Ground}}<br />
{{#lst:{{PAGENAME}}/Data|236C}}<br />
|-<br />
{{AttackVersion|name=Air}}<br />
{{#lst:{{PAGENAME}}/Data|j.236C}}<br />
|}<br />
==== ====<br />
EX Kuuga. Has more hits and does more damage and is also better on block. From certain distances 236C > dash > 2C can be linked. <br />
<br />
</div><br />
</div><br />
<br />
===<big>Soaring Swallow - Hien Shou</big>===<br />
<span class="input-badge">'''214C'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Linne_Hien.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|214C}}<br />
|}<br />
==== ====<br />
EX Hien. More hits, more damage, prorates significantly better for higher damage combos.<br />
<br />
</div><br />
</div><br />
<br />
<br style="clear:both;"/><br />
<br />
==Partner Skills==<br />
===<big>5P </big>===<br />
<span class="input-badge">'''UNI Dash C'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Linne_5AAA.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|5P }}<br />
|}<br />
==== ====<br />
Her old dash C. Decent that is multi-hitting like both versions of her old 5C. Use it to extend combos or as blockstring filler.<br />
<br />
</div><br />
</div><br />
<br />
===<big>6P</big>===<br />
<span class="input-badge">'''Air Twin Sky Fang - Midair Sou Kuuga'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Linne_KuugaAir.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|6P}}<br />
|}<br />
==== ====<br />
Really really slow assist. Linne will first run on screen then do a full jump before executing the move. Can be used in neutral to help cover approaches but it's very slow so Linne can easily be hit during the animation. <br />
</div><br />
</div><br />
<br />
===<big>4P </big>===<br />
<span class="input-badge">'''Moon Gyre - Getsurin'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Linne_Getsurin.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|4P }}<br />
|}<br />
==== ====<br />
Her DP assist via the old A version of the attack. Works as a decent defensive assist and launches in combos. You can tag if the assist hits and continue the combo with Linne by herself. <br />
<br />
</div><br />
</div><br />
<br />
<br style="clear:both;"/><br />
<br />
==Distortion Skills==<br />
===<big>The Diviner - Kannagi</big>===<br />
<span class="input-badge">'''236B+C'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Linne_Kannagi.png |You may not like it, but this is what peak Linne looks like<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|236BC}}<br />
|}<br />
==== ====<br />
Unfortunately not + on block in this game. It's very very punishable. Has invincibility and is her primary super ender. The final part of the animation where she swings her sword backwards also has a hitbox, so if you dodge an enemy Linne's usage of this then be careful on how you approach her.<br />
<br />
</div><br />
</div><br />
<br />
===<big>Divine Chains - Tensetsu: Juunisen</big>===<br />
<span class="input-badge">'''214B+C'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Linne_TensetsuJuunisen.png | Essentially whirlwind that can be done out of whirlwind<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|214BC}}<br />
|}<br />
==== ====<br />
Linne's old force function animation but now enhanced into a super. Does more damage than her other super, but is unsafe on block, making it a weak reversal option. Has Invul throughout the startup <br />
<br />
</div><br />
</div><br />
<br />
<br style="clear:both;"/><br />
<br />
==Distortion Skill Duo==<br />
===<big>The Diviner</big>===<br />
<span class="input-badge">'''P during Partner's Distortion Skill '''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Linne_Kannagi.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|Distortion Skill Duo}}<br />
|}<br />
==== ====<br />
it do damage<br />
<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Astral Heat==<br />
===<big>Divine Blaze - Kannagi: Homura Issen</big>===<br />
<span class="input-badge">'''222B+C'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Linne_DivineBlaze.png | The real peak Linne<br />
BBTag_Linne_DivineBlaze2.png | The big girl slash<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|222BC}}<br />
|}<br />
==== ====<br />
Her IWEXS is her Astral Heat. <br />
<br />
</div><br />
</div><br />
<br />
<br style="clear:both;"/><br />
<br />
==External References==<br />
==Navigation==<br />
{{#lst:{{PAGENAME}}/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/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.}}<br />
{{Navbar-BBTag}}</div>73.119.87.123https://www.dustloop.com/wiki/index.php?title=BBTag/Linne&diff=189457BBTag/Linne2020-12-22T15:30:48Z<p>73.119.87.123: /* Astral Heat */</p>
<hr />
<div>{{InvisibleHeader}}{{NavTabs|game=BBTag|chara=Linne}}<br />
<br />
======<span style="visibility:hidden;font-size:0">Overview</span>======<br />
{{FlexContainer}}<br />
{{FlexTopContainer}}<!-- BEGIN TOP SECTION --><br />
{{FP Box|header=Overview<br />
|content=<br />
Although she has limited reach, Linne is a fast character that can cross the screen quickly, especially on the ground. Her Kuuga projectile is a powerful neutral tool from midrange capable of controlling space very well and making the opponent more cautious about their approach or attempting to try and keep her out when they're within range. She also has the unique ability to triple jump for greater control of aerial movement and timing, especially with j.Kuuga's all-around extreme usefulness.<br />
{{Bio<br />
| name = Linne<br />
| game = BBTag<br />
| quote = Hurry up and get ready...<br />
| lore = <br />
The main Heroine of the Under Night In Birth series. Hundreds of years ago, Linne and her brother Kuon were experimented on in the hopes of creating new abilities. The result of these experiments was Linne gaining the ability to transfer her consciousness from one body to another. Even if she is killed, her consciousness will automatically transfer to a new body on its own. Not wanting to continue to possess young girls and ruin their lives, Linne searches for a way to end her immortal existence. Recently, Linne has found a solution through a powerful sword which can finally end her life permanently named the Indulgence of Sever Rending (the Insulator) - Hyde's sword. But before he can grant her wishes, a woman claiming to be the leader of "Amnesia" leaves them with a cryptic message, "I'll be waiting at the Abyss on this Hollow Night, Princess."<br />
<br />
}}<br />
{{StrengthsAndWeaknesses<br />
|intro=<br />
Master Linne's fast movement and Kuuga's ability to control space so that you can close the gap and start applying pressure.<br />
<br />
|pros=<br />
*Fast movement and normals<br />
*Great 5B with large disjointed hitbox that doubles as an anti-air and a launcher<br />
*Strong neutral game with the use of air Kuuga<br />
*Only character that can triple jump<br />
|cons=<br />
*Extremely low damage<br />
*Offers very weak assists, making her primarily a point<br />
*No fullscreen attacks, so she might have a hard time punishing fullscreen supers despite her speed<br />
*Jump height is shorter than most, to make up for having more of them<br />
}}<br />
}}<br />
{{Closediv}}<!--END TOP SECTION--><br />
{{FlexSideContainer}}<!-- BEGIN FLEX SECTION --><br />
{{FP TOC}}<br />
{{FP Box<br />
| padding=no<br />
| content={{CharaInfo<br />
| game=BBTag<br />
| fullname=Linne<br />
| health={{#lst:{{PAGENAME}}/Data|health}}<br />
| comborate={{#lst:{{PAGENAME}}/Data|comborate}}<br />
| prejump={{#lst:{{PAGENAME}}/Data|prejump}}<br />
| backdash={{#lst:{{PAGENAME}}/Data|backdash}}<br />
| movement={{#lst:{{PAGENAME}}/Data|movementoptions}}<br />
}}<br />
}}<br />
{{Closediv}}<!--END FLEX OTHER SECTION--><br />
{{Closediv}}<br />
{{FP Box<br />
| header=EXS of Rapid Drive: Speed Star<br />
| content=<br />
Linne's EXS significantly increase her speed. She has a triple jump and dash cancels on specific moves. <br />
<br />
By inputting 66, Linne can dash cancel the following moves:<br />
* Smart Combo 1 - 4th move (5AAAA)<br />
* Smart Combo 2 - 3rd and 4th move (4AAA and 4AAAA)<br />
* Smart Combo 3 - 3rd move (5BBB)<br />
* Ground versions of Kuuga <br />
<br />
Dash cancels can be canceled into Whirlwind.<br />
}}<br />
<br />
==Normal Moves==<br />
===<big>4A</big>===<br />
<span class="input-badge">'''Tenacious Mist - Mujin'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Linne_4A.png |hack<br />
BBTag_Linne_4AA.png |slash<br />
BBTag_Linne_4AAA.png |slice<br />
BBTag_Linne_4AAAA.png |WHAM<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=4A}}<br />
{{#lst:{{PAGENAME}}/Data|4A}}<br />
|-<br />
{{AttackVersion|name=4AA}}<br />
{{#lst:{{PAGENAME}}/Data|4AA}}<br />
|-<br />
{{AttackVersion|name=4AAA}}<br />
{{#lst:{{PAGENAME}}/Data|4AAA}}<br />
|-<br />
{{AttackVersion|name=4AAAA}}<br />
{{#lst:{{PAGENAME}}/Data|4AAAA}}<br />
|}<br />
==== ====<br />
* Can jump cancel 4A on hit/block<br />
* Each A in 4AAA does 2 hits, last 4A is the ender<br />
<br />
</div><br />
</div><br />
<br />
===<big>5A</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Linne_5A.png |<br />
BBTag_Linne_5AA.png |<br />
BBTag_Linne_5AAA.png |<br />
BBTag_Linne_4AAAA.png |Fully charged B Kuuga<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=5A}}<br />
{{#lst:{{PAGENAME}}/Data|5A}}<br />
|-<br />
{{AttackVersion|name=5AA}}<br />
{{#lst:{{PAGENAME}}/Data|5AA}}<br />
|-<br />
{{AttackVersion|name=5AAA}}<br />
{{#lst:{{PAGENAME}}/Data|5AAA}}<br />
|-<br />
{{AttackVersion|name=5AAAA}}<br />
{{#lst:{{PAGENAME}}/Data|5AAAA}}<br />
|}<br />
==== ====<br />
* Can jump cancel 5A on hit/block<br />
* Can jump cancel 5A-5AAA on hit<br />
* Decent downward range on its hitbox that prevents it from being low-profiled<br />
<br />
Her old 5B that now has greatly increased hitbox. <br />
</div><br />
</div><br />
<br />
===<big>5B</big>===<br />
<span class="input-badge">'''Wolf Howl - Gunrou'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Linne_5B.png |You<br />
BBTag_Linne_5BB.png |Die<br />
BBTag_Linne_5BBB.png |Here<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=5B}}<br />
{{#lst:{{PAGENAME}}/Data|5B}}<br />
|-<br />
{{AttackVersion|name=5BB}}<br />
{{#lst:{{PAGENAME}}/Data|5BB}}<br />
|-<br />
{{AttackVersion|name=5BBB}}<br />
{{#lst:{{PAGENAME}}/Data|5BBB}}<br />
|}<br />
==== ====<br />
*Head invul frames 11 to 18<br />
<br />
5B's every bit as massive and disjointed and is now a proper anti air with head invul. It also launches upwards making it perfect for combos.<br />
----<br />
Follow up to 5B. Not very notable.<br />
----<br />
*knocksdown<br />
<br />
B auto combo ender that can be chained into other normals. Useful for ending combos as it knocks down and can be jump cancelled, leading into a safe jump. Be careful using this in blockstrings however, there's a gap between 5BB and this, letting the enemy get supers and DPs off if they're quick enough.<br />
</div><br />
</div><br />
<br />
===<big>5C</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Linne_5C.png |''"Pick a god, and pray."''<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|5C}}<br />
|}<br />
==== ====<br />
Linne's assault-style overhead. Fairly slow and reactable.<br />
</div><br />
</div><br />
<br />
===<big>2A</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Linne_2A.png | LOL IMAGINE BEING A LOW COULDN'T BE ME -Linne 2A<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|2A}}<br />
|}<br />
==== ====<br />
* Can jump cancel on hit/block<br />
<br />
Chainable crouching jab. Does not hit low. Best normal to cancel back into from a 5B or 2C. <br />
<br />
</div><br />
</div><br />
<br />
===<big>2B</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Linne_2B.png | Don't whiff this one<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|2B}}<br />
|}<br />
==== ====<br />
Linne's low attack. Has good range and useful for opening up opponents that are standing.<br />
</div><br />
</div><br />
<br />
===<big>2C</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Linne_2C.png | I'd say don't whiff this, but it's too long to.<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|2C}}<br />
|}<br />
==== ====<br />
Linne's sweep. Every bit as big as it is in Under Night. Great for footsies and as an oki ender to combos.<br />
</div><br />
</div><br />
<br />
===<big>j.A</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Linne_jA.png | Lemme guess, you're doing this into dl.jb?<br />
BBTag_Linne_jAA.png | Yep...<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=j.A}}<br />
{{#lst:{{PAGENAME}}/Data|j.A}}<br />
|-<br />
{{AttackVersion|name=j.AA}}<br />
{{#lst:{{PAGENAME}}/Data|j.AA}}<br />
|}<br />
==== ====<br />
Hits high. Very small and not very notable. Can be used to hit fuzzy after a deep j.B<br />
<br />
</div><br />
</div><br />
<br />
===<big>j.B</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Linne_jB.png | 5B but you want to extend the combo<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.B}}<br />
|}<br />
==== ====<br />
* Can be a crossup jump-in in certain ranges <br />
<br />
Primary jump in attack. Slow startup but has good range. Has a lot of hitstun making it useful for combos and cross-ups even.<br />
</div><br />
</div><br />
<br />
===<big>j.C</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Linne_jC.png | Loli feet to the face<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.C}}<br />
|}<br />
==== ====<br />
* Can be special canceled into Kuuga <br />
<br />
Aerial dive kick. Knocks the opponent down on hit. Use it to quickly fall on top of your opponent for cross-ups or to punish whiffed anti airs.<br />
<br />
</div><br />
</div><br />
<br />
<br style="clear:both;"/><br />
<br />
==Universal Mechanics==<br />
===<big>Ground Throw</big>===<br />
<span class="input-badge">'''5B+C'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Linne_GroundThrow.png | Lol what an idiot he fe- STAB<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|BC}}<br />
|}<br />
==== ====<br />
Basic throw. Can be cancelled into specials (or Astral) before the animation fully completes. <br />
</div><br />
</div><br />
<br />
===<big>Rending Moon Gyre - Ren Getsurin</big>===<br />
<span class="input-badge">'''5A+D (air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Linne_Getsurin.png | up and up<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=Ground}}<br />
{{#lst:{{PAGENAME}}/Data|AD}}<br />
|-<br />
{{AttackVersion|name=Air}}<br />
{{#lst:{{PAGENAME}}/Data|j.AD}}<br />
|}<br />
==== ====<br />
* Hits both in front of her and behind her.<br />
A bit slow but very massive multi-stage DP. If your opponent manages to evade the first few hits the last ones reach all around her and will likely catch them. <br />
</div><br />
</div><br />
<br />
<br style="clear:both;"/><br />
<br />
==Skills==<br />
===<big>Sky Fang - Kuuga</big>===<br />
<span class="input-badge">'''236A/B (Air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Linne_Kuuga.png | Kuuga!<br />
BBTag_Linne_KuugaAir.png | The only thing you'll hear in Linne mirror matches<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=Ground A}}<br />
{{#lst:{{PAGENAME}}/Data|236A}}<br />
|-<br />
{{AttackVersion|name=Air A}}<br />
{{#lst:{{PAGENAME}}/Data|j.236A}}<br />
|-<br />
{{AttackVersion|name=Ground B}}<br />
{{#lst:{{PAGENAME}}/Data|236B}}<br />
|-<br />
{{AttackVersion|name=Air B}}<br />
{{#lst:{{PAGENAME}}/Data|j.236B}}<br />
|}<br />
==== ====<br />
Linne's trademark move. Excellent projectile for zoning and controlling space. Goes a shorter distance and can be dash cancelled. <br />
<br />
Air Kuuga is easily her best move as it is very plus on block and is useful for neutral. Can be followed up at certain heights so it is a strong combo starter. Tiger knee the input for best results! The A version goes at a much shallower angle.<br />
<br />
Ground B version goes further and can also be dash cancelled, however, dash cancelling B Kuuga on block is unsafe.<br />
<br />
Air B version goes further out with a wider angle and has a significantly higher startup.<br />
</div><br />
</div><br />
<br />
===<big>Whirlwind - Fuurin</big>===<br />
<span class="input-badge">'''214A'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Linne_Whirlwind.png | This never had a name until now, eh?<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|214A}}<br />
|}<br />
==== ====<br />
Linne's classic 6AB dashing roll, which can now be done standalone from neutral. is an attack if any button is hit. it has invincibility and is useful for dodging projectiles or attacks. It's also useful to setup sneaky cross ups with assist.<br />
<br />
It is worth noting that all of her dash cancels can go into Whirlwind, even before the full dash and recovery is completed. Useful with Kuuga pressure to set up a sandwich.<br />
<br />
</div><br />
</div><br />
<br />
===<big>Heaven’s Lynchpin - Tenketsu</big>===<br />
<span class="input-badge">'''Whirlwind > A/B/C'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Linne_TensetsuJuunisen.png | Press assist or no combo<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|214A X}}<br />
|}<br />
==== ====<br />
Her old, unenhanced Force Function from Under Night. Useful in making it harder to react to a sideswitch, at the cost of requiring assist to combo. Very unsafe.<br />
<br />
</div><br />
</div><br />
<br />
===<big>Flying Swallow - Hien</big>===<br />
<span class="input-badge">'''214B (Chargable)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Linne_Hien.png |Where you blockin'?<br />
BBTag_Linne_HienCharged.png |Not here!<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=Uncharged}}<br />
{{#lst:{{PAGENAME}}/Data|214B}}<br />
|-<br />
{{AttackVersion|name=Charged}}<br />
{{#lst:{{PAGENAME}}/Data|214[B]}}<br />
|}<br />
==== ====<br />
Overhead attack. Can be used in combos or blockstrings to setup an assist call. <br />
<br />
If B is held the attack transitions into a low instead, which is also her best DP punish starter. Just make sure you have assist on hand in case it's blocked, as it's very punishable.<br />
<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Extra Skills==<br />
===<big>Twin Sky Fang - Sou Kuuga</big>===<br />
<span class="input-badge">'''236C (Air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Linne_Kuuga.png |<br />
BBTag_Linne_KuugaAir.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=Ground}}<br />
{{#lst:{{PAGENAME}}/Data|236C}}<br />
|-<br />
{{AttackVersion|name=Air}}<br />
{{#lst:{{PAGENAME}}/Data|j.236C}}<br />
|}<br />
==== ====<br />
EX Kuuga. Has more hits and does more damage and is also better on block. From certain distances 236C > dash > 2C can be linked. <br />
<br />
</div><br />
</div><br />
<br />
===<big>Soaring Swallow - Hien Shou</big>===<br />
<span class="input-badge">'''214C'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Linne_Hien.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|214C}}<br />
|}<br />
==== ====<br />
EX Hien. More hits, more damage, prorates significantly better for higher damage combos.<br />
<br />
</div><br />
</div><br />
<br />
<br style="clear:both;"/><br />
<br />
==Partner Skills==<br />
===<big>5P </big>===<br />
<span class="input-badge">'''UNI Dash C'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Linne_5AAA.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|5P }}<br />
|}<br />
==== ====<br />
Her old dash C. Decent that is multi-hitting like both versions of her old 5C. Use it to extend combos or as blockstring filler.<br />
<br />
</div><br />
</div><br />
<br />
===<big>6P</big>===<br />
<span class="input-badge">'''Air Twin Sky Fang - Midair Sou Kuuga'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Linne_KuugaAir.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|6P}}<br />
|}<br />
==== ====<br />
Really really slow assist. Linne will first run on screen then do a full jump before executing the move. Can be used in neutral to help cover approaches but it's very slow so Linne can easily be hit during the animation. <br />
</div><br />
</div><br />
<br />
===<big>4P </big>===<br />
<span class="input-badge">'''Moon Gyre - Getsurin'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Linne_Getsurin.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|4P }}<br />
|}<br />
==== ====<br />
Her DP assist via the old A version of the attack. Works as a decent defensive assist and launches in combos. You can tag if the assist hits and continue the combo with Linne by herself. <br />
<br />
</div><br />
</div><br />
<br />
<br style="clear:both;"/><br />
<br />
==Distortion Skills==<br />
===<big>The Diviner - Kannagi</big>===<br />
<span class="input-badge">'''236B+C'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Linne_Kannagi.png |You may not like it, but this is what peak Linne looks like<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|236BC}}<br />
|}<br />
==== ====<br />
Unfortunately not + on block in this game. It's very very punishable. Has invincibility and is her primary super ender. The final part of the animation where she swings her sword backwards also has a hitbox, so if you dodge an enemy Linne's usage of this then be careful on how you approach her.<br />
<br />
</div><br />
</div><br />
<br />
===<big>Divine Chains - Tensetsu: Juunisen</big>===<br />
<span class="input-badge">'''214B+C'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Linne_TensetsuJuunisen.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|214BC}}<br />
|}<br />
==== ====<br />
Linne's old force function animation but now enhanced into a super. Does more damage than her other super, but is unsafe on block, making it a weak reversal option. Has Invul throughout the startup <br />
<br />
</div><br />
</div><br />
<br />
<br style="clear:both;"/><br />
<br />
==Distortion Skill Duo==<br />
===<big>The Diviner</big>===<br />
<span class="input-badge">'''P during Partner's Distortion Skill '''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Linne_Kannagi.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|Distortion Skill Duo}}<br />
|}<br />
==== ====<br />
it do damage<br />
<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Astral Heat==<br />
===<big>Divine Blaze - Kannagi: Homura Issen</big>===<br />
<span class="input-badge">'''222B+C'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Linne_DivineBlaze.png | The real peak Linne<br />
BBTag_Linne_DivineBlaze2.png | The big girl slash<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|222BC}}<br />
|}<br />
==== ====<br />
Her IWEXS is her Astral Heat. <br />
<br />
</div><br />
</div><br />
<br />
<br style="clear:both;"/><br />
<br />
==External References==<br />
==Navigation==<br />
{{#lst:{{PAGENAME}}/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/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.}}<br />
{{Navbar-BBTag}}</div>73.119.87.123https://www.dustloop.com/wiki/index.php?title=BBTag/Linne&diff=189456BBTag/Linne2020-12-22T15:29:43Z<p>73.119.87.123: /* j.C */</p>
<hr />
<div>{{InvisibleHeader}}{{NavTabs|game=BBTag|chara=Linne}}<br />
<br />
======<span style="visibility:hidden;font-size:0">Overview</span>======<br />
{{FlexContainer}}<br />
{{FlexTopContainer}}<!-- BEGIN TOP SECTION --><br />
{{FP Box|header=Overview<br />
|content=<br />
Although she has limited reach, Linne is a fast character that can cross the screen quickly, especially on the ground. Her Kuuga projectile is a powerful neutral tool from midrange capable of controlling space very well and making the opponent more cautious about their approach or attempting to try and keep her out when they're within range. She also has the unique ability to triple jump for greater control of aerial movement and timing, especially with j.Kuuga's all-around extreme usefulness.<br />
{{Bio<br />
| name = Linne<br />
| game = BBTag<br />
| quote = Hurry up and get ready...<br />
| lore = <br />
The main Heroine of the Under Night In Birth series. Hundreds of years ago, Linne and her brother Kuon were experimented on in the hopes of creating new abilities. The result of these experiments was Linne gaining the ability to transfer her consciousness from one body to another. Even if she is killed, her consciousness will automatically transfer to a new body on its own. Not wanting to continue to possess young girls and ruin their lives, Linne searches for a way to end her immortal existence. Recently, Linne has found a solution through a powerful sword which can finally end her life permanently named the Indulgence of Sever Rending (the Insulator) - Hyde's sword. But before he can grant her wishes, a woman claiming to be the leader of "Amnesia" leaves them with a cryptic message, "I'll be waiting at the Abyss on this Hollow Night, Princess."<br />
<br />
}}<br />
{{StrengthsAndWeaknesses<br />
|intro=<br />
Master Linne's fast movement and Kuuga's ability to control space so that you can close the gap and start applying pressure.<br />
<br />
|pros=<br />
*Fast movement and normals<br />
*Great 5B with large disjointed hitbox that doubles as an anti-air and a launcher<br />
*Strong neutral game with the use of air Kuuga<br />
*Only character that can triple jump<br />
|cons=<br />
*Extremely low damage<br />
*Offers very weak assists, making her primarily a point<br />
*No fullscreen attacks, so she might have a hard time punishing fullscreen supers despite her speed<br />
*Jump height is shorter than most, to make up for having more of them<br />
}}<br />
}}<br />
{{Closediv}}<!--END TOP SECTION--><br />
{{FlexSideContainer}}<!-- BEGIN FLEX SECTION --><br />
{{FP TOC}}<br />
{{FP Box<br />
| padding=no<br />
| content={{CharaInfo<br />
| game=BBTag<br />
| fullname=Linne<br />
| health={{#lst:{{PAGENAME}}/Data|health}}<br />
| comborate={{#lst:{{PAGENAME}}/Data|comborate}}<br />
| prejump={{#lst:{{PAGENAME}}/Data|prejump}}<br />
| backdash={{#lst:{{PAGENAME}}/Data|backdash}}<br />
| movement={{#lst:{{PAGENAME}}/Data|movementoptions}}<br />
}}<br />
}}<br />
{{Closediv}}<!--END FLEX OTHER SECTION--><br />
{{Closediv}}<br />
{{FP Box<br />
| header=EXS of Rapid Drive: Speed Star<br />
| content=<br />
Linne's EXS significantly increase her speed. She has a triple jump and dash cancels on specific moves. <br />
<br />
By inputting 66, Linne can dash cancel the following moves:<br />
* Smart Combo 1 - 4th move (5AAAA)<br />
* Smart Combo 2 - 3rd and 4th move (4AAA and 4AAAA)<br />
* Smart Combo 3 - 3rd move (5BBB)<br />
* Ground versions of Kuuga <br />
<br />
Dash cancels can be canceled into Whirlwind.<br />
}}<br />
<br />
==Normal Moves==<br />
===<big>4A</big>===<br />
<span class="input-badge">'''Tenacious Mist - Mujin'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Linne_4A.png |hack<br />
BBTag_Linne_4AA.png |slash<br />
BBTag_Linne_4AAA.png |slice<br />
BBTag_Linne_4AAAA.png |WHAM<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=4A}}<br />
{{#lst:{{PAGENAME}}/Data|4A}}<br />
|-<br />
{{AttackVersion|name=4AA}}<br />
{{#lst:{{PAGENAME}}/Data|4AA}}<br />
|-<br />
{{AttackVersion|name=4AAA}}<br />
{{#lst:{{PAGENAME}}/Data|4AAA}}<br />
|-<br />
{{AttackVersion|name=4AAAA}}<br />
{{#lst:{{PAGENAME}}/Data|4AAAA}}<br />
|}<br />
==== ====<br />
* Can jump cancel 4A on hit/block<br />
* Each A in 4AAA does 2 hits, last 4A is the ender<br />
<br />
</div><br />
</div><br />
<br />
===<big>5A</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Linne_5A.png |<br />
BBTag_Linne_5AA.png |<br />
BBTag_Linne_5AAA.png |<br />
BBTag_Linne_4AAAA.png |Fully charged B Kuuga<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=5A}}<br />
{{#lst:{{PAGENAME}}/Data|5A}}<br />
|-<br />
{{AttackVersion|name=5AA}}<br />
{{#lst:{{PAGENAME}}/Data|5AA}}<br />
|-<br />
{{AttackVersion|name=5AAA}}<br />
{{#lst:{{PAGENAME}}/Data|5AAA}}<br />
|-<br />
{{AttackVersion|name=5AAAA}}<br />
{{#lst:{{PAGENAME}}/Data|5AAAA}}<br />
|}<br />
==== ====<br />
* Can jump cancel 5A on hit/block<br />
* Can jump cancel 5A-5AAA on hit<br />
* Decent downward range on its hitbox that prevents it from being low-profiled<br />
<br />
Her old 5B that now has greatly increased hitbox. <br />
</div><br />
</div><br />
<br />
===<big>5B</big>===<br />
<span class="input-badge">'''Wolf Howl - Gunrou'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Linne_5B.png |You<br />
BBTag_Linne_5BB.png |Die<br />
BBTag_Linne_5BBB.png |Here<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=5B}}<br />
{{#lst:{{PAGENAME}}/Data|5B}}<br />
|-<br />
{{AttackVersion|name=5BB}}<br />
{{#lst:{{PAGENAME}}/Data|5BB}}<br />
|-<br />
{{AttackVersion|name=5BBB}}<br />
{{#lst:{{PAGENAME}}/Data|5BBB}}<br />
|}<br />
==== ====<br />
*Head invul frames 11 to 18<br />
<br />
5B's every bit as massive and disjointed and is now a proper anti air with head invul. It also launches upwards making it perfect for combos.<br />
----<br />
Follow up to 5B. Not very notable.<br />
----<br />
*knocksdown<br />
<br />
B auto combo ender that can be chained into other normals. Useful for ending combos as it knocks down and can be jump cancelled, leading into a safe jump. Be careful using this in blockstrings however, there's a gap between 5BB and this, letting the enemy get supers and DPs off if they're quick enough.<br />
</div><br />
</div><br />
<br />
===<big>5C</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Linne_5C.png |''"Pick a god, and pray."''<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|5C}}<br />
|}<br />
==== ====<br />
Linne's assault-style overhead. Fairly slow and reactable.<br />
</div><br />
</div><br />
<br />
===<big>2A</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Linne_2A.png | LOL IMAGINE BEING A LOW COULDN'T BE ME -Linne 2A<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|2A}}<br />
|}<br />
==== ====<br />
* Can jump cancel on hit/block<br />
<br />
Chainable crouching jab. Does not hit low. Best normal to cancel back into from a 5B or 2C. <br />
<br />
</div><br />
</div><br />
<br />
===<big>2B</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Linne_2B.png | Don't whiff this one<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|2B}}<br />
|}<br />
==== ====<br />
Linne's low attack. Has good range and useful for opening up opponents that are standing.<br />
</div><br />
</div><br />
<br />
===<big>2C</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Linne_2C.png | I'd say don't whiff this, but it's too long to.<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|2C}}<br />
|}<br />
==== ====<br />
Linne's sweep. Every bit as big as it is in Under Night. Great for footsies and as an oki ender to combos.<br />
</div><br />
</div><br />
<br />
===<big>j.A</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Linne_jA.png | Lemme guess, you're doing this into dl.jb?<br />
BBTag_Linne_jAA.png | Yep...<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=j.A}}<br />
{{#lst:{{PAGENAME}}/Data|j.A}}<br />
|-<br />
{{AttackVersion|name=j.AA}}<br />
{{#lst:{{PAGENAME}}/Data|j.AA}}<br />
|}<br />
==== ====<br />
Hits high. Very small and not very notable. Can be used to hit fuzzy after a deep j.B<br />
<br />
</div><br />
</div><br />
<br />
===<big>j.B</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Linne_jB.png | 5B but you want to extend the combo<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.B}}<br />
|}<br />
==== ====<br />
* Can be a crossup jump-in in certain ranges <br />
<br />
Primary jump in attack. Slow startup but has good range. Has a lot of hitstun making it useful for combos and cross-ups even.<br />
</div><br />
</div><br />
<br />
===<big>j.C</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Linne_jC.png | Loli feet to the face<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.C}}<br />
|}<br />
==== ====<br />
* Can be special canceled into Kuuga <br />
<br />
Aerial dive kick. Knocks the opponent down on hit. Use it to quickly fall on top of your opponent for cross-ups or to punish whiffed anti airs.<br />
<br />
</div><br />
</div><br />
<br />
<br style="clear:both;"/><br />
<br />
==Universal Mechanics==<br />
===<big>Ground Throw</big>===<br />
<span class="input-badge">'''5B+C'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Linne_GroundThrow.png | Lol what an idiot he fe- STAB<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|BC}}<br />
|}<br />
==== ====<br />
Basic throw. Can be cancelled into specials (or Astral) before the animation fully completes. <br />
</div><br />
</div><br />
<br />
===<big>Rending Moon Gyre - Ren Getsurin</big>===<br />
<span class="input-badge">'''5A+D (air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Linne_Getsurin.png | up and up<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=Ground}}<br />
{{#lst:{{PAGENAME}}/Data|AD}}<br />
|-<br />
{{AttackVersion|name=Air}}<br />
{{#lst:{{PAGENAME}}/Data|j.AD}}<br />
|}<br />
==== ====<br />
* Hits both in front of her and behind her.<br />
A bit slow but very massive multi-stage DP. If your opponent manages to evade the first few hits the last ones reach all around her and will likely catch them. <br />
</div><br />
</div><br />
<br />
<br style="clear:both;"/><br />
<br />
==Skills==<br />
===<big>Sky Fang - Kuuga</big>===<br />
<span class="input-badge">'''236A/B (Air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Linne_Kuuga.png | Kuuga!<br />
BBTag_Linne_KuugaAir.png | The only thing you'll hear in Linne mirror matches<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=Ground A}}<br />
{{#lst:{{PAGENAME}}/Data|236A}}<br />
|-<br />
{{AttackVersion|name=Air A}}<br />
{{#lst:{{PAGENAME}}/Data|j.236A}}<br />
|-<br />
{{AttackVersion|name=Ground B}}<br />
{{#lst:{{PAGENAME}}/Data|236B}}<br />
|-<br />
{{AttackVersion|name=Air B}}<br />
{{#lst:{{PAGENAME}}/Data|j.236B}}<br />
|}<br />
==== ====<br />
Linne's trademark move. Excellent projectile for zoning and controlling space. Goes a shorter distance and can be dash cancelled. <br />
<br />
Air Kuuga is easily her best move as it is very plus on block and is useful for neutral. Can be followed up at certain heights so it is a strong combo starter. Tiger knee the input for best results! The A version goes at a much shallower angle.<br />
<br />
Ground B version goes further and can also be dash cancelled, however, dash cancelling B Kuuga on block is unsafe.<br />
<br />
Air B version goes further out with a wider angle and has a significantly higher startup.<br />
</div><br />
</div><br />
<br />
===<big>Whirlwind - Fuurin</big>===<br />
<span class="input-badge">'''214A'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Linne_Whirlwind.png | This never had a name until now, eh?<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|214A}}<br />
|}<br />
==== ====<br />
Linne's classic 6AB dashing roll, which can now be done standalone from neutral. is an attack if any button is hit. it has invincibility and is useful for dodging projectiles or attacks. It's also useful to setup sneaky cross ups with assist.<br />
<br />
It is worth noting that all of her dash cancels can go into Whirlwind, even before the full dash and recovery is completed. Useful with Kuuga pressure to set up a sandwich.<br />
<br />
</div><br />
</div><br />
<br />
===<big>Heaven’s Lynchpin - Tenketsu</big>===<br />
<span class="input-badge">'''Whirlwind > A/B/C'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Linne_TensetsuJuunisen.png | Press assist or no combo<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|214A X}}<br />
|}<br />
==== ====<br />
Her old, unenhanced Force Function from Under Night. Useful in making it harder to react to a sideswitch, at the cost of requiring assist to combo. Very unsafe.<br />
<br />
</div><br />
</div><br />
<br />
===<big>Flying Swallow - Hien</big>===<br />
<span class="input-badge">'''214B (Chargable)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Linne_Hien.png |Where you blockin'?<br />
BBTag_Linne_HienCharged.png |Not here!<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=Uncharged}}<br />
{{#lst:{{PAGENAME}}/Data|214B}}<br />
|-<br />
{{AttackVersion|name=Charged}}<br />
{{#lst:{{PAGENAME}}/Data|214[B]}}<br />
|}<br />
==== ====<br />
Overhead attack. Can be used in combos or blockstrings to setup an assist call. <br />
<br />
If B is held the attack transitions into a low instead, which is also her best DP punish starter. Just make sure you have assist on hand in case it's blocked, as it's very punishable.<br />
<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Extra Skills==<br />
===<big>Twin Sky Fang - Sou Kuuga</big>===<br />
<span class="input-badge">'''236C (Air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Linne_Kuuga.png |<br />
BBTag_Linne_KuugaAir.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=Ground}}<br />
{{#lst:{{PAGENAME}}/Data|236C}}<br />
|-<br />
{{AttackVersion|name=Air}}<br />
{{#lst:{{PAGENAME}}/Data|j.236C}}<br />
|}<br />
==== ====<br />
EX Kuuga. Has more hits and does more damage and is also better on block. From certain distances 236C > dash > 2C can be linked. <br />
<br />
</div><br />
</div><br />
<br />
===<big>Soaring Swallow - Hien Shou</big>===<br />
<span class="input-badge">'''214C'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Linne_Hien.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|214C}}<br />
|}<br />
==== ====<br />
EX Hien. More hits, more damage, prorates significantly better for higher damage combos.<br />
<br />
</div><br />
</div><br />
<br />
<br style="clear:both;"/><br />
<br />
==Partner Skills==<br />
===<big>5P </big>===<br />
<span class="input-badge">'''UNI Dash C'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Linne_5AAA.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|5P }}<br />
|}<br />
==== ====<br />
Her old dash C. Decent that is multi-hitting like both versions of her old 5C. Use it to extend combos or as blockstring filler.<br />
<br />
</div><br />
</div><br />
<br />
===<big>6P</big>===<br />
<span class="input-badge">'''Air Twin Sky Fang - Midair Sou Kuuga'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Linne_KuugaAir.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|6P}}<br />
|}<br />
==== ====<br />
Really really slow assist. Linne will first run on screen then do a full jump before executing the move. Can be used in neutral to help cover approaches but it's very slow so Linne can easily be hit during the animation. <br />
</div><br />
</div><br />
<br />
===<big>4P </big>===<br />
<span class="input-badge">'''Moon Gyre - Getsurin'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Linne_Getsurin.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|4P }}<br />
|}<br />
==== ====<br />
Her DP assist via the old A version of the attack. Works as a decent defensive assist and launches in combos. You can tag if the assist hits and continue the combo with Linne by herself. <br />
<br />
</div><br />
</div><br />
<br />
<br style="clear:both;"/><br />
<br />
==Distortion Skills==<br />
===<big>The Diviner - Kannagi</big>===<br />
<span class="input-badge">'''236B+C'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Linne_Kannagi.png |You may not like it, but this is what peak Linne looks like<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|236BC}}<br />
|}<br />
==== ====<br />
Unfortunately not + on block in this game. It's very very punishable. Has invincibility and is her primary super ender. The final part of the animation where she swings her sword backwards also has a hitbox, so if you dodge an enemy Linne's usage of this then be careful on how you approach her.<br />
<br />
</div><br />
</div><br />
<br />
===<big>Divine Chains - Tensetsu: Juunisen</big>===<br />
<span class="input-badge">'''214B+C'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Linne_TensetsuJuunisen.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|214BC}}<br />
|}<br />
==== ====<br />
Linne's old force function animation but now enhanced into a super. Does more damage than her other super, but is unsafe on block, making it a weak reversal option. Has Invul throughout the startup <br />
<br />
</div><br />
</div><br />
<br />
<br style="clear:both;"/><br />
<br />
==Distortion Skill Duo==<br />
===<big>The Diviner</big>===<br />
<span class="input-badge">'''P during Partner's Distortion Skill '''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Linne_Kannagi.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|Distortion Skill Duo}}<br />
|}<br />
==== ====<br />
it do damage<br />
<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Astral Heat==<br />
===<big>Divine Blaze - Kannagi: Homura Issen</big>===<br />
<span class="input-badge">'''222B+C'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Linne_DivineBlaze.png | The real peak Linne<br />
BBTag_Linne_DivineBlaze2.png |Oopsy! Did I hurt you?<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|222BC}}<br />
|}<br />
==== ====<br />
Her IWEXS is her Astral Heat. <br />
<br />
</div><br />
</div><br />
<br />
<br style="clear:both;"/><br />
<br />
==External References==<br />
==Navigation==<br />
{{#lst:{{PAGENAME}}/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/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.}}<br />
{{Navbar-BBTag}}</div>73.119.87.123https://www.dustloop.com/wiki/index.php?title=BBTag/Akatsuki&diff=188971BBTag/Akatsuki2020-12-18T14:54:25Z<p>73.119.87.123: /* 6P */</p>
<hr />
<div>{{InvisibleHeader}}{{NavTabs|game=BBTag|chara=Akatsuki}}<br />
<br />
======<span style="visibility:hidden;font-size:0">Overview</span>======<br />
{{FlexContainer}}<br />
{{FlexTopContainer}}<!-- BEGIN TOP SECTION --><br />
{{FP Box|header=Overview<br />
|content=<br />
{{Bio<br />
| name = Akatsuki<br />
| game = BBTag<br />
| quote = I am the indomitable Thunder God!<br />
| lore = <br />
Akatsuki (Real name unknown) is a former Imperial Army technical officer, who's mission is to protect a weapon that could turn the tides of the war, the Blitz Engines. As the first solider to have a Blitz Engine implanted into his body, he was dubbed as "Prototype Nr. 1". Believing he would be a threat to his goal of achieving godhood, Akatsuki's superior Murakumo sabotages his submarine and it sinks in the Artic while transporting the Blitz Engines to an allied nation. Little did Murakumo know, the submarine was stuck in the ice, and Akatsuki only remained alive in cryogenic stasis thanks to the Hibernation Control Unit and awakens 50 years later with one goal in mind, "In the event of mission failure, destroy all of the Blitz Engines.", given by Murakumo himself not expecting Akatsuki to survive. Now as the reawakened Thunder God, Akatsuki sets off to the old base in Fuji, encountering many who want the Blitz Engine inside of him.<br />
<br />
}}<br />
{{StrengthsAndWeaknesses<br />
|intro=<br />
<br />
|pros=<br />
* Very solid screen carry. Optimal combos can carry fullscreen with little to no effort<br />
* Solid projectile game. B Projectile being very fast and EX Projectile shooting out multiple orbs<br />
* Signature B Tatsu (C Tatsu in his home series) is very reliable. EX Tatsu causes wallbounces, leading to solo conversions for high damage<br />
* High solo damage, specially in the corner where he does not need meter to extend combos.<br />
* Strong support overall, 5P is amazing at locking down the opponent, 4P has amazing floating time and 6P is a fast projectile.<br />
* Can unload all of your meter in a single combo, making him a monster in resonance.<br />
<br />
|cons=<br />
* B Smart combo makes Akatsuki airborne, limiting followup/cancel options<br />
* Due to Reflector being his reversal action while his Shoryuken-type special Human Cannon is assist only, Akatsuki both no longer plays like a classic shoto and has lost access to a reliable anti-air reversal <br />
* Somewhat weak mid-range game<br />
* Needs meter to extend his combos midscreen<br />
* His burst hitbox is on the smaller side.<br />
}}<br />
}}<br />
{{Closediv}}<!--END TOP SECTION--><br />
{{FlexSideContainer}}<!-- BEGIN FLEX SECTION --><br />
{{FP TOC}}<br />
{{FP Box<br />
| padding=no<br />
| content={{CharaInfo<br />
| game=BBTag<br />
| fullname=Akatsuki<br />
| health={{#lst:{{PAGENAME}}/Data|health}}<br />
| comborate={{#lst:{{PAGENAME}}/Data|comborate}}<br />
| prejump={{#lst:{{PAGENAME}}/Data|prejump}}<br />
| backdash={{#lst:{{PAGENAME}}/Data|backdash}}<br />
| movement={{#lst:{{PAGENAME}}/Data|movementoptions}}<br />
}}<br />
}}<br />
{{Closediv}}<!--END FLEX OTHER SECTION--><br />
{{Closediv}}<br />
<br />
==Normal Moves==<br />
===<big>4A</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Akatsuki_4A.png |Jib<br />
BBTag_Akatsuki_4AA.png|Jab<br />
BBTag_Akatsuki_4AAA.png |Close B, but chainable?<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=4A}}<br />
{{#lst:{{PAGENAME}}/Data|4A}}<br />
|-<br />
{{AttackVersion|name=4AA}}<br />
{{#lst:{{PAGENAME}}/Data|4AA}}<br />
|-<br />
{{AttackVersion|name=4AAA}}<br />
{{#lst:{{PAGENAME}}/Data|4AAA}}<br />
|}<br />
==== ====<br />
* Jump cancelable.<br />
* Throw cancelable.<br />
* Cancels into itself up to 3 times, even on whiff.<br />
4A is Akatsuki's fastest attack making it invaluable for starting pressure or mashing out of bad blockstrings. Used to extend corner combos after air hit A Armor Piercing Kick. Must be delayed to cancel into itself on hit or block, otherwise it will cancel into 4AA instead. The second and third 4A's cannot cancel into 2A. The other 4A animation is cosmetic.<br />
----<br />
* Jump cancelable.<br />
* Throw cancelable.<br />
4AA shares the same two animations as 4A but has unique properties. Akatsuki will move forward before throwing the punch, giving increased range. However, it is negative on block and cannot cancel into itself so only use this if you plan to cancel into 4AAA as well. Used primarily as blockstring filler or to keep Akatsuki close to the opponent for a tick throw set-up. Avoid using this move in combos as it will harshly scale your damage.<br />
----<br />
* Jump cancelable.<br />
4AAA is the only attack Akatsuki has that is plus on block, making it very good for resetting pressure. Note that the push-back on block will put the opponent outside of 4A's range so either use a micro-dash to close the distance or use 5A to continue pressure instead. The slight launch on air hit makes it difficult to combo from this move into 5A, which significantly lowers combo damage.<br />
</div><br />
</div><br />
<br />
===<big>5A</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Akatsuki_5A.png |Two frames slower, but still good!<br />
BBTag_Akatsuki_5AA.png |Roundhouse<br />
BBTag_Akatsuki_5AAA.png |4AAA uses only my fists, so I only use my legs here.<br />
BBTag_Akatsuki_5AAAA.png |Forget it, ROCKETO PAWNCH!<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=5A}}<br />
{{#lst:{{PAGENAME}}/Data|5A}}<br />
|-<br />
{{AttackVersion|name=5AA}}<br />
{{#lst:{{PAGENAME}}/Data|5AA}}<br />
|-<br />
{{AttackVersion|name=5AAA}}<br />
{{#lst:{{PAGENAME}}/Data|5AAA}}<br />
|-<br />
{{AttackVersion|name=5AAAA}}<br />
{{#lst:{{PAGENAME}}/Data|5AAAA}}<br />
|}<br />
==== ====<br />
<br />
* Jump cancelable.<br />
* Throw cancelable.<br />
Akatsuki moves forward as he kicks, extending the 5A's range. Excellent poke that is safe on block and can be jump canceled to do high/low mix-ups or to retreat from a risky situation. This is also his best scaling starter so use this for punishes instead of 5B if meter is available. Combos into 5C on grounded counter hit, though this is only optimal if Extra Assault is used and EX Armor Piercing Kick wouldn't corner the opponent.<br />
----<br />
* Jump cancelable on hit.<br />
* Throw cancelable.<br />
5AA is primarily used as blockstring and combo filler. Last point in a blockstring that can cancel into a throw, so a pressure reset will be needed after canceling out of this move if a hit/throw mix-up is desired.<br />
----<br />
* Jump cancelable on hit.<br />
5AAA is yet another advancing kick. Slightly launches airborne opponents, allowing a following 5B to link back into 5A. Also used a blockstring and combo filler. Leads into massive damage if it is used as a starter, usually by frame-trapping the opponent.<br />
----<br />
* Launches opponents way on hit.<br />
* Opponent cannot Cross Burst during this attack.<br />
Akatsuki uses the blitz motor to create an explosion in front of him. Has significantly less horizontal range than the animation implies, though it shouldn't whiff if canceled into immediately after 5AAA. Has no followups on block, is negative on block, and is very punishable if 5AAA is Reject Guarded so never use this move outside of combos. Never optimal in assist combos either so only use this if a Cross Burst is possible. Can give safe-jump oki in the corner if the opponent was hit by 5AAA near its max vertical height.<br />
</div><br />
</div><br />
<br />
===<big>5B</big>===<br />
<span class="input-badge">'''Jaw Crusher'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Akatsuki_5B.png |Don't miss this.<br />
BBTag_Akatsuki_5BB.png |Get up here!<br />
BBTag_Akatsuki_5BBB.png |Get down there!<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=5B}}<br />
{{#lst:{{PAGENAME}}/Data|5B}}<br />
|-<br />
{{AttackVersion|name=5BB}}<br />
{{#lst:{{PAGENAME}}/Data|5BB}}<br />
|-<br />
{{AttackVersion|name=5BBB}}<br />
{{#lst:{{PAGENAME}}/Data|5BBB}}<br />
|}<br />
==== ====<br />
* Head invulnerable.<br />
* Launches opponents on hit.<br />
5B is your dedicated anti-air that leads into a full combo on counter hit. Can whiff if the opponent is directly above him.<br />
----<br />
* Airborne on frame 2.<br />
* Launches opponents on hit.<br />
5BB is used almost exclusively as combo filler. Cannot frame trap from 5B, even with as late a cancel as possible. Cancels into air specials allowing him to stay safe on block with either A Piercing Kick or A Blitz Shot. Can also cancel into j.C which is a natural frame-trap.<br />
----<br />
* Groundbounces opponents on hit.<br />
* Can only be used if 5BB hit the opponent's point character.<br />
* Only hits the opponent's point character and only if they are in hitstun.<br />
* Opponents cannot burst during a throw.<br />
5BBB is a hit throw that can be special canceled, either into EX Armor Piercing Kick or Thunderbolt to extend combos, or B Armor Piercing Kick or Kamikaze to end them. <br />
</div><br />
</div><br />
<br />
===<big>5C</big>===<br />
<span class="input-badge">'''Helm Crusher'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Akatsuki_5C.png |The Chad Chop<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|5C}}<br />
|}<br />
==== ====<br />
<br />
* On grounded hit, leads into a timed follow-up.<br />
* Follow-up damage, meter gain, oki, and timing changes if partner is available.<br />
Overhead chop that is relatively quick but unsafe on block. As Akatsuki's only other grounded overhead (final hit of B Armor Piercing Kick) is hilariously slow and doesn't lead into anything without a preemptive assist call, he will have to use this to threaten opponents with a high/low mix-up.<br />
</div><br />
</div><br />
<br />
===<big>2A</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Akatsuki_2A.png |From not being a low, to being a low, back to not being a low....<br />
BBTag_Akatsuki_2AA.png |I repeat, ''not a low!''<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|2A}}<br />
|}<br />
==== ====<br />
* Throw cancelable.<br />
* Cancels into itself up to 3 times, even on whiff.<br />
'''Not a low''' unlike in UNIST for some reason. As 4A has faster start-up, more range both vertically and horizontally, more cancel options, and also hits crouching opponents, it's difficult to recommend using this move at all. The only remaining benefits are that it shrinks Akatsuki's hurtbox (useful for low profiling certain mids) and the self cancels on block don't require staggers to work. The other 2A animation is cosmetic.<br />
</div><br />
</div><br />
<br />
===<big>2B</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Akatsuki_2B.png | Leggies!<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|2B}}<br />
|}<br />
==== ====<br />
Fastest low button, making it important for high/low mix-ups. Used as blockstring and combo filler otherwise. Slightly launches airborne opponents, useful for optimizing the damage of certain combo routes. Has quite a few active frames, making it a good low meaty button. <br />
</div><br />
</div><br />
<br />
===<big>2C</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Akatsuki_2C.png | Also Leggies!<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|2C}}<br />
|}<br />
==== ====<br />
<br />
* Knockdown opponents on hit.<br />
Leg sweep with slight forward movement. Has fantastic scaling as a combo starter but needs resources to convert into a combo. Use A Armor Piercing Kick to make this low safe on block and use B Armor Piercing Kick for damage and oki on hit.<br />
</div><br />
</div><br />
<br />
===<big>j.A</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Akatsuki_jA.png |Coming in!<br />
BBTag_Akatsuki_jAA.png |Hey, where have I seen this before?<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=j.A}}<br />
{{#lst:{{PAGENAME}}/Data|j.A}}<br />
|-<br />
{{AttackVersion|name=j.AA}}<br />
{{#lst:{{PAGENAME}}/Data|j.AA}}<br />
|}<br />
==== ====<br />
* Double jump cancelable.<br />
Akatsuki's main jump-in attack as it can cancel into j.AA for a double overhead, can cross-up, and has good range. Also his best air-to-air and air combo tool though only because he lacks better options.<br />
----<br />
* Double jump cancelable.<br />
j.AA is used exclusively as blockstring and combo filler. Can cancel into j.C for a triple overhead or to end air combos with safe-jump oki.<br />
</div><br />
</div><br />
<br />
===<big>j.B</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Akatsuki_jB.png |Air Chad Chop<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.B}}<br />
|}<br />
==== ====<br />
* Double jump cancelable.<br />
*Knocks down airborne opponents on hit.<br />
Never optimal in air combos as both j.C and Air B Armor Piercing Kick deal more damage and have better oki. Highest damage jump-in though it lacks the mix-up potential and frame data of j.A, making it somewhat committal.<br />
</div><br />
</div><br />
<br />
===<big>j.C</big>===<br />
<span class="input-badge">'''Tile Crusher'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Akatsuki_jC.png |Dive kicking is for losers.<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.C}}<br />
|}<br />
==== ====<br />
<br />
* Hits twice.<br />
* Both hits knockdown on hit.<br />
Safe on block divekick that can be used after jump canceling a blocked normal for an overhead mix-up or used to end combos with safe jump oki. The slight forward movement at the beginning of the move allows for ambiguous cross-ups so it also enables left/right mix-ups. However, this move cannot be canceled into anything else even if Akatsuki is in Resonance Blaze which means that a preemptive assist call is the only way to extend combos. First hit occurs while he falls and the second occurs once he lands. The second hit is what keeps him safe on block and guarantees safe-jump oki on hit, thus cross-ups with this move are always punishable on block as the second hit will whiff. Calling an assist as Akatsuki crosses-up keeps him safe and creates a sandwich situation if Cross Combo is used.<br />
</div><br />
</div><br />
<br />
==Universal Moves==<br />
===<big>Ground Throw</big>===<br />
<span class="input-badge">'''5B+C'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Akatsuki_GroundThrow.png |Shock This!<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|BC}}<br />
|}<br />
==== ====<br />
* 100% minimum damage. (2000)<br />
* Holding back while pressing throw results in a back throw.<br />
* If Akatsuki isn't close enough for the grab to connect, he will run a short distance then attempt a throw.<br />
* Launches opponents on hit.<br />
* Opponents cannot burst during a throw.<br />
Combos into his grounded A and B normals as well as all his special moves.<br />
</div><br />
</div><br />
<br />
===<big>Reflector</big>===<br />
<span class="input-badge">'''5A+D (Air Ok)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Akatsuki_Reflector.png |Come!<br />
BBTag_Akatsuki_ReflectorAttack.png|Now go!<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=Parry}}<br />
{{#lst:{{PAGENAME}}/Data|AD}}<br />
|-<br />
{{AttackVersion|name=Attack}}<br />
{{#lst:{{PAGENAME}}/Data|AD Attack}}<br />
|-<br />
{{AttackVersion|name=Air Parry}}<br />
{{#lst:{{PAGENAME}}/Data|j.AD}}<br />
|-<br />
{{AttackVersion|name=Air Attack}}<br />
{{#lst:{{PAGENAME}}/Data|j.AD Attack}}<br />
|}<br />
==== ====<br />
<br />
* Invincible on start-up.<br />
* Parry catches any and all attacks.<br />
* Invincibility lasts until recovery ends if the parry is successful.<br />
Parry-type Reversal Action that automatically retaliates against close range physical attacks from the opponent's point character or recovers immediately against any other attacks. Freezes opponents and destroys projectiles that hit the parry, preventing them from escaping the counter punch or putting Akatsuki at a frame advantage though note that opponents get the same cancel options as they would have on block. Can be used back-to-back to counter multi-hit moves, though only if the counter-attack doesn't occur. Canceling into a super will make the invul from the parry gapless, useful for punishing long range attacks with Kamikaze or slow attacks with Thunderbolt for a full combo. Parry will always fail if used too soon after an assist call, meaning only partners with very slow assists can be used to combo after the counter punch. Contrary to the animation, this move protects Akatsuki from both sides.<br />
<br />
The aerial version maintains aerial momentum and cannot do anything else until Akatsuki reaches the ground. If he lands before the recovery ends, he will transition into the ground version.<br />
----<br />
* Invincible on start-up.<br />
* Air unblockable.<br />
* Launches opponents away on hit.<br />
Automatic counter attack. A punch with low range and no cancel options. Is safe on block and is also air unblockable but seeing as this attack only occurs if it is guaranteed to hit, neither situation should occur. Will auto correct to hit opponents behind Akatsuki. Can only combo after this move by using certain assists.<br />
<br />
An important change from UNIST is that if the criteria for the retaliatory attack are met, Akatsuki '''MUST''' attack. This means that this move will always lose to attacks that have enough invul frames and either recover before Akatsuki does or the active frames last past his invul frames, such as Merkava's I, Resentfully Rage super.<br />
<br />
The aerial version is air blockable, but as it only occurs if it would hit this doesn't amount to anything. <br />
</div><br />
</div><br />
<br />
==Skills==<br />
===<big>Blitz Shot</big>===<br />
<span class="input-badge">'''236A/B (Air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Akatsuki_BlitzShot.png |Hadoudan!<br />
BBTag_Akatsuki_AirBlitzShot.png |Denkoken!<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=Ground A}}<br />
{{#lst:{{PAGENAME}}/Data|236A}}<br />
|-<br />
{{AttackVersion|name=Ground B}}<br />
{{#lst:{{PAGENAME}}/Data|236B}}<br />
|-<br />
{{AttackVersion|name=Air A}}<br />
{{#lst:{{PAGENAME}}/Data|j.236A}}<br />
|-<br />
{{AttackVersion|name=Air B}}<br />
{{#lst:{{PAGENAME}}/Data|j.236B}}<br />
|}<br />
==== ====<br />
* All versions knockdown on hit.<br />
236A is a slow moving ball of electricity. Akatsuki can run in behind the projectile when used at full screen, but don't expect to be able to get very close before blockstun ends. Can combo into Kamikaze if it hits from about half screen distance. Punishable on block at close range and never optimal in combos so don't use it in blockstrings or combos.<br />
----<br />
236B is a fast moving ball of electricity. Used to harass or punish opponents from a distance. Also don't use this in blockstrings or combos.<br />
----<br />
j.236A is a slow moving ball of electricity fired downward at a 45 degree angle. The recoil sends Akatsuki back a substantial distance, allowing him to retreat. The angle of the projectile makes it harder to hit opponents beneath Akatsuki the higher up he was when he launched it, so either use it near the ground or far away from the opponent.<br />
----<br />
j.236B is a fast moving ball of electricity fired downward at a 45 degree angle. Used to harass or punish opponents from a distance while in the air.<br />
</div><br />
</div><br />
<br />
===<big>Armor Piercing Kick</big>===<br />
<span class="input-badge">'''214A/B (Air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Akatsuki_ArmorPiercingKick.png |I'm gonna round start Chesto.<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=Ground A}}<br />
{{#lst:{{PAGENAME}}/Data|214A}}<br />
|-<br />
{{AttackVersion|name=Ground B}}<br />
{{#lst:{{PAGENAME}}/Data|214B}}<br />
|-<br />
{{AttackVersion|name=Air A}}<br />
{{#lst:{{PAGENAME}}/Data|j.214A}}<br />
|-<br />
{{AttackVersion|name=Air B}}<br />
{{#lst:{{PAGENAME}}/Data|j.214B}}<br />
|}<br />
==== ====<br />
;214A<br />
Hop kick that travels a little less than half screen. Primarily used to end blockstrings safely, however it is also a fantastic neutral tool as it has fast start-up, long range, stuffs throws thanks to the initial hop, and it can potentially be +1 on block if it connects on its last active frame (either use it at max range or as a meaty). Can link into 4A in the corner if used after 5B, giving Akatsuki good meterless damage. Links into 5A on a grounded counter hit for a full combo.<br />
<br />
The air version is identical to the ground version, however here it has less utility than it does on the ground. Generally only used to make 5BB safe on block.<br />
----<br />
;214B<br />
* Hits three times.<br />
* Second hit launches on hit, third hit knockdowns on hit.<br />
* Third hit is an overhead.<br />
<br />
Akatsuki kicks twice and finishes with an axe kick. This is his meterless combo ender, providing good damage and corner carry with decent oki. Also used to tack on extra damage before a super when in Resonance Blaze. The overhead takes 32 frames to hit (plus hit-stop if the first two hits are blocked), making this laughably easy to react to. However, the slow start-up makes it extremely useful for setting up unblockables with a partner via Active Switch. It's also strong in sandwich situations as it gives a partner time to do mix-ups on block or confirm into a combo on hit.<br />
<br />
The air version is identical to the ground version. Used to end air combos or to tack on extra damage before canceling into a super in Resonance.<br />
</div><br />
</div><br />
<br />
==Extra Skills==<br />
===<big>EX Blitz Shot</big>===<br />
<span class="input-badge">'''236C (Air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Akatsuki_BlitzShot.png |Swiggy swootral, I now control neutral!<br />
BBTag_Akatsuki_AirBlitzShot.png |One-man bullet barrage.<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=Ground}}<br />
{{#lst:{{PAGENAME}}/Data|236C}}<br />
|-<br />
{{AttackVersion|name=Air}}<br />
{{#lst:{{PAGENAME}}/Data|j.236C}}<br />
|}<br />
==== ====<br />
* Hits 4 times, all of which knockdown on hit.<br />
* Same travel speed as the A version.<br />
* Air version travels downward at a 45 degree angle.<br />
<br />
236C fires 4 balls of electricity, resulting in more damage, hitstun, and blockstun. This allows Akatsuki to combo into Kamikaze from a closer distance than 236A as well as making the projectile safer on block. Not a particularly strong choice for meter usage so consider saving it instead for reversals and Reject Guards.<br />
<br />
Air version has the same uses as j.236A, though it doesn't push Akatsuki back as far after firing the projectiles.<br />
</div><br />
</div><br />
<br />
===<big>EX Armor Piercing Kick</big>===<br />
<span class="input-badge">'''214C (Air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Akatsuki_ArmorPiercingKick.png |CHE-CHE-CHE-CHE-CHE-CHE-CHESTO!!<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=Ground}}<br />
{{#lst:{{PAGENAME}}/Data|214C}}<br />
|-<br />
{{AttackVersion|name=Air}}<br />
{{#lst:{{PAGENAME}}/Data|j.214C}}<br />
|}<br />
==== ====<br />
* Hits 7 times.<br />
* Final hit wallbounces on hit.<br />
<br />
Akatsuki does multiple advancing spin kicks, ending with a split kick. Travels full-screen and ends with a wall bounce. Only combos into B Armor Piercing Kick and Kamikaze mid-screen. However, in the corner it combos into all A and B normals, all versions of Armor Piercing Kick, and Kamikaze. Greatly increases combo damage if used early and the opponent is cornered by the final hit. As this version is unsafe on block and the B version has stronger Active Switch potential, don't bother using this version on block.<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Partner Skills==<br />
===<big>5P</big>===<br />
<span class="input-badge">'''EX Armor Piercing Kick'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Akatsuki_ArmorPiercingKick.png |CHESTO FOREVER!!<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|5P}}<br />
|}<br />
==== ====<br />
* Hits 4 times.<br />
* Final hit wallbounces on hit.<br />
<br />
Identical to EX Armor Piercing Kick, albeit with less hits, damage, and travel distance. Very easy to convert into a full combo while also providing good corner carry. Long duration makes it his best assist for applying mix-ups safely.<br />
</div><br />
</div><br />
<br />
===<big>6P</big>===<br />
<span class="input-badge">'''B Blitz Shot'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Akatsuki_BlitzShot.png | I'm-a firin' my- Wait no NO ''NO'' '''''NO'''''<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|6P}}<br />
|}<br />
==== ====<br />
*Knockdown on hit.<br />
<br />
Standard projectile assist used to safely poke opponents from a distance or extend certain combos. As this is Akatsuki's fastest overall assist it is very important for Cross Combo extensions and block strings.<br />
</div><br />
</div><br />
<br />
===<big>4P</big>===<br />
<span class="input-badge">'''Human Cannon'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Akatsuki_HumanCannon.png |Oh, there's my DP<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|4P}}<br />
|}<br />
==== ====<br />
* Hits 3 times.<br />
* Launches opponents on hit.<br />
<br />
Primarily used as an anti-air though it is also used to call out Cross Bursts due to the high hitstun and launch height on hit.<br />
</div><br />
</div><br />
<br />
==Distortion Skills==<br />
===<big>Kamikaze</big>===<br />
<span class="input-badge">'''236B+C'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Akatsuki_Kamikaze.png |''"Blitz Motor engaged!"''<br />
BBTag_Akatsuki_Kamikaze2.png |''"Brace for impact!"''<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|236BC}}<br />
|}<br />
==== ====<br />
* Invincible on start-up.<br />
* Hits 27 times (29 times in RB), only once on block or whiff.<br />
* Follow-ups only occurs if the first hit lands on the opponent's point character.<br />
* First hit restands the opponent on hit, the final hit wall bounces on hit.<br />
* 10%, 7.7%, 18%, 20%, 26% minimum damage. 100 + (20 x 23) + 140 + 260 + 1151 = 2111<br />
* (RB) 10%, 7.7%, 10%, 23% minimum damage. 100 + (20 x 25) + 78 + 130 + 1489 = 2297<br />
<br />
Akatsuki charges forward with a punch that travels over half-screen. If it successfully hits the opponent, he follows up with a rapid series of punches and kick before uppercutting the opponent into the air and blowing them away with a Blitz Motor powered explosion. Used to end combos with high damage or to blow through zoning and spacing. Can also be used as a reversal though it is much more unsafe then Reflector so this isn't recommended. Terrible in happy birthday situations as the follow-ups don't hit partner characters.<br />
</div><br />
</div><br />
<br />
===<big>Thunderbolt</big>===<br />
<span class="input-badge">'''214B+C'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Akatsuki_Thunderbolt.png |I have spent countless years mastering this technique, I have been in many games, and provided hours of entertainment, to bring you...<br />
BBTag_Akatsuki_Thunderbolt2.png |The ULTIMATE '''''C H E S T O !'''''<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|214BC}}<br />
|}<br />
==== ====<br />
* Invincible on start-up.<br />
* Hits once.<br />
* Launches opponents on hit.<br />
* 20% minimum damage. 796 (996 in RB)<br />
<br />
Akatsuki does a powerful axe kick. Has low damage compared to most other supers but in exchange it has so much hitstun that he can extend combos off of it. Has a somewhat lengthy amount of start-up, making hard to combo from certain attacks and reducing its viability as a reversal.<br />
<br />
</div><br />
</div><br />
<br />
==Distortion Skill Duo==<br />
===<big>Kamikaze</big>===<br />
<span class="input-badge">'''P during Partner's Distortion Skill '''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Akatsuki_Kamikaze2.png |'''''"CLENCH! YOUR! TEETH!"'''''<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|Distortion Skill Duo}}<br />
|}<br />
==== ====<br />
* Hits 4 times, only once on block or whiff.<br />
* First hit restands the opponent on hit, the final hit wall bounces on hit.<br />
* 100% minimum damage. 500 + 250 + 250 + 1000 = 2000<br />
* (RB) 100% minimum damage. 500 + 300 + 300 + 1400 = 2500<br />
<br />
Modified version of Kamikaze that drops the intermediate hits in exchange for the ability to hit partner characters. Use it if the extra damage will K.O a character.<br />
</div><br />
</div><br />
<br />
==Astral Heat==<br />
===<big>Ouka-Kai</big>===<br />
<span class="input-badge">'''222B+C'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Akatsuki_Ouka.png |''"May the blossoms of my country forever bloom!"''<br />
BBTag_Akatsuki_Ouka2.png |''"Let evil scatter before me!"'' <br/> '''''"SHIN! OUKA-KAI!"'''''<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|222BC}}<br />
|}<br />
==== ====<br />
* Requires 9 bars of meter, level 4 Resonance Blaze, and the opponent must have one character remaining.<br />
* Invincible on start-up.<br />
* Grants victory upon a successful hit<br />
<br />
Akatsuki punches the ground, creating a tremor that launches across the screen. If it hits, he steadies himself before launching a decisive punch that instantly K.O.'s the opponent. Very easy to combo into due to its extreme range and speed. Can be used as an all-or-nothing reversal thanks to the start-up invincibility.<br />
</div><br />
</div><br />
<br />
==External References==<br />
==Navigation==<br />
{{#lst:{{PAGENAME}}/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/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.}}<br />
{{Navbar-BBTag}}</div>73.119.87.123https://www.dustloop.com/wiki/index.php?title=BBTag/Akatsuki&diff=188969BBTag/Akatsuki2020-12-18T14:35:51Z<p>73.119.87.123: /* 2C */</p>
<hr />
<div>{{InvisibleHeader}}{{NavTabs|game=BBTag|chara=Akatsuki}}<br />
<br />
======<span style="visibility:hidden;font-size:0">Overview</span>======<br />
{{FlexContainer}}<br />
{{FlexTopContainer}}<!-- BEGIN TOP SECTION --><br />
{{FP Box|header=Overview<br />
|content=<br />
{{Bio<br />
| name = Akatsuki<br />
| game = BBTag<br />
| quote = I am the indomitable Thunder God!<br />
| lore = <br />
Akatsuki (Real name unknown) is a former Imperial Army technical officer, who's mission is to protect a weapon that could turn the tides of the war, the Blitz Engines. As the first solider to have a Blitz Engine implanted into his body, he was dubbed as "Prototype Nr. 1". Believing he would be a threat to his goal of achieving godhood, Akatsuki's superior Murakumo sabotages his submarine and it sinks in the Artic while transporting the Blitz Engines to an allied nation. Little did Murakumo know, the submarine was stuck in the ice, and Akatsuki only remained alive in cryogenic stasis thanks to the Hibernation Control Unit and awakens 50 years later with one goal in mind, "In the event of mission failure, destroy all of the Blitz Engines.", given by Murakumo himself not expecting Akatsuki to survive. Now as the reawakened Thunder God, Akatsuki sets off to the old base in Fuji, encountering many who want the Blitz Engine inside of him.<br />
<br />
}}<br />
{{StrengthsAndWeaknesses<br />
|intro=<br />
<br />
|pros=<br />
* Very solid screen carry. Optimal combos can carry fullscreen with little to no effort<br />
* Solid projectile game. B Projectile being very fast and EX Projectile shooting out multiple orbs<br />
* Signature B Tatsu (C Tatsu in his home series) is very reliable. EX Tatsu causes wallbounces, leading to solo conversions for high damage<br />
* High solo damage, specially in the corner where he does not need meter to extend combos.<br />
* Strong support overall, 5P is amazing at locking down the opponent, 4P has amazing floating time and 6P is a fast projectile.<br />
* Can unload all of your meter in a single combo, making him a monster in resonance.<br />
<br />
|cons=<br />
* B Smart combo makes Akatsuki airborne, limiting followup/cancel options<br />
* Due to Reflector being his reversal action while his Shoryuken-type special Human Cannon is assist only, Akatsuki both no longer plays like a classic shoto and has lost access to a reliable anti-air reversal <br />
* Somewhat weak mid-range game<br />
* Needs meter to extend his combos midscreen<br />
* His burst hitbox is on the smaller side.<br />
}}<br />
}}<br />
{{Closediv}}<!--END TOP SECTION--><br />
{{FlexSideContainer}}<!-- BEGIN FLEX SECTION --><br />
{{FP TOC}}<br />
{{FP Box<br />
| padding=no<br />
| content={{CharaInfo<br />
| game=BBTag<br />
| fullname=Akatsuki<br />
| health={{#lst:{{PAGENAME}}/Data|health}}<br />
| comborate={{#lst:{{PAGENAME}}/Data|comborate}}<br />
| prejump={{#lst:{{PAGENAME}}/Data|prejump}}<br />
| backdash={{#lst:{{PAGENAME}}/Data|backdash}}<br />
| movement={{#lst:{{PAGENAME}}/Data|movementoptions}}<br />
}}<br />
}}<br />
{{Closediv}}<!--END FLEX OTHER SECTION--><br />
{{Closediv}}<br />
<br />
==Normal Moves==<br />
===<big>4A</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Akatsuki_4A.png |Jib<br />
BBTag_Akatsuki_4AA.png|Jab<br />
BBTag_Akatsuki_4AAA.png |Close B, but chainable?<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=4A}}<br />
{{#lst:{{PAGENAME}}/Data|4A}}<br />
|-<br />
{{AttackVersion|name=4AA}}<br />
{{#lst:{{PAGENAME}}/Data|4AA}}<br />
|-<br />
{{AttackVersion|name=4AAA}}<br />
{{#lst:{{PAGENAME}}/Data|4AAA}}<br />
|}<br />
==== ====<br />
* Jump cancelable.<br />
* Throw cancelable.<br />
* Cancels into itself up to 3 times, even on whiff.<br />
4A is Akatsuki's fastest attack making it invaluable for starting pressure or mashing out of bad blockstrings. Used to extend corner combos after air hit A Armor Piercing Kick. Must be delayed to cancel into itself on hit or block, otherwise it will cancel into 4AA instead. The second and third 4A's cannot cancel into 2A. The other 4A animation is cosmetic.<br />
----<br />
* Jump cancelable.<br />
* Throw cancelable.<br />
4AA shares the same two animations as 4A but has unique properties. Akatsuki will move forward before throwing the punch, giving increased range. However, it is negative on block and cannot cancel into itself so only use this if you plan to cancel into 4AAA as well. Used primarily as blockstring filler or to keep Akatsuki close to the opponent for a tick throw set-up. Avoid using this move in combos as it will harshly scale your damage.<br />
----<br />
* Jump cancelable.<br />
4AAA is the only attack Akatsuki has that is plus on block, making it very good for resetting pressure. Note that the push-back on block will put the opponent outside of 4A's range so either use a micro-dash to close the distance or use 5A to continue pressure instead. The slight launch on air hit makes it difficult to combo from this move into 5A, which significantly lowers combo damage.<br />
</div><br />
</div><br />
<br />
===<big>5A</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Akatsuki_5A.png |Two frames slower, but still good!<br />
BBTag_Akatsuki_5AA.png |Roundhouse<br />
BBTag_Akatsuki_5AAA.png |4AAA uses only my fists, so I only use my legs here.<br />
BBTag_Akatsuki_5AAAA.png |Forget it, ROCKETO PAWNCH!<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=5A}}<br />
{{#lst:{{PAGENAME}}/Data|5A}}<br />
|-<br />
{{AttackVersion|name=5AA}}<br />
{{#lst:{{PAGENAME}}/Data|5AA}}<br />
|-<br />
{{AttackVersion|name=5AAA}}<br />
{{#lst:{{PAGENAME}}/Data|5AAA}}<br />
|-<br />
{{AttackVersion|name=5AAAA}}<br />
{{#lst:{{PAGENAME}}/Data|5AAAA}}<br />
|}<br />
==== ====<br />
<br />
* Jump cancelable.<br />
* Throw cancelable.<br />
Akatsuki moves forward as he kicks, extending the 5A's range. Excellent poke that is safe on block and can be jump canceled to do high/low mix-ups or to retreat from a risky situation. This is also his best scaling starter so use this for punishes instead of 5B if meter is available. Combos into 5C on grounded counter hit, though this is only optimal if Extra Assault is used and EX Armor Piercing Kick wouldn't corner the opponent.<br />
----<br />
* Jump cancelable on hit.<br />
* Throw cancelable.<br />
5AA is primarily used as blockstring and combo filler. Last point in a blockstring that can cancel into a throw, so a pressure reset will be needed after canceling out of this move if a hit/throw mix-up is desired.<br />
----<br />
* Jump cancelable on hit.<br />
5AAA is yet another advancing kick. Slightly launches airborne opponents, allowing a following 5B to link back into 5A. Also used a blockstring and combo filler. Leads into massive damage if it is used as a starter, usually by frame-trapping the opponent.<br />
----<br />
* Launches opponents way on hit.<br />
* Opponent cannot Cross Burst during this attack.<br />
Akatsuki uses the blitz motor to create an explosion in front of him. Has significantly less horizontal range than the animation implies, though it shouldn't whiff if canceled into immediately after 5AAA. Has no followups on block, is negative on block, and is very punishable if 5AAA is Reject Guarded so never use this move outside of combos. Never optimal in assist combos either so only use this if a Cross Burst is possible. Can give safe-jump oki in the corner if the opponent was hit by 5AAA near its max vertical height.<br />
</div><br />
</div><br />
<br />
===<big>5B</big>===<br />
<span class="input-badge">'''Jaw Crusher'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Akatsuki_5B.png |Don't miss this.<br />
BBTag_Akatsuki_5BB.png |Get up here!<br />
BBTag_Akatsuki_5BBB.png |Get down there!<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=5B}}<br />
{{#lst:{{PAGENAME}}/Data|5B}}<br />
|-<br />
{{AttackVersion|name=5BB}}<br />
{{#lst:{{PAGENAME}}/Data|5BB}}<br />
|-<br />
{{AttackVersion|name=5BBB}}<br />
{{#lst:{{PAGENAME}}/Data|5BBB}}<br />
|}<br />
==== ====<br />
* Head invulnerable.<br />
* Launches opponents on hit.<br />
5B is your dedicated anti-air that leads into a full combo on counter hit. Can whiff if the opponent is directly above him.<br />
----<br />
* Airborne on frame 2.<br />
* Launches opponents on hit.<br />
5BB is used almost exclusively as combo filler. Cannot frame trap from 5B, even with as late a cancel as possible. Cancels into air specials allowing him to stay safe on block with either A Piercing Kick or A Blitz Shot. Can also cancel into j.C which is a natural frame-trap.<br />
----<br />
* Groundbounces opponents on hit.<br />
* Can only be used if 5BB hit the opponent's point character.<br />
* Only hits the opponent's point character and only if they are in hitstun.<br />
* Opponents cannot burst during a throw.<br />
5BBB is a hit throw that can be special canceled, either into EX Armor Piercing Kick or Thunderbolt to extend combos, or B Armor Piercing Kick or Kamikaze to end them. <br />
</div><br />
</div><br />
<br />
===<big>5C</big>===<br />
<span class="input-badge">'''Helm Crusher'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Akatsuki_5C.png |The Chad Chop<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|5C}}<br />
|}<br />
==== ====<br />
<br />
* On grounded hit, leads into a timed follow-up.<br />
* Follow-up damage, meter gain, oki, and timing changes if partner is available.<br />
Overhead chop that is relatively quick but unsafe on block. As Akatsuki's only other grounded overhead (final hit of B Armor Piercing Kick) is hilariously slow and doesn't lead into anything without a preemptive assist call, he will have to use this to threaten opponents with a high/low mix-up.<br />
</div><br />
</div><br />
<br />
===<big>2A</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Akatsuki_2A.png |From not being a low, to being a low, back to not being a low....<br />
BBTag_Akatsuki_2AA.png |I repeat, ''not a low!''<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|2A}}<br />
|}<br />
==== ====<br />
* Throw cancelable.<br />
* Cancels into itself up to 3 times, even on whiff.<br />
'''Not a low''' unlike in UNIST for some reason. As 4A has faster start-up, more range both vertically and horizontally, more cancel options, and also hits crouching opponents, it's difficult to recommend using this move at all. The only remaining benefits are that it shrinks Akatsuki's hurtbox (useful for low profiling certain mids) and the self cancels on block don't require staggers to work. The other 2A animation is cosmetic.<br />
</div><br />
</div><br />
<br />
===<big>2B</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Akatsuki_2B.png | Leggies!<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|2B}}<br />
|}<br />
==== ====<br />
Fastest low button, making it important for high/low mix-ups. Used as blockstring and combo filler otherwise. Slightly launches airborne opponents, useful for optimizing the damage of certain combo routes. Has quite a few active frames, making it a good low meaty button. <br />
</div><br />
</div><br />
<br />
===<big>2C</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Akatsuki_2C.png | Also Leggies!<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|2C}}<br />
|}<br />
==== ====<br />
<br />
* Knockdown opponents on hit.<br />
Leg sweep with slight forward movement. Has fantastic scaling as a combo starter but needs resources to convert into a combo. Use A Armor Piercing Kick to make this low safe on block and use B Armor Piercing Kick for damage and oki on hit.<br />
</div><br />
</div><br />
<br />
===<big>j.A</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Akatsuki_jA.png |Coming in!<br />
BBTag_Akatsuki_jAA.png |Hey, where have I seen this before?<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=j.A}}<br />
{{#lst:{{PAGENAME}}/Data|j.A}}<br />
|-<br />
{{AttackVersion|name=j.AA}}<br />
{{#lst:{{PAGENAME}}/Data|j.AA}}<br />
|}<br />
==== ====<br />
* Double jump cancelable.<br />
Akatsuki's main jump-in attack as it can cancel into j.AA for a double overhead, can cross-up, and has good range. Also his best air-to-air and air combo tool though only because he lacks better options.<br />
----<br />
* Double jump cancelable.<br />
j.AA is used exclusively as blockstring and combo filler. Can cancel into j.C for a triple overhead or to end air combos with safe-jump oki.<br />
</div><br />
</div><br />
<br />
===<big>j.B</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Akatsuki_jB.png |Air Chad Chop<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.B}}<br />
|}<br />
==== ====<br />
* Double jump cancelable.<br />
*Knocks down airborne opponents on hit.<br />
Never optimal in air combos as both j.C and Air B Armor Piercing Kick deal more damage and have better oki. Highest damage jump-in though it lacks the mix-up potential and frame data of j.A, making it somewhat committal.<br />
</div><br />
</div><br />
<br />
===<big>j.C</big>===<br />
<span class="input-badge">'''Tile Crusher'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Akatsuki_jC.png |Dive kicking is for losers.<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.C}}<br />
|}<br />
==== ====<br />
<br />
* Hits twice.<br />
* Both hits knockdown on hit.<br />
Safe on block divekick that can be used after jump canceling a blocked normal for an overhead mix-up or used to end combos with safe jump oki. The slight forward movement at the beginning of the move allows for ambiguous cross-ups so it also enables left/right mix-ups. However, this move cannot be canceled into anything else even if Akatsuki is in Resonance Blaze which means that a preemptive assist call is the only way to extend combos. First hit occurs while he falls and the second occurs once he lands. The second hit is what keeps him safe on block and guarantees safe-jump oki on hit, thus cross-ups with this move are always punishable on block as the second hit will whiff. Calling an assist as Akatsuki crosses-up keeps him safe and creates a sandwich situation if Cross Combo is used.<br />
</div><br />
</div><br />
<br />
==Universal Moves==<br />
===<big>Ground Throw</big>===<br />
<span class="input-badge">'''5B+C'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Akatsuki_GroundThrow.png |Shock This!<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|BC}}<br />
|}<br />
==== ====<br />
* 100% minimum damage. (2000)<br />
* Holding back while pressing throw results in a back throw.<br />
* If Akatsuki isn't close enough for the grab to connect, he will run a short distance then attempt a throw.<br />
* Launches opponents on hit.<br />
* Opponents cannot burst during a throw.<br />
Combos into his grounded A and B normals as well as all his special moves.<br />
</div><br />
</div><br />
<br />
===<big>Reflector</big>===<br />
<span class="input-badge">'''5A+D (Air Ok)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Akatsuki_Reflector.png |Come!<br />
BBTag_Akatsuki_ReflectorAttack.png|Now go!<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=Parry}}<br />
{{#lst:{{PAGENAME}}/Data|AD}}<br />
|-<br />
{{AttackVersion|name=Attack}}<br />
{{#lst:{{PAGENAME}}/Data|AD Attack}}<br />
|-<br />
{{AttackVersion|name=Air Parry}}<br />
{{#lst:{{PAGENAME}}/Data|j.AD}}<br />
|-<br />
{{AttackVersion|name=Air Attack}}<br />
{{#lst:{{PAGENAME}}/Data|j.AD Attack}}<br />
|}<br />
==== ====<br />
<br />
* Invincible on start-up.<br />
* Parry catches any and all attacks.<br />
* Invincibility lasts until recovery ends if the parry is successful.<br />
Parry-type Reversal Action that automatically retaliates against close range physical attacks from the opponent's point character or recovers immediately against any other attacks. Freezes opponents and destroys projectiles that hit the parry, preventing them from escaping the counter punch or putting Akatsuki at a frame advantage though note that opponents get the same cancel options as they would have on block. Can be used back-to-back to counter multi-hit moves, though only if the counter-attack doesn't occur. Canceling into a super will make the invul from the parry gapless, useful for punishing long range attacks with Kamikaze or slow attacks with Thunderbolt for a full combo. Parry will always fail if used too soon after an assist call, meaning only partners with very slow assists can be used to combo after the counter punch. Contrary to the animation, this move protects Akatsuki from both sides.<br />
<br />
The aerial version maintains aerial momentum and cannot do anything else until Akatsuki reaches the ground. If he lands before the recovery ends, he will transition into the ground version.<br />
----<br />
* Invincible on start-up.<br />
* Air unblockable.<br />
* Launches opponents away on hit.<br />
Automatic counter attack. A punch with low range and no cancel options. Is safe on block and is also air unblockable but seeing as this attack only occurs if it is guaranteed to hit, neither situation should occur. Will auto correct to hit opponents behind Akatsuki. Can only combo after this move by using certain assists.<br />
<br />
An important change from UNIST is that if the criteria for the retaliatory attack are met, Akatsuki '''MUST''' attack. This means that this move will always lose to attacks that have enough invul frames and either recover before Akatsuki does or the active frames last past his invul frames, such as Merkava's I, Resentfully Rage super.<br />
<br />
The aerial version is air blockable, but as it only occurs if it would hit this doesn't amount to anything. <br />
</div><br />
</div><br />
<br />
==Skills==<br />
===<big>Blitz Shot</big>===<br />
<span class="input-badge">'''236A/B (Air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Akatsuki_BlitzShot.png |Hadoudan!<br />
BBTag_Akatsuki_AirBlitzShot.png |Denkoken!<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=Ground A}}<br />
{{#lst:{{PAGENAME}}/Data|236A}}<br />
|-<br />
{{AttackVersion|name=Ground B}}<br />
{{#lst:{{PAGENAME}}/Data|236B}}<br />
|-<br />
{{AttackVersion|name=Air A}}<br />
{{#lst:{{PAGENAME}}/Data|j.236A}}<br />
|-<br />
{{AttackVersion|name=Air B}}<br />
{{#lst:{{PAGENAME}}/Data|j.236B}}<br />
|}<br />
==== ====<br />
* All versions knockdown on hit.<br />
236A is a slow moving ball of electricity. Akatsuki can run in behind the projectile when used at full screen, but don't expect to be able to get very close before blockstun ends. Can combo into Kamikaze if it hits from about half screen distance. Punishable on block at close range and never optimal in combos so don't use it in blockstrings or combos.<br />
----<br />
236B is a fast moving ball of electricity. Used to harass or punish opponents from a distance. Also don't use this in blockstrings or combos.<br />
----<br />
j.236A is a slow moving ball of electricity fired downward at a 45 degree angle. The recoil sends Akatsuki back a substantial distance, allowing him to retreat. The angle of the projectile makes it harder to hit opponents beneath Akatsuki the higher up he was when he launched it, so either use it near the ground or far away from the opponent.<br />
----<br />
j.236B is a fast moving ball of electricity fired downward at a 45 degree angle. Used to harass or punish opponents from a distance while in the air.<br />
</div><br />
</div><br />
<br />
===<big>Armor Piercing Kick</big>===<br />
<span class="input-badge">'''214A/B (Air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Akatsuki_ArmorPiercingKick.png |I'm gonna round start Chesto.<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=Ground A}}<br />
{{#lst:{{PAGENAME}}/Data|214A}}<br />
|-<br />
{{AttackVersion|name=Ground B}}<br />
{{#lst:{{PAGENAME}}/Data|214B}}<br />
|-<br />
{{AttackVersion|name=Air A}}<br />
{{#lst:{{PAGENAME}}/Data|j.214A}}<br />
|-<br />
{{AttackVersion|name=Air B}}<br />
{{#lst:{{PAGENAME}}/Data|j.214B}}<br />
|}<br />
==== ====<br />
;214A<br />
Hop kick that travels a little less than half screen. Primarily used to end blockstrings safely, however it is also a fantastic neutral tool as it has fast start-up, long range, stuffs throws thanks to the initial hop, and it can potentially be +1 on block if it connects on its last active frame (either use it at max range or as a meaty). Can link into 4A in the corner if used after 5B, giving Akatsuki good meterless damage. Links into 5A on a grounded counter hit for a full combo.<br />
<br />
The air version is identical to the ground version, however here it has less utility than it does on the ground. Generally only used to make 5BB safe on block.<br />
----<br />
;214B<br />
* Hits three times.<br />
* Second hit launches on hit, third hit knockdowns on hit.<br />
* Third hit is an overhead.<br />
<br />
Akatsuki kicks twice and finishes with an axe kick. This is his meterless combo ender, providing good damage and corner carry with decent oki. Also used to tack on extra damage before a super when in Resonance Blaze. The overhead takes 32 frames to hit (plus hit-stop if the first two hits are blocked), making this laughably easy to react to. However, the slow start-up makes it extremely useful for setting up unblockables with a partner via Active Switch. It's also strong in sandwich situations as it gives a partner time to do mix-ups on block or confirm into a combo on hit.<br />
<br />
The air version is identical to the ground version. Used to end air combos or to tack on extra damage before canceling into a super in Resonance.<br />
</div><br />
</div><br />
<br />
==Extra Skills==<br />
===<big>EX Blitz Shot</big>===<br />
<span class="input-badge">'''236C (Air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Akatsuki_BlitzShot.png |Swiggy swootral, I now control neutral!<br />
BBTag_Akatsuki_AirBlitzShot.png |One-man bullet barrage.<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=Ground}}<br />
{{#lst:{{PAGENAME}}/Data|236C}}<br />
|-<br />
{{AttackVersion|name=Air}}<br />
{{#lst:{{PAGENAME}}/Data|j.236C}}<br />
|}<br />
==== ====<br />
* Hits 4 times, all of which knockdown on hit.<br />
* Same travel speed as the A version.<br />
* Air version travels downward at a 45 degree angle.<br />
<br />
236C fires 4 balls of electricity, resulting in more damage, hitstun, and blockstun. This allows Akatsuki to combo into Kamikaze from a closer distance than 236A as well as making the projectile safer on block. Not a particularly strong choice for meter usage so consider saving it instead for reversals and Reject Guards.<br />
<br />
Air version has the same uses as j.236A, though it doesn't push Akatsuki back as far after firing the projectiles.<br />
</div><br />
</div><br />
<br />
===<big>EX Armor Piercing Kick</big>===<br />
<span class="input-badge">'''214C (Air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Akatsuki_ArmorPiercingKick.png |CHE-CHE-CHE-CHE-CHE-CHE-CHESTO!!<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=Ground}}<br />
{{#lst:{{PAGENAME}}/Data|214C}}<br />
|-<br />
{{AttackVersion|name=Air}}<br />
{{#lst:{{PAGENAME}}/Data|j.214C}}<br />
|}<br />
==== ====<br />
* Hits 7 times.<br />
* Final hit wallbounces on hit.<br />
<br />
Akatsuki does multiple advancing spin kicks, ending with a split kick. Travels full-screen and ends with a wall bounce. Only combos into B Armor Piercing Kick and Kamikaze mid-screen. However, in the corner it combos into all A and B normals, all versions of Armor Piercing Kick, and Kamikaze. Greatly increases combo damage if used early and the opponent is cornered by the final hit. As this version is unsafe on block and the B version has stronger Active Switch potential, don't bother using this version on block.<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Partner Skills==<br />
===<big>5P</big>===<br />
<span class="input-badge">'''EX Armor Piercing Kick'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Akatsuki_ArmorPiercingKick.png |CHESTO FOREVER!!<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|5P}}<br />
|}<br />
==== ====<br />
* Hits 4 times.<br />
* Final hit wallbounces on hit.<br />
<br />
Identical to EX Armor Piercing Kick, albeit with less hits, damage, and travel distance. Very easy to convert into a full combo while also providing good corner carry. Long duration makes it his best assist for applying mix-ups safely.<br />
</div><br />
</div><br />
<br />
===<big>6P</big>===<br />
<span class="input-badge">'''B Blitz Shot'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Akatsuki_BlitzShot.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|6P}}<br />
|}<br />
==== ====<br />
*Knockdown on hit.<br />
<br />
Standard projectile assist used to safely poke opponents from a distance or extend certain combos. As this is Akatsuki's fastest overall assist it is very important for Cross Combo extensions and block strings.<br />
</div><br />
</div><br />
<br />
===<big>4P</big>===<br />
<span class="input-badge">'''Human Cannon'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Akatsuki_HumanCannon.png |Oh, there's my DP<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|4P}}<br />
|}<br />
==== ====<br />
* Hits 3 times.<br />
* Launches opponents on hit.<br />
<br />
Primarily used as an anti-air though it is also used to call out Cross Bursts due to the high hitstun and launch height on hit.<br />
</div><br />
</div><br />
<br />
==Distortion Skills==<br />
===<big>Kamikaze</big>===<br />
<span class="input-badge">'''236B+C'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Akatsuki_Kamikaze.png |''"Blitz Motor engaged!"''<br />
BBTag_Akatsuki_Kamikaze2.png |''"Brace for impact!"''<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|236BC}}<br />
|}<br />
==== ====<br />
* Invincible on start-up.<br />
* Hits 27 times (29 times in RB), only once on block or whiff.<br />
* Follow-ups only occurs if the first hit lands on the opponent's point character.<br />
* First hit restands the opponent on hit, the final hit wall bounces on hit.<br />
* 10%, 7.7%, 18%, 20%, 26% minimum damage. 100 + (20 x 23) + 140 + 260 + 1151 = 2111<br />
* (RB) 10%, 7.7%, 10%, 23% minimum damage. 100 + (20 x 25) + 78 + 130 + 1489 = 2297<br />
<br />
Akatsuki charges forward with a punch that travels over half-screen. If it successfully hits the opponent, he follows up with a rapid series of punches and kick before uppercutting the opponent into the air and blowing them away with a Blitz Motor powered explosion. Used to end combos with high damage or to blow through zoning and spacing. Can also be used as a reversal though it is much more unsafe then Reflector so this isn't recommended. Terrible in happy birthday situations as the follow-ups don't hit partner characters.<br />
</div><br />
</div><br />
<br />
===<big>Thunderbolt</big>===<br />
<span class="input-badge">'''214B+C'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Akatsuki_Thunderbolt.png |I have spent countless years mastering this technique, I have been in many games, and provided hours of entertainment, to bring you...<br />
BBTag_Akatsuki_Thunderbolt2.png |The ULTIMATE '''''C H E S T O !'''''<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|214BC}}<br />
|}<br />
==== ====<br />
* Invincible on start-up.<br />
* Hits once.<br />
* Launches opponents on hit.<br />
* 20% minimum damage. 796 (996 in RB)<br />
<br />
Akatsuki does a powerful axe kick. Has low damage compared to most other supers but in exchange it has so much hitstun that he can extend combos off of it. Has a somewhat lengthy amount of start-up, making hard to combo from certain attacks and reducing its viability as a reversal.<br />
<br />
</div><br />
</div><br />
<br />
==Distortion Skill Duo==<br />
===<big>Kamikaze</big>===<br />
<span class="input-badge">'''P during Partner's Distortion Skill '''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Akatsuki_Kamikaze2.png |'''''"CLENCH! YOUR! TEETH!"'''''<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|Distortion Skill Duo}}<br />
|}<br />
==== ====<br />
* Hits 4 times, only once on block or whiff.<br />
* First hit restands the opponent on hit, the final hit wall bounces on hit.<br />
* 100% minimum damage. 500 + 250 + 250 + 1000 = 2000<br />
* (RB) 100% minimum damage. 500 + 300 + 300 + 1400 = 2500<br />
<br />
Modified version of Kamikaze that drops the intermediate hits in exchange for the ability to hit partner characters. Use it if the extra damage will K.O a character.<br />
</div><br />
</div><br />
<br />
==Astral Heat==<br />
===<big>Ouka-Kai</big>===<br />
<span class="input-badge">'''222B+C'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Akatsuki_Ouka.png |''"May the blossoms of my country forever bloom!"''<br />
BBTag_Akatsuki_Ouka2.png |''"Let evil scatter before me!"'' <br/> '''''"SHIN! OUKA-KAI!"'''''<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|222BC}}<br />
|}<br />
==== ====<br />
* Requires 9 bars of meter, level 4 Resonance Blaze, and the opponent must have one character remaining.<br />
* Invincible on start-up.<br />
* Grants victory upon a successful hit<br />
<br />
Akatsuki punches the ground, creating a tremor that launches across the screen. If it hits, he steadies himself before launching a decisive punch that instantly K.O.'s the opponent. Very easy to combo into due to its extreme range and speed. Can be used as an all-or-nothing reversal thanks to the start-up invincibility.<br />
</div><br />
</div><br />
<br />
==External References==<br />
==Navigation==<br />
{{#lst:{{PAGENAME}}/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/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.}}<br />
{{Navbar-BBTag}}</div>73.119.87.123https://www.dustloop.com/wiki/index.php?title=BBTag/Akatsuki&diff=188968BBTag/Akatsuki2020-12-18T14:29:38Z<p>73.119.87.123: /* 2B */</p>
<hr />
<div>{{InvisibleHeader}}{{NavTabs|game=BBTag|chara=Akatsuki}}<br />
<br />
======<span style="visibility:hidden;font-size:0">Overview</span>======<br />
{{FlexContainer}}<br />
{{FlexTopContainer}}<!-- BEGIN TOP SECTION --><br />
{{FP Box|header=Overview<br />
|content=<br />
{{Bio<br />
| name = Akatsuki<br />
| game = BBTag<br />
| quote = I am the indomitable Thunder God!<br />
| lore = <br />
Akatsuki (Real name unknown) is a former Imperial Army technical officer, who's mission is to protect a weapon that could turn the tides of the war, the Blitz Engines. As the first solider to have a Blitz Engine implanted into his body, he was dubbed as "Prototype Nr. 1". Believing he would be a threat to his goal of achieving godhood, Akatsuki's superior Murakumo sabotages his submarine and it sinks in the Artic while transporting the Blitz Engines to an allied nation. Little did Murakumo know, the submarine was stuck in the ice, and Akatsuki only remained alive in cryogenic stasis thanks to the Hibernation Control Unit and awakens 50 years later with one goal in mind, "In the event of mission failure, destroy all of the Blitz Engines.", given by Murakumo himself not expecting Akatsuki to survive. Now as the reawakened Thunder God, Akatsuki sets off to the old base in Fuji, encountering many who want the Blitz Engine inside of him.<br />
<br />
}}<br />
{{StrengthsAndWeaknesses<br />
|intro=<br />
<br />
|pros=<br />
* Very solid screen carry. Optimal combos can carry fullscreen with little to no effort<br />
* Solid projectile game. B Projectile being very fast and EX Projectile shooting out multiple orbs<br />
* Signature B Tatsu (C Tatsu in his home series) is very reliable. EX Tatsu causes wallbounces, leading to solo conversions for high damage<br />
* High solo damage, specially in the corner where he does not need meter to extend combos.<br />
* Strong support overall, 5P is amazing at locking down the opponent, 4P has amazing floating time and 6P is a fast projectile.<br />
* Can unload all of your meter in a single combo, making him a monster in resonance.<br />
<br />
|cons=<br />
* B Smart combo makes Akatsuki airborne, limiting followup/cancel options<br />
* Due to Reflector being his reversal action while his Shoryuken-type special Human Cannon is assist only, Akatsuki both no longer plays like a classic shoto and has lost access to a reliable anti-air reversal <br />
* Somewhat weak mid-range game<br />
* Needs meter to extend his combos midscreen<br />
* His burst hitbox is on the smaller side.<br />
}}<br />
}}<br />
{{Closediv}}<!--END TOP SECTION--><br />
{{FlexSideContainer}}<!-- BEGIN FLEX SECTION --><br />
{{FP TOC}}<br />
{{FP Box<br />
| padding=no<br />
| content={{CharaInfo<br />
| game=BBTag<br />
| fullname=Akatsuki<br />
| health={{#lst:{{PAGENAME}}/Data|health}}<br />
| comborate={{#lst:{{PAGENAME}}/Data|comborate}}<br />
| prejump={{#lst:{{PAGENAME}}/Data|prejump}}<br />
| backdash={{#lst:{{PAGENAME}}/Data|backdash}}<br />
| movement={{#lst:{{PAGENAME}}/Data|movementoptions}}<br />
}}<br />
}}<br />
{{Closediv}}<!--END FLEX OTHER SECTION--><br />
{{Closediv}}<br />
<br />
==Normal Moves==<br />
===<big>4A</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Akatsuki_4A.png |Jib<br />
BBTag_Akatsuki_4AA.png|Jab<br />
BBTag_Akatsuki_4AAA.png |Close B, but chainable?<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=4A}}<br />
{{#lst:{{PAGENAME}}/Data|4A}}<br />
|-<br />
{{AttackVersion|name=4AA}}<br />
{{#lst:{{PAGENAME}}/Data|4AA}}<br />
|-<br />
{{AttackVersion|name=4AAA}}<br />
{{#lst:{{PAGENAME}}/Data|4AAA}}<br />
|}<br />
==== ====<br />
* Jump cancelable.<br />
* Throw cancelable.<br />
* Cancels into itself up to 3 times, even on whiff.<br />
4A is Akatsuki's fastest attack making it invaluable for starting pressure or mashing out of bad blockstrings. Used to extend corner combos after air hit A Armor Piercing Kick. Must be delayed to cancel into itself on hit or block, otherwise it will cancel into 4AA instead. The second and third 4A's cannot cancel into 2A. The other 4A animation is cosmetic.<br />
----<br />
* Jump cancelable.<br />
* Throw cancelable.<br />
4AA shares the same two animations as 4A but has unique properties. Akatsuki will move forward before throwing the punch, giving increased range. However, it is negative on block and cannot cancel into itself so only use this if you plan to cancel into 4AAA as well. Used primarily as blockstring filler or to keep Akatsuki close to the opponent for a tick throw set-up. Avoid using this move in combos as it will harshly scale your damage.<br />
----<br />
* Jump cancelable.<br />
4AAA is the only attack Akatsuki has that is plus on block, making it very good for resetting pressure. Note that the push-back on block will put the opponent outside of 4A's range so either use a micro-dash to close the distance or use 5A to continue pressure instead. The slight launch on air hit makes it difficult to combo from this move into 5A, which significantly lowers combo damage.<br />
</div><br />
</div><br />
<br />
===<big>5A</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Akatsuki_5A.png |Two frames slower, but still good!<br />
BBTag_Akatsuki_5AA.png |Roundhouse<br />
BBTag_Akatsuki_5AAA.png |4AAA uses only my fists, so I only use my legs here.<br />
BBTag_Akatsuki_5AAAA.png |Forget it, ROCKETO PAWNCH!<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=5A}}<br />
{{#lst:{{PAGENAME}}/Data|5A}}<br />
|-<br />
{{AttackVersion|name=5AA}}<br />
{{#lst:{{PAGENAME}}/Data|5AA}}<br />
|-<br />
{{AttackVersion|name=5AAA}}<br />
{{#lst:{{PAGENAME}}/Data|5AAA}}<br />
|-<br />
{{AttackVersion|name=5AAAA}}<br />
{{#lst:{{PAGENAME}}/Data|5AAAA}}<br />
|}<br />
==== ====<br />
<br />
* Jump cancelable.<br />
* Throw cancelable.<br />
Akatsuki moves forward as he kicks, extending the 5A's range. Excellent poke that is safe on block and can be jump canceled to do high/low mix-ups or to retreat from a risky situation. This is also his best scaling starter so use this for punishes instead of 5B if meter is available. Combos into 5C on grounded counter hit, though this is only optimal if Extra Assault is used and EX Armor Piercing Kick wouldn't corner the opponent.<br />
----<br />
* Jump cancelable on hit.<br />
* Throw cancelable.<br />
5AA is primarily used as blockstring and combo filler. Last point in a blockstring that can cancel into a throw, so a pressure reset will be needed after canceling out of this move if a hit/throw mix-up is desired.<br />
----<br />
* Jump cancelable on hit.<br />
5AAA is yet another advancing kick. Slightly launches airborne opponents, allowing a following 5B to link back into 5A. Also used a blockstring and combo filler. Leads into massive damage if it is used as a starter, usually by frame-trapping the opponent.<br />
----<br />
* Launches opponents way on hit.<br />
* Opponent cannot Cross Burst during this attack.<br />
Akatsuki uses the blitz motor to create an explosion in front of him. Has significantly less horizontal range than the animation implies, though it shouldn't whiff if canceled into immediately after 5AAA. Has no followups on block, is negative on block, and is very punishable if 5AAA is Reject Guarded so never use this move outside of combos. Never optimal in assist combos either so only use this if a Cross Burst is possible. Can give safe-jump oki in the corner if the opponent was hit by 5AAA near its max vertical height.<br />
</div><br />
</div><br />
<br />
===<big>5B</big>===<br />
<span class="input-badge">'''Jaw Crusher'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Akatsuki_5B.png |Don't miss this.<br />
BBTag_Akatsuki_5BB.png |Get up here!<br />
BBTag_Akatsuki_5BBB.png |Get down there!<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=5B}}<br />
{{#lst:{{PAGENAME}}/Data|5B}}<br />
|-<br />
{{AttackVersion|name=5BB}}<br />
{{#lst:{{PAGENAME}}/Data|5BB}}<br />
|-<br />
{{AttackVersion|name=5BBB}}<br />
{{#lst:{{PAGENAME}}/Data|5BBB}}<br />
|}<br />
==== ====<br />
* Head invulnerable.<br />
* Launches opponents on hit.<br />
5B is your dedicated anti-air that leads into a full combo on counter hit. Can whiff if the opponent is directly above him.<br />
----<br />
* Airborne on frame 2.<br />
* Launches opponents on hit.<br />
5BB is used almost exclusively as combo filler. Cannot frame trap from 5B, even with as late a cancel as possible. Cancels into air specials allowing him to stay safe on block with either A Piercing Kick or A Blitz Shot. Can also cancel into j.C which is a natural frame-trap.<br />
----<br />
* Groundbounces opponents on hit.<br />
* Can only be used if 5BB hit the opponent's point character.<br />
* Only hits the opponent's point character and only if they are in hitstun.<br />
* Opponents cannot burst during a throw.<br />
5BBB is a hit throw that can be special canceled, either into EX Armor Piercing Kick or Thunderbolt to extend combos, or B Armor Piercing Kick or Kamikaze to end them. <br />
</div><br />
</div><br />
<br />
===<big>5C</big>===<br />
<span class="input-badge">'''Helm Crusher'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Akatsuki_5C.png |The Chad Chop<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|5C}}<br />
|}<br />
==== ====<br />
<br />
* On grounded hit, leads into a timed follow-up.<br />
* Follow-up damage, meter gain, oki, and timing changes if partner is available.<br />
Overhead chop that is relatively quick but unsafe on block. As Akatsuki's only other grounded overhead (final hit of B Armor Piercing Kick) is hilariously slow and doesn't lead into anything without a preemptive assist call, he will have to use this to threaten opponents with a high/low mix-up.<br />
</div><br />
</div><br />
<br />
===<big>2A</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Akatsuki_2A.png |From not being a low, to being a low, back to not being a low....<br />
BBTag_Akatsuki_2AA.png |I repeat, ''not a low!''<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|2A}}<br />
|}<br />
==== ====<br />
* Throw cancelable.<br />
* Cancels into itself up to 3 times, even on whiff.<br />
'''Not a low''' unlike in UNIST for some reason. As 4A has faster start-up, more range both vertically and horizontally, more cancel options, and also hits crouching opponents, it's difficult to recommend using this move at all. The only remaining benefits are that it shrinks Akatsuki's hurtbox (useful for low profiling certain mids) and the self cancels on block don't require staggers to work. The other 2A animation is cosmetic.<br />
</div><br />
</div><br />
<br />
===<big>2B</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Akatsuki_2B.png | Leggies!<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|2B}}<br />
|}<br />
==== ====<br />
Fastest low button, making it important for high/low mix-ups. Used as blockstring and combo filler otherwise. Slightly launches airborne opponents, useful for optimizing the damage of certain combo routes. Has quite a few active frames, making it a good low meaty button. <br />
</div><br />
</div><br />
<br />
===<big>2C</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Akatsuki_2C.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|2C}}<br />
|}<br />
==== ====<br />
<br />
* Knockdown opponents on hit.<br />
Leg sweep with slight forward movement. Has fantastic scaling as a combo starter but needs resources to convert into a combo. Use A Armor Piercing Kick to make this low safe on block and use B Armor Piercing Kick for damage and oki on hit.<br />
</div><br />
</div><br />
<br />
===<big>j.A</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Akatsuki_jA.png |Coming in!<br />
BBTag_Akatsuki_jAA.png |Hey, where have I seen this before?<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=j.A}}<br />
{{#lst:{{PAGENAME}}/Data|j.A}}<br />
|-<br />
{{AttackVersion|name=j.AA}}<br />
{{#lst:{{PAGENAME}}/Data|j.AA}}<br />
|}<br />
==== ====<br />
* Double jump cancelable.<br />
Akatsuki's main jump-in attack as it can cancel into j.AA for a double overhead, can cross-up, and has good range. Also his best air-to-air and air combo tool though only because he lacks better options.<br />
----<br />
* Double jump cancelable.<br />
j.AA is used exclusively as blockstring and combo filler. Can cancel into j.C for a triple overhead or to end air combos with safe-jump oki.<br />
</div><br />
</div><br />
<br />
===<big>j.B</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Akatsuki_jB.png |Air Chad Chop<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.B}}<br />
|}<br />
==== ====<br />
* Double jump cancelable.<br />
*Knocks down airborne opponents on hit.<br />
Never optimal in air combos as both j.C and Air B Armor Piercing Kick deal more damage and have better oki. Highest damage jump-in though it lacks the mix-up potential and frame data of j.A, making it somewhat committal.<br />
</div><br />
</div><br />
<br />
===<big>j.C</big>===<br />
<span class="input-badge">'''Tile Crusher'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Akatsuki_jC.png |Dive kicking is for losers.<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.C}}<br />
|}<br />
==== ====<br />
<br />
* Hits twice.<br />
* Both hits knockdown on hit.<br />
Safe on block divekick that can be used after jump canceling a blocked normal for an overhead mix-up or used to end combos with safe jump oki. The slight forward movement at the beginning of the move allows for ambiguous cross-ups so it also enables left/right mix-ups. However, this move cannot be canceled into anything else even if Akatsuki is in Resonance Blaze which means that a preemptive assist call is the only way to extend combos. First hit occurs while he falls and the second occurs once he lands. The second hit is what keeps him safe on block and guarantees safe-jump oki on hit, thus cross-ups with this move are always punishable on block as the second hit will whiff. Calling an assist as Akatsuki crosses-up keeps him safe and creates a sandwich situation if Cross Combo is used.<br />
</div><br />
</div><br />
<br />
==Universal Moves==<br />
===<big>Ground Throw</big>===<br />
<span class="input-badge">'''5B+C'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Akatsuki_GroundThrow.png |Shock This!<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|BC}}<br />
|}<br />
==== ====<br />
* 100% minimum damage. (2000)<br />
* Holding back while pressing throw results in a back throw.<br />
* If Akatsuki isn't close enough for the grab to connect, he will run a short distance then attempt a throw.<br />
* Launches opponents on hit.<br />
* Opponents cannot burst during a throw.<br />
Combos into his grounded A and B normals as well as all his special moves.<br />
</div><br />
</div><br />
<br />
===<big>Reflector</big>===<br />
<span class="input-badge">'''5A+D (Air Ok)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Akatsuki_Reflector.png |Come!<br />
BBTag_Akatsuki_ReflectorAttack.png|Now go!<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=Parry}}<br />
{{#lst:{{PAGENAME}}/Data|AD}}<br />
|-<br />
{{AttackVersion|name=Attack}}<br />
{{#lst:{{PAGENAME}}/Data|AD Attack}}<br />
|-<br />
{{AttackVersion|name=Air Parry}}<br />
{{#lst:{{PAGENAME}}/Data|j.AD}}<br />
|-<br />
{{AttackVersion|name=Air Attack}}<br />
{{#lst:{{PAGENAME}}/Data|j.AD Attack}}<br />
|}<br />
==== ====<br />
<br />
* Invincible on start-up.<br />
* Parry catches any and all attacks.<br />
* Invincibility lasts until recovery ends if the parry is successful.<br />
Parry-type Reversal Action that automatically retaliates against close range physical attacks from the opponent's point character or recovers immediately against any other attacks. Freezes opponents and destroys projectiles that hit the parry, preventing them from escaping the counter punch or putting Akatsuki at a frame advantage though note that opponents get the same cancel options as they would have on block. Can be used back-to-back to counter multi-hit moves, though only if the counter-attack doesn't occur. Canceling into a super will make the invul from the parry gapless, useful for punishing long range attacks with Kamikaze or slow attacks with Thunderbolt for a full combo. Parry will always fail if used too soon after an assist call, meaning only partners with very slow assists can be used to combo after the counter punch. Contrary to the animation, this move protects Akatsuki from both sides.<br />
<br />
The aerial version maintains aerial momentum and cannot do anything else until Akatsuki reaches the ground. If he lands before the recovery ends, he will transition into the ground version.<br />
----<br />
* Invincible on start-up.<br />
* Air unblockable.<br />
* Launches opponents away on hit.<br />
Automatic counter attack. A punch with low range and no cancel options. Is safe on block and is also air unblockable but seeing as this attack only occurs if it is guaranteed to hit, neither situation should occur. Will auto correct to hit opponents behind Akatsuki. Can only combo after this move by using certain assists.<br />
<br />
An important change from UNIST is that if the criteria for the retaliatory attack are met, Akatsuki '''MUST''' attack. This means that this move will always lose to attacks that have enough invul frames and either recover before Akatsuki does or the active frames last past his invul frames, such as Merkava's I, Resentfully Rage super.<br />
<br />
The aerial version is air blockable, but as it only occurs if it would hit this doesn't amount to anything. <br />
</div><br />
</div><br />
<br />
==Skills==<br />
===<big>Blitz Shot</big>===<br />
<span class="input-badge">'''236A/B (Air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Akatsuki_BlitzShot.png |Hadoudan!<br />
BBTag_Akatsuki_AirBlitzShot.png |Denkoken!<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=Ground A}}<br />
{{#lst:{{PAGENAME}}/Data|236A}}<br />
|-<br />
{{AttackVersion|name=Ground B}}<br />
{{#lst:{{PAGENAME}}/Data|236B}}<br />
|-<br />
{{AttackVersion|name=Air A}}<br />
{{#lst:{{PAGENAME}}/Data|j.236A}}<br />
|-<br />
{{AttackVersion|name=Air B}}<br />
{{#lst:{{PAGENAME}}/Data|j.236B}}<br />
|}<br />
==== ====<br />
* All versions knockdown on hit.<br />
236A is a slow moving ball of electricity. Akatsuki can run in behind the projectile when used at full screen, but don't expect to be able to get very close before blockstun ends. Can combo into Kamikaze if it hits from about half screen distance. Punishable on block at close range and never optimal in combos so don't use it in blockstrings or combos.<br />
----<br />
236B is a fast moving ball of electricity. Used to harass or punish opponents from a distance. Also don't use this in blockstrings or combos.<br />
----<br />
j.236A is a slow moving ball of electricity fired downward at a 45 degree angle. The recoil sends Akatsuki back a substantial distance, allowing him to retreat. The angle of the projectile makes it harder to hit opponents beneath Akatsuki the higher up he was when he launched it, so either use it near the ground or far away from the opponent.<br />
----<br />
j.236B is a fast moving ball of electricity fired downward at a 45 degree angle. Used to harass or punish opponents from a distance while in the air.<br />
</div><br />
</div><br />
<br />
===<big>Armor Piercing Kick</big>===<br />
<span class="input-badge">'''214A/B (Air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Akatsuki_ArmorPiercingKick.png |I'm gonna round start Chesto.<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=Ground A}}<br />
{{#lst:{{PAGENAME}}/Data|214A}}<br />
|-<br />
{{AttackVersion|name=Ground B}}<br />
{{#lst:{{PAGENAME}}/Data|214B}}<br />
|-<br />
{{AttackVersion|name=Air A}}<br />
{{#lst:{{PAGENAME}}/Data|j.214A}}<br />
|-<br />
{{AttackVersion|name=Air B}}<br />
{{#lst:{{PAGENAME}}/Data|j.214B}}<br />
|}<br />
==== ====<br />
;214A<br />
Hop kick that travels a little less than half screen. Primarily used to end blockstrings safely, however it is also a fantastic neutral tool as it has fast start-up, long range, stuffs throws thanks to the initial hop, and it can potentially be +1 on block if it connects on its last active frame (either use it at max range or as a meaty). Can link into 4A in the corner if used after 5B, giving Akatsuki good meterless damage. Links into 5A on a grounded counter hit for a full combo.<br />
<br />
The air version is identical to the ground version, however here it has less utility than it does on the ground. Generally only used to make 5BB safe on block.<br />
----<br />
;214B<br />
* Hits three times.<br />
* Second hit launches on hit, third hit knockdowns on hit.<br />
* Third hit is an overhead.<br />
<br />
Akatsuki kicks twice and finishes with an axe kick. This is his meterless combo ender, providing good damage and corner carry with decent oki. Also used to tack on extra damage before a super when in Resonance Blaze. The overhead takes 32 frames to hit (plus hit-stop if the first two hits are blocked), making this laughably easy to react to. However, the slow start-up makes it extremely useful for setting up unblockables with a partner via Active Switch. It's also strong in sandwich situations as it gives a partner time to do mix-ups on block or confirm into a combo on hit.<br />
<br />
The air version is identical to the ground version. Used to end air combos or to tack on extra damage before canceling into a super in Resonance.<br />
</div><br />
</div><br />
<br />
==Extra Skills==<br />
===<big>EX Blitz Shot</big>===<br />
<span class="input-badge">'''236C (Air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Akatsuki_BlitzShot.png |Swiggy swootral, I now control neutral!<br />
BBTag_Akatsuki_AirBlitzShot.png |One-man bullet barrage.<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=Ground}}<br />
{{#lst:{{PAGENAME}}/Data|236C}}<br />
|-<br />
{{AttackVersion|name=Air}}<br />
{{#lst:{{PAGENAME}}/Data|j.236C}}<br />
|}<br />
==== ====<br />
* Hits 4 times, all of which knockdown on hit.<br />
* Same travel speed as the A version.<br />
* Air version travels downward at a 45 degree angle.<br />
<br />
236C fires 4 balls of electricity, resulting in more damage, hitstun, and blockstun. This allows Akatsuki to combo into Kamikaze from a closer distance than 236A as well as making the projectile safer on block. Not a particularly strong choice for meter usage so consider saving it instead for reversals and Reject Guards.<br />
<br />
Air version has the same uses as j.236A, though it doesn't push Akatsuki back as far after firing the projectiles.<br />
</div><br />
</div><br />
<br />
===<big>EX Armor Piercing Kick</big>===<br />
<span class="input-badge">'''214C (Air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Akatsuki_ArmorPiercingKick.png |CHE-CHE-CHE-CHE-CHE-CHE-CHESTO!!<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=Ground}}<br />
{{#lst:{{PAGENAME}}/Data|214C}}<br />
|-<br />
{{AttackVersion|name=Air}}<br />
{{#lst:{{PAGENAME}}/Data|j.214C}}<br />
|}<br />
==== ====<br />
* Hits 7 times.<br />
* Final hit wallbounces on hit.<br />
<br />
Akatsuki does multiple advancing spin kicks, ending with a split kick. Travels full-screen and ends with a wall bounce. Only combos into B Armor Piercing Kick and Kamikaze mid-screen. However, in the corner it combos into all A and B normals, all versions of Armor Piercing Kick, and Kamikaze. Greatly increases combo damage if used early and the opponent is cornered by the final hit. As this version is unsafe on block and the B version has stronger Active Switch potential, don't bother using this version on block.<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Partner Skills==<br />
===<big>5P</big>===<br />
<span class="input-badge">'''EX Armor Piercing Kick'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Akatsuki_ArmorPiercingKick.png |CHESTO FOREVER!!<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|5P}}<br />
|}<br />
==== ====<br />
* Hits 4 times.<br />
* Final hit wallbounces on hit.<br />
<br />
Identical to EX Armor Piercing Kick, albeit with less hits, damage, and travel distance. Very easy to convert into a full combo while also providing good corner carry. Long duration makes it his best assist for applying mix-ups safely.<br />
</div><br />
</div><br />
<br />
===<big>6P</big>===<br />
<span class="input-badge">'''B Blitz Shot'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Akatsuki_BlitzShot.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|6P}}<br />
|}<br />
==== ====<br />
*Knockdown on hit.<br />
<br />
Standard projectile assist used to safely poke opponents from a distance or extend certain combos. As this is Akatsuki's fastest overall assist it is very important for Cross Combo extensions and block strings.<br />
</div><br />
</div><br />
<br />
===<big>4P</big>===<br />
<span class="input-badge">'''Human Cannon'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Akatsuki_HumanCannon.png |Oh, there's my DP<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|4P}}<br />
|}<br />
==== ====<br />
* Hits 3 times.<br />
* Launches opponents on hit.<br />
<br />
Primarily used as an anti-air though it is also used to call out Cross Bursts due to the high hitstun and launch height on hit.<br />
</div><br />
</div><br />
<br />
==Distortion Skills==<br />
===<big>Kamikaze</big>===<br />
<span class="input-badge">'''236B+C'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Akatsuki_Kamikaze.png |''"Blitz Motor engaged!"''<br />
BBTag_Akatsuki_Kamikaze2.png |''"Brace for impact!"''<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|236BC}}<br />
|}<br />
==== ====<br />
* Invincible on start-up.<br />
* Hits 27 times (29 times in RB), only once on block or whiff.<br />
* Follow-ups only occurs if the first hit lands on the opponent's point character.<br />
* First hit restands the opponent on hit, the final hit wall bounces on hit.<br />
* 10%, 7.7%, 18%, 20%, 26% minimum damage. 100 + (20 x 23) + 140 + 260 + 1151 = 2111<br />
* (RB) 10%, 7.7%, 10%, 23% minimum damage. 100 + (20 x 25) + 78 + 130 + 1489 = 2297<br />
<br />
Akatsuki charges forward with a punch that travels over half-screen. If it successfully hits the opponent, he follows up with a rapid series of punches and kick before uppercutting the opponent into the air and blowing them away with a Blitz Motor powered explosion. Used to end combos with high damage or to blow through zoning and spacing. Can also be used as a reversal though it is much more unsafe then Reflector so this isn't recommended. Terrible in happy birthday situations as the follow-ups don't hit partner characters.<br />
</div><br />
</div><br />
<br />
===<big>Thunderbolt</big>===<br />
<span class="input-badge">'''214B+C'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Akatsuki_Thunderbolt.png |I have spent countless years mastering this technique, I have been in many games, and provided hours of entertainment, to bring you...<br />
BBTag_Akatsuki_Thunderbolt2.png |The ULTIMATE '''''C H E S T O !'''''<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|214BC}}<br />
|}<br />
==== ====<br />
* Invincible on start-up.<br />
* Hits once.<br />
* Launches opponents on hit.<br />
* 20% minimum damage. 796 (996 in RB)<br />
<br />
Akatsuki does a powerful axe kick. Has low damage compared to most other supers but in exchange it has so much hitstun that he can extend combos off of it. Has a somewhat lengthy amount of start-up, making hard to combo from certain attacks and reducing its viability as a reversal.<br />
<br />
</div><br />
</div><br />
<br />
==Distortion Skill Duo==<br />
===<big>Kamikaze</big>===<br />
<span class="input-badge">'''P during Partner's Distortion Skill '''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Akatsuki_Kamikaze2.png |'''''"CLENCH! YOUR! TEETH!"'''''<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|Distortion Skill Duo}}<br />
|}<br />
==== ====<br />
* Hits 4 times, only once on block or whiff.<br />
* First hit restands the opponent on hit, the final hit wall bounces on hit.<br />
* 100% minimum damage. 500 + 250 + 250 + 1000 = 2000<br />
* (RB) 100% minimum damage. 500 + 300 + 300 + 1400 = 2500<br />
<br />
Modified version of Kamikaze that drops the intermediate hits in exchange for the ability to hit partner characters. Use it if the extra damage will K.O a character.<br />
</div><br />
</div><br />
<br />
==Astral Heat==<br />
===<big>Ouka-Kai</big>===<br />
<span class="input-badge">'''222B+C'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Akatsuki_Ouka.png |''"May the blossoms of my country forever bloom!"''<br />
BBTag_Akatsuki_Ouka2.png |''"Let evil scatter before me!"'' <br/> '''''"SHIN! OUKA-KAI!"'''''<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|222BC}}<br />
|}<br />
==== ====<br />
* Requires 9 bars of meter, level 4 Resonance Blaze, and the opponent must have one character remaining.<br />
* Invincible on start-up.<br />
* Grants victory upon a successful hit<br />
<br />
Akatsuki punches the ground, creating a tremor that launches across the screen. If it hits, he steadies himself before launching a decisive punch that instantly K.O.'s the opponent. Very easy to combo into due to its extreme range and speed. Can be used as an all-or-nothing reversal thanks to the start-up invincibility.<br />
</div><br />
</div><br />
<br />
==External References==<br />
==Navigation==<br />
{{#lst:{{PAGENAME}}/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/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.}}<br />
{{Navbar-BBTag}}</div>73.119.87.123https://www.dustloop.com/wiki/index.php?title=BBTag/Mika&diff=188081BBTag/Mika2020-12-12T22:39:04Z<p>73.119.87.123: /* Mika-chan Tornado */</p>
<hr />
<div>{{InvisibleHeader}}{{NavTabs|game=BBTag|chara=Mika}}<br />
<br />
======<span style="visibility:hidden;font-size:0">Overview</span>======<br />
{{FlexContainer}}<br />
{{FlexTopContainer}}<!-- BEGIN TOP SECTION --><br />
{{FP Box|header=Overview<br />
|content=<br />
{{Bio<br />
| name = Mika<br />
| game = BBTag<br />
| quote = <br />
She comes. Escaping from her tedious routine. Surpassing fetters.<br/><br />
Across the sky. Swim the ocean. Climbs mountains. Finally arrives this place<br/><br />
Never to lose the beloved friend again. Walks with her inbent wish.<br/><br />
With her desire charged in the fist. She exerts everything. To somewhere very far.<br />
| lore = <br />
Mika is a part of Orie's Executor squad, and is considered one of the strongest combatants the Leicht Kreiss has to offer. Despite this, she holds the extremely low rank of Tenth Executor, due to getting one point off on every question of her written test. As punishment, she was kept in HQ, but managed to "escape" from her superiors and make her way to the city the events of UNIST revolve around right at the start of UNIST's arcade mode.<br />
<br />
}}<br />
{{StrengthsAndWeaknesses<br />
|intro=<br />
Mika is a high mobility pseudo-grappler. Rather than being a slowly advancing wall like Waldstein, Tager, or Kanji, Mika wants to use her speed and air movement to stick to her opponent.<br />
|pros=<br />
* Good ground speed<br />
* Reversal action covers a decent chunk of vertical real estate<br />
* Her 2C moves her forward by ''a lot'', making confirms at max range super easy<br />
* Can punish with command grabs at longer distance than other grapplers<br />
* 5P assist passes through opponent, allowing you to set up Cross Combo mixups easily.<br />
* Advanced combos have decent corner carry<br />
|cons=<br />
* Stubby range, especially since her 5A uses the animation of her UNIST 2A without the benefit of being a low.<br />
* Has the most damaging super grab in the game, but the range is extremely small, and the timing for the followup hits is somewhat strict.<br />
* Lacks quick overhead options. Only mixups are lows and command grabs.<br />
* Combo damage is somewhat low.<br />
* No air command grabs like Waldstein or Tager, and lacks an anti-air grab like Kanji.<br />
}}<br />
}}<br />
{{Closediv}}<!--END TOP SECTION--><br />
{{FlexSideContainer}}<!-- BEGIN FLEX SECTION --><br />
{{FP TOC}}<br />
{{FP Box<br />
| padding=no<br />
| content={{CharaInfo<br />
| game=BBTag<br />
| fullname=Mika<br />
| health={{#lst:{{PAGENAME}}/Data|health}}<br />
| comborate={{#lst:{{PAGENAME}}/Data|comborate}}<br />
| prejump={{#lst:{{PAGENAME}}/Data|prejump}}<br />
| backdash={{#lst:{{PAGENAME}}/Data|backdash}}<br />
| movement={{#lst:{{PAGENAME}}/Data|movementoptions}}<br />
}}<br />
}}<br />
{{Closediv}}<!--END FLEX OTHER SECTION--><br />
{{Closediv}}<br />
<br />
==Normal Moves==<br />
===<big>5A</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Mika_5A.png | A punch to the shins<br />
BBTag_Mika_5AA.png |<br />
BBTag_Mika_5AAA.png |<br />
BBTag_Mika_5AAAA.png |Rocket-powered dropkick!<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=5A}}<br />
{{#lst:{{PAGENAME}}/Data|5A}}<br />
|-<br />
{{AttackVersion|name=5AA}}<br />
{{#lst:{{PAGENAME}}/Data|5AA}}<br />
|-<br />
{{AttackVersion|name=5AAA}}<br />
{{#lst:{{PAGENAME}}/Data|5AAA}}<br />
|-<br />
{{AttackVersion|name=5AAAA}}<br />
{{#lst:{{PAGENAME}}/Data|5AAAA}}<br />
|}<br />
==== ====<br />
* Although the animation is taken from Mika's 2A in UNIST, this does not hit low. <br />
* This is a 6 frame jab and should be used in places a jab would be used, this is not her ideal combo starter or neutral poke.<br />
* This move may be jump canceled on block. Only 5A and 2A can be jump canceled on block.<br />
<br />
5A has great use in pressure has Mika due to its fast startup and ability to be jump canceled. This move is also a great defensive tool as many jabs are, however it's range is pitiful, and using it as a starter will gimp her damage rather severely making it a less than stellar button in neutral. Use but do not abuse.<br />
----<br />
* 5AA is combo filler.<br />
----<br />
* 5AAA brings airborne opponents to the ground. Very useful in combo extensions.<br />
----<br />
* 5AAAA enters recovery on hit/block, or unique 8L recovery on whiff<br />
* If you pressed this button... Go back. You made a mistake.<br />
* Unlike the move this animation was taken from in UNIST, where it was a Dash attack, this does not hit overhead.<br />
<br />
</div><br />
</div><br />
<br />
===<big>5B</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Mika_5B.png | Guess what I have in my hand!<br />
BBTag_Mika_5BB.png |''It's explosions!''<br />
BBTag_Mika_5BBB.png |And a Peach Bomber to round things out<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=5B}}<br />
{{#lst:{{PAGENAME}}/Data|5B}}<br />
|-<br />
{{AttackVersion|name=5BB}}<br />
{{#lst:{{PAGENAME}}/Data|5BB}}<br />
|-<br />
{{AttackVersion|name=5BB Shot}}<br />
{{#lst:{{PAGENAME}}/Data|5BB Shot}}<br />
|}<br />
==== ====<br />
* A decent poke to use in neutral<br />
* Can cancel into 5BB on hit or whiff; 5BB's properties change if 5B was whiffed<br />
* Can cancel into 5BB (shot) on whiff on frame 16<br />
----<br />
* 5BB will wallbounce if only the explosion portion connects, in which case you can cancel into 236B to continue your combo from anywhere on the screen.<br />
* Frame trap against a decent portion of the cast, can force mix-up situations with 214A.<br />
----<br />
* 5BBB is treated as airborne<br />
* Special cancellable into j236A/B<br />
* Goes into final 2 active frames on whiff, followed by 16 landing recovery.<br />
<br />
</div><br />
</div><br />
<br />
===<big>5C</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Mika_5C.png | "Taco Bell!"<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|5C}}<br />
|}<br />
==== ====<br />
* Has same hitbox as j.B, which is decently large. That's about the only notably thing about this move.<br />
<br />
Useful as an occasional mixup, since Mika doesn't have any grounded overheads otherwise, and it's safe on block.<br />
</div><br />
</div><br />
<br />
===<big>2A</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Mika_2A.png |Mind your feet!<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|2A}}<br />
|}<br />
==== ====<br />
* Slides forward slightly<br />
<br />
A standard low. Can be used to tick into Mika-chan Hip Strike.<br />
</div><br />
</div><br />
<br />
===<big>2B</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Mika_2B.png |Suprise! :D<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|2B}}<br />
|}<br />
==== ====<br />
* Anti-air move; upper body invulnerable<br />
* Surprisingly good hitbox on this<br />
Use this to force the opponent to respect your airspace. This is not an easy move to challenge.<br />
</div><br />
</div><br />
<br />
===<big>2C</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Mika_2C.png | Haha ''whoops'' '''>u<'''<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|2C}}<br />
|}<br />
==== ====<br />
* Moves Mika forward a good distance<br />
<br />
A far reaching low and useful filler in many of Mika's combos. In neutral, 2C can function as an occasional yolo option to start combos. On block, you can Reverse Beat into something less committal like 5A.<br />
</div><br />
</div><br />
<br />
===<big>j.A</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Mika_jA.png |<br />
BBTag_Mika_jAA.png |Give'm the ol' 1 - 2!<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=j.A}}<br />
{{#lst:{{PAGENAME}}/Data|j.A}}<br />
|-<br />
{{AttackVersion|name=j.AA}}<br />
{{#lst:{{PAGENAME}}/Data|j.AA}}<br />
|}<br />
==== ====<br />
* Mika's fastest air normal<br />
<br />
Decent-ish as an air-to-air, but you don't want to go around trying to bop people out of the air with it.<br />
----<br />
* Last hit does more hitstun<br />
<br />
j.AA is combo fodder, mostly.<br />
<br />
At mid-range, you can do IAD jAA > j236B as a combo starter. It's a quick overhead, and may catch some players by surprise.<br />
</div><br />
</div><br />
<br />
===<big>j.B</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Mika_jB.png | Just about the only "unga" she's got<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.B}}<br />
|}<br />
==== ====<br />
* Hitbox is deceptively large, extends horizontally past Mika's fists<br />
<br />
Kind of slow, but the fact that it's hitbox covers a big area above, in front of, and below Mika means it's her best tool when jumping in against your opponent's buttons.<br />
</div><br />
</div><br />
<br />
===<big>j.C</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Mika_jC.png | '''YOLO'''<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.C}}<br />
|}<br />
==== ====<br />
* Hits on the way down as well as upon landing<br />
* Cannot be special or super cancelled.<br />
* Drags the opponent to the ground on hit, making follow-ups with an assist very easy.<br />
<br />
While the move is -14, it can be very difficult to punish if blocked as Mika will bounce backwards away from the opponent upon landing. This move is primarily used as a combo ender for meterless air confirms or as a filler with an assist.<br />
</div><br />
</div><br />
<br />
<br style="clear:both;"/><br />
<br />
==Universal Moves==<br />
===<big>Ground Throw</big>===<br />
<span class="input-badge">'''5B+C'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Mika_GroundThrow.png | May I have this dance?<br />
</gallery><br />
</div><br />
<span class="input-badge">'''5B+C'''</span><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|BC}}<br />
|}<br />
==== ====<br />
* Mika runs forward a short distance and performs a grab<br />
* Can combo afterward<br />
<br />
Mika's run speed makes this decently strong as a mixup. If your opponent is used to you running up and hitting buttons, you can catch them off-guard with this.<br />
</div><br />
</div><br />
<br />
===<big>Mika-chan Tornado</big>===<br />
<span class="input-badge">'''5A+D (air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Mika_Tornado.png | X►<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=Ground}}<br />
{{#lst:{{PAGENAME}}/Data|AD}}<br />
|-<br />
{{AttackVersion|name=Air}}<br />
{{#lst:{{PAGENAME}}/Data|j.AD}}<br />
|}<br />
==== ====<br />
* Hits in front of and behind her<br />
* Leaps up nearly to the top of the screen, making this decent as an anti-air in an awkward situation<br />
<br />
Decent as an anti-air when they're too high for 2B to reach them, but you don't really get anything off of this.<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Skills==<br />
===<big>Mika-chan Missile</big>===<br />
<span class="input-badge">'''236A/B (air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Mika_MissileA.png |<br />
BBTag_Mika_MissileB.png |''Wheeee!''<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=Ground A}}<br />
{{#lst:{{PAGENAME}}/Data|236A}}<br />
|-<br />
{{AttackVersion|name=Ground B}}<br />
{{#lst:{{PAGENAME}}/Data|236B}}<br />
|-<br />
{{AttackVersion|name=Air A}}<br />
{{#lst:{{PAGENAME}}/Data|j.236A}}<br />
|-<br />
{{AttackVersion|name=Air B}}<br />
{{#lst:{{PAGENAME}}/Data|j.236B}}<br />
|-<br />
{{AttackVersion|name=Followup}}<br />
{{#lst:{{PAGENAME}}/Data|236A X}}<br />
|}<br />
==== ====<br />
* 236A travels straight forward<br />
* 236B travels upwards at an angle, Mika can act in the air after performing this<br />
* Passes through opponent, allowing for easy crossups with assists.<br />
<br />
You can use 236A to advance towards the opponent, but you really don't want to. Mika's already decently speedy on the ground, meaning this is a combo tool and nothing else.<br />
<br />
DBFZ players might be familiar with moves like 236B; after you launch yourself into the air, you can come down immediately with an air normal.<br />
----<br />
* j.236A travels straight forward<br />
* j.236B travels downward at an angle<br />
<br />
j.236A is useful as a movement tool, and has uses in combos.<br />
<br />
Covered by an assist, j.236B allows you to approach the enemy at a somewhat unusual angle.<br />
----<br />
* Followups can be done in any angle<br />
* Straight down will knock opponent down on hit<br />
<br />
A decent way to end meterless combos, due to the knockdown.<br />
</div><br />
</div><br />
<br />
===<big>Mika-chan Cannon</big>===<br />
<span class="input-badge">'''214A/B'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Mika_Cannon.png | If you throw this out in neutral, pray they don’t jump or DP.<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=A}}<br />
{{#lst:{{PAGENAME}}/Data|214A}}<br />
|-<br />
{{AttackVersion|name=B}}<br />
{{#lst:{{PAGENAME}}/Data|214B}}<br />
|}<br />
==== ====<br />
* Jumps forward a short distance, and will catch opponents slightly off the ground.<br />
* Can combo into this<br />
<br />
Calling an assist and switching before this move connects can be a good mixup, and will give you a full combo.<br />
----<br />
* Jumps forward a short distance, and will catch opponents slightly off the ground.<br />
* Can combo into this<br />
<br />
Because of the distance she jumps forward, this can be used when you read a pushblock to get a punish.<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Extra Skills==<br />
===<big>EX Mika-chan Missile</big>===<br />
<span class="input-badge">'''236C (air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Mika_MissileA.png |Team Licht Kreis are blasting off again<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=Ground}}<br />
{{#lst:{{PAGENAME}}/Data|236C}}<br />
|-<br />
{{AttackVersion|name=Air}}<br />
{{#lst:{{PAGENAME}}/Data|j.236C}}<br />
|}<br />
==== ====<br />
* travels straight forward<br />
* Can be followed up 3 times using A/B/C + Direction<br />
<br />
The most advantageous way to end this move is with the 2A/B/C followup, as it will knock down.<br />
</div><br />
</div><br />
<br />
===<big>EX Mika-chan Cannon</big>===<br />
<span class="input-badge">'''214C'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Mika_Cannon.png |Swiggity swooty, gimme dat booty<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|214C}}<br />
|}<br />
==== ====<br />
* Will jump nearly full-screen<br />
* Only version of command grab that leads to a combo (Corner only)<br />
<br />
You can't escape. ''Just look at those gorilla arms!''<br />
</div><br />
</div><br />
<br />
==Partner Skills==<br />
===<big>4P</big>===<br />
<span class="input-badge">'''UNI 5[C]'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Mika_4P.png | Banana slamma!<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|4P}}<br />
|}<br />
==== ====<br />
* Will knock the opponent into the air on hit<br />
<br />
If you do a switch immediately after this hits, Mika can continue the combo.<br />
</div><br />
</div><br />
<br />
===<big>5P</big>===<br />
<span class="input-badge">'''Mika-chan Missile'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Mika_MissileA.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|5P}}<br />
|}<br />
==== ====<br />
* Passes through opponent<br />
<br />
Because this assist will pass through the opponent, you can activate cross combo afterward for a "free" cross combo sandwich. Just be careful not to use this assist again during the cross-combo, as she'll just pass through again. (Though if you cross-up as well you can be tricky with this)<br />
<br />
</div><br />
</div><br />
<br />
===<big>6P</big>===<br />
<span class="input-badge">'''Mika-chan Crash (FF)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Mika_jC.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|6P}}<br />
|}<br />
==== ====<br />
* Jumps up slightly before attacking<br />
* Between the jump and the slam, this reaches most of the way across the screen.<br />
<br />
Because Mika jumps into the air, she can avoid many attacks during the startup. This makes this assist decent during pressure, as even if you get counterhit Mika may still get her hit in.<br />
<br />
</div><br />
</div><br />
<br />
<br />
<br style="clear:both;"/><br />
<br />
==Distortion Skills==<br />
===<big>Mika-chan Revolution</big>===<br />
<span class="input-badge">'''236B+C (air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Mika_Revolution.png | '''This hand of mine glows with an awesome power!'''<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=Ground}}<br />
{{#lst:{{PAGENAME}}/Data|236BC}}<br />
|-<br />
{{AttackVersion|name=Air}}<br />
{{#lst:{{PAGENAME}}/Data|j.236BC}}<br />
|}<br />
==== ====<br />
* Values in [] for Enhanced version<br />
* Minimum damage 400, 30*17, 1110 (2020) [440, 36*21, 1050 (2246)]<br />
* If the initial hit is blocked or whiffs, Mika will still do an attack on the way down afterward.<br />
<br />
Pretty standard combo ender super. There's not much to say about this one.<br />
</div><br />
</div><br />
<br />
===<big>Mika-chan Hip Strike</big>===<br />
<span class="input-badge">'''214B+C'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Mika_HipStrike.png | owo what's this?<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|214BC}}<br />
|}<br />
==== ====<br />
* Range is bad<br />
* Need to get timing perfect to get max damage but is second highest damaging grab in Tag (Tager 720 being the highest)<br />
<br />
Frame 0 grab meaning they can't do anything post flash, so if someone wants to dodge it they need to jump beforehand. Reversal grab with pitiful range use it on wakeup if they try to meaty you. Also possible to frame trap after a blocked 5BBB string.<br />
<br />
Because Mika is so fast on the ground, sometimes you can just run up and YOLO with this.<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Distortion Skill Duo==<br />
===<big>Mika-chan Revolution</big>===<br />
<span class="input-badge">'''P during Partner's Distortion Skill'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Mika_Revolution.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|Distortion Skill Duo}}<br />
|}<br />
==== ====<br />
* Values in [] for Enhanced version<br />
* Minimum damage 100% (2500) [(3000)]<br />
* If the initial hit is blocked or whiffs, Mika will still do an attack on the way down afterward.<br />
<br />
Attacks at an upward angle<br />
<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Astral Heat==<br />
===<big>Mika-chan Galaxy</big>===<br />
<span class="input-badge">'''222B+C'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Mika_Galaxy.png |<br />
BBTag_Mika_Galaxy2.png |XD<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|222BC}}<br />
|}<br />
==== ====<br />
* Starts with a hop grab like 214A/B<br />
<br />
If you land this, you win the round. ¯\_(ツ)_/¯<br />
<br />
'''>u<'''<br />
<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==External References==<br />
==Navigation==<br />
{{#lst:{{PAGENAME}}/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/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.}}<br />
{{Navbar-BBTag}}</div>73.119.87.123https://www.dustloop.com/wiki/index.php?title=BBTag/Heart_Aino&diff=188064BBTag/Heart Aino2020-12-12T20:07:02Z<p>73.119.87.123: /* Overview */</p>
<hr />
<div>{{InvisibleHeader}}{{NavTabs|game=BBTag|chara=Heart Aino}}<br />
<br />
======<span style="visibility:hidden;font-size:0">Overview</span>======<br />
{{FlexContainer}}<br />
{{FlexTopContainer}}<!-- BEGIN TOP SECTION --><br />
{{FP Box|header=Overview<br />
|content=<br />
{{Bio<br />
| name = Heart Aino<br />
| game = BBTag<br />
| quote = <br />
| lore = <br />
Shockingly innocent and overflowing with energy, Heart believes that there is no such thing as a truly bad person. In the name of love and justice, she meddles in other people's business yet again.<br />
<br />
}}<br />
{{StrengthsAndWeaknesses<br />
|intro=<br />
An orthodox and balanced character, she specializes in using her fists to throw lively punches. Using the high-speed movement provided by "Homing" towards the opponent, Partinias' protection will strengthen her close-range attacks.<br />
|pros=<br />
*High solo damage potential.<br />
*Full-screen grounded pressure options via 214 specials.<br />
*Has one of the best air mobility in the game thanks to Homing Dash<br />
*Incredible corner carry potential<br />
|cons=<br />
*Has no Head invincible attacks, armored attacks have long startup.<br />
*Because armor is using clash properties during startup, opponent has the opportunity to beat out clash armor with a fast low by clash canceling.<br />
*Range is short.<br />
*Being a staple exclusive universal mechanic to Arcana Heart side, Homing Cancels burn through meter quickly.<br />
}}<br />
}}<br />
{{Closediv}}<!--END TOP SECTION--><br />
{{FlexSideContainer}}<!-- BEGIN FLEX SECTION --><br />
{{FP TOC}}<br />
{{FP Box<br />
| padding=no<br />
| content={{CharaInfo<br />
| game=BBTag<br />
| fullname=Heart Aino<br />
| health={{#lst:{{PAGENAME}}/Data|health}}<br />
| comborate={{#lst:{{PAGENAME}}/Data|comborate}}<br />
| prejump={{#lst:{{PAGENAME}}/Data|prejump}}<br />
| backdash={{#lst:{{PAGENAME}}/Data|backdash}}<br />
| movement={{#lst:{{PAGENAME}}/Data|movementoptions}}<br />
}}<br />
}}<br />
{{Closediv}}<!--END FLEX OTHER SECTION--><br />
{{Closediv}}<br />
{{FP Box<br />
| header=Homing Dash<br />
| content=<br />
An exclusive universal mechanic used by ''Arcana Heart'', Heart can press j.C to homing dash towards the opponent. Hold a direction while doing it to influence the angle Heart starts dashing to throw off the opponent's anti-air tming. The back directions even giver her a bit of invincibility!<br />
<br />
You can cancel almost any normal or special into Homing Dash for 1 meter by pressing C. The following hit after the cancel will have P2 set to 100.<br />
}}<br />
<br />
==Normal Moves==<br />
===<big>4A</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Heart_4A.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|4A}}<br />
|}<br />
==== ====<br />
<br />
</div><br />
</div><br />
<br />
===<big>5A</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Heart_5A.png |<br />
BBTag_Heart_5AA.png |<br />
BBTag_Heart_5AAA.png |<br />
BBTag_Heart_5AAAA.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=5A}}<br />
{{#lst:{{PAGENAME}}/Data|5A}}<br />
|-<br />
{{AttackVersion|name=5AA}}<br />
{{#lst:{{PAGENAME}}/Data|5AA}}<br />
|-<br />
{{AttackVersion|name=5AAA}}<br />
{{#lst:{{PAGENAME}}/Data|5AAA}}<br />
|-<br />
{{AttackVersion|name=5AAAA}}<br />
{{#lst:{{PAGENAME}}/Data|5AAAA}}<br />
|}<br />
==== ====<br />
* 5A has okay reach<br />
* 5AA vacuums on hit<br />
* 5AAA can cancel into 5B > 5BB > 2B etc for a combo extension<br />
* 5AAAA Send the opponent up and away on hit<br />
** Not special or jump cancellable<br />
</div><br />
</div><br />
<br />
===<big>5B</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Heart_5B.png | Lightning Arcana shenanigans<br />
BBTag_Heart_5BB.png |<br />
BBTag_Heart_5BBB.png |Actually a low hit, this catches everyone<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=5B}}<br />
{{#lst:{{PAGENAME}}/Data|5B}}<br />
|-<br />
{{AttackVersion|name=5BB}}<br />
{{#lst:{{PAGENAME}}/Data|5BB}}<br />
|-<br />
{{AttackVersion|name=5BBB}}<br />
{{#lst:{{PAGENAME}}/Data|5BBB}}<br />
|}<br />
==== ====<br />
First hit can be charged up for extra distance.<br />
<br />
The charged version is a pretty nasty attack, as it leads to devastating follow-ups if it connected. Even on block, it's a menace to someone who mashes. You can cancel it to delayed 2[B] for a punish read, or 236A to be safe.<br />
* Values in [] refer to charged version<br />
* On charged hit, opponent experiences an additional 5/10 hitstop on hit/counterhit<br />
* Fully charged travels about half-screen<br />
* Gains Clash properties while charging, nullifying any head/body attacks but being vulnerable to lows. Being hit by a projectile shoots out a Roz Toxo.<br />
* 10~Active HBP Clash<br />
* Fully charged splats enemy upon wall hit.<br />
----<br />
*5BB can be cancelled into 2B on hit for an air combo<br />
*Can homing cancel<br />
----<br />
*5BBB knocks down on hit.<br />
*Cancels into air specials.<br />
*Will cause some characters DP to whiff. Vatista, Jin, and Mitsuru for example.<br />
*Looks kinda cute. <br />
</div><br />
</div><br />
<br />
===<big>5C</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Heart_5C.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|5C}}<br />
|}<br />
==== ====<br />
Like the Persona or BlazBlue 5Cs, where the startup is quick but is unsafe on block.<br />
</div><br />
</div><br />
<br />
===<big>2A</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Heart_2A.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|2A}}<br />
|}<br />
==== ====<br />
Much like her 5A, suffers from lack of range, but sometimes you have to make do with what you have. Life isn't always easy.<br />
*Hits low. How about that.<br />
</div><br />
</div><br />
<br />
===<big>2B</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Heart_2B.png |Fore!<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|2B}}<br />
|}<br />
==== ====<br />
No head invul but can be charged.<br />
* Values in [] refer to charged version<br />
* On charged hit, opponent experiences an additional 5/10 hitstop on hit/counterhit<br />
* Can homing cancel on charged hit only<br />
* Gains clash properties vs. mid/high while charging (faster startup than 5B), projectile clashes create Roz Toxos<br />
* Charged version 7~Active HBP Clash<br />
* Full charged 2B cannot be jump canceled but can be homing canceled.<br />
</div><br />
</div><br />
<br />
===<big>2C</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Heart_2C.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|2C}}<br />
|}<br />
==== ====<br />
A longer-reaching low than her 2A, but obviously less safe<br />
*Cancelling into 214A makes it safe-ish.<br />
</div><br />
</div><br />
<br />
===<big>j.A</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Heart_jA.png |<br />
BBTag_Heart_jAA.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=j.A}}<br />
{{#lst:{{PAGENAME}}/Data|j.A}}<br />
|-<br />
{{AttackVersion|name=j.AA}}<br />
{{#lst:{{PAGENAME}}/Data|j.AA}}<br />
|}<br />
==== ====<br />
*Can homing cancel<br />
</div><br />
</div><br />
<br />
===<big>j.B</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Heart_jB.png |<br />
BBTag_Heart_jBB.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=j.B}}<br />
{{#lst:{{PAGENAME}}/Data|j.B}}<br />
|-<br />
{{AttackVersion|name=j.BB}}<br />
{{#lst:{{PAGENAME}}/Data|j.BB}}<br />
|}<br />
==== ====<br />
* Can homing cancel<br />
<br />
</div><br />
</div><br />
<br />
===<big>j.C</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Heart_jC.png | We now have FRCs <br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=j.C}}<br />
{{#lst:{{PAGENAME}}/Data|j.C}}<br />
|-<br />
{{AttackVersion|name=j.4C}}<br />
{{#lst:{{PAGENAME}}/Data|j.4C}}<br />
|-<br />
{{AttackVersion|name=j.6C}}<br />
{{#lst:{{PAGENAME}}/Data|j.6C}}<br />
|-<br />
{{AttackVersion|name=j.8C}}<br />
{{#lst:{{PAGENAME}}/Data|j.8C}}<br />
|-<br />
{{AttackVersion|name=j.2C}}<br />
{{#lst:{{PAGENAME}}/Data|j.2C}}<br />
|}<br />
==== ====<br />
The staple mechanic from Arcana Heart. Fly towards the opponent somewhat slowly. Neutral homing flies straight at the opponent, directional homing flies briefly in the chosen direction before homing in on the opponent.<br />
* Back homing (j.1/4/7C) has invulnerability on frame 1 until they begin homing<br />
* You can cancel normals or specials into this for 1 meter<br />
* Cancel version causes non-projectile attacks done during homing or homing landing to have 100 P2<br />
* You can use air normals, specials or DP to cancel the flight<br />
* Flight can be "steered" up/down/left/right while you approach. Steering down can allow you to land early, and steering up gives you a higher approach angle.<br />
</div><br />
</div><br />
<br />
<br style="clear:both;"/><br />
<br />
<br style="clear:both;"/><br />
<br />
==Universal Mechanics==<br />
===<big>Ground Throw</big>===<br />
<span class="input-badge">'''5B+C'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Heart_5AAA.png |<br />
BBTag_Heart_2B.png |Front Throw<br />
BBTag_Heart_GroundThrow.png |Back Throw<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=BC}}<br />
{{#lst:{{PAGENAME}}/Data|BC}}<br />
|-<br />
{{AttackVersion|name=4BC}}<br />
{{#lst:{{PAGENAME}}/Data|4BC}}<br />
|}<br />
==== ====<br />
*100% minimum damage (2000)<br />
</div><br />
</div><br />
<br />
===<big>Heartful Punch</big>===<br />
<span class="input-badge">'''5A+D (Air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Heart_HeartfulPunch.png |<br />
BBTag_Heart_HeartfulPunchFollowup.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=Ground |subtitle=}}<br />
{{#lst:{{PAGENAME}}/Data|AD}}<br />
|-<br />
{{AttackVersion|name=Air |subtitle=}}<br />
{{#lst:{{PAGENAME}}/Data|j.AD}}<br />
|-<br />
{{AttackVersion|name=Followup Attack|subtitle=}}<br />
{{#lst:{{PAGENAME}}/Data|AD X}}<br />
|}<br />
==== ====<br />
*Ground version invul 1~27 All<br />
*Air version invul 1~31 All<br />
*Follow-up attack available by pressing A, B, or C<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Skills==<br />
===<big>Roz Sfaira</big>===<br />
<span class="input-badge">'''Clash with Projectile'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTAG_Heart_RozSfaira.png|Clash Projectile<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|Roz Sfaira Clash}}<br />
|}<br />
==== ====<br />
5B or 2B clashing with projectiles while charging will spawn a Roz Sfaira orb projectile for every hit.<br />
* Orb tracks the opponent to an extent; if the opponent jumps over them they will not track<br />
</div><br />
</div><br />
<br />
===<big>Iron Fist Punch</big>===<br />
<span class="input-badge">'''236A/B'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Heart_IronFistPunch.png |PAAAAWNCHI<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=A}}<br />
{{#lst:{{PAGENAME}}/Data|236A}}<br />
|-<br />
{{AttackVersion|name=B}}<br />
{{#lst:{{PAGENAME}}/Data|236B}}<br />
|}<br />
==== ====<br />
<br />
*B version gains clash properties vs. mid/high on startup<br />
*Can homing cancel<br />
</div><br />
</div><br />
<br />
===<big>Roz Sfaira</big>===<br />
<span class="input-badge">'''214A (air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Heart_RozSfaira.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=Ground}}<br />
{{#lst:{{PAGENAME}}/Data|214A}}<br />
|-<br />
{{AttackVersion|name=Air}}<br />
{{#lst:{{PAGENAME}}/Data|j.214A}}<br />
|}<br />
==== ====<br />
* Orb tracks the opponent to an extent; if the opponent jumps over them they will not track<br />
* Can be cancelled into homing with 5C for one meter<br />
</div><br />
</div><br />
<br />
===<big>Tria Sfaira</big>===<br />
<span class="input-badge">'''214B (air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Heart_TriaSfaira.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=Ground}}<br />
{{#lst:{{PAGENAME}}/Data|214B}}<br />
|-<br />
{{AttackVersion|name=Air}}<br />
{{#lst:{{PAGENAME}}/Data|j.214B}}<br />
|}<br />
==== ====<br />
Slower startup than A version but makes three orbs that fly in sequence (for more stun/harder to avoid)<br />
<br />
* Orbs will track the opponent to an extent; if the opponent jumps over them they will not track<br />
<br />
* Can be cancelled into homing with 5C<br />
</div><br />
</div><br />
<br />
===<big>Special Kick</big>===<br />
<span class="input-badge">'''j.236A/B'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Heart_SpecialKick.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=A}}<br />
{{#lst:{{PAGENAME}}/Data|j.236A}}<br />
|-<br />
{{AttackVersion|name=B}}<br />
{{#lst:{{PAGENAME}}/Data|j.236B}}<br />
|}<br />
==== ====<br />
<br />
*B version is slower but more advantageous and can be followed up with assist.<br />
</div><br />
</div><br />
<br />
<br style="clear:both;"/><br />
<br />
==Extra Skills==<br />
===<big>EX Iron Fist Punch</big>===<br />
<span class="input-badge">'''236C'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Heart_IronFistPunch.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|236C}}<br />
|}<br />
==== ====<br />
Faster and farther than meterless versions. Also wallbounces on hit for easy followup.<br />
</div><br />
</div><br />
<br />
===<big>Roz Toxo</big>===<br />
<span class="input-badge">'''214C (air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Heart_RozToxo.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=Ground}}<br />
{{#lst:{{PAGENAME}}/Data|214C}}<br />
|-<br />
{{AttackVersion|name=Air}}<br />
{{#lst:{{PAGENAME}}/Data|j.214C}}<br />
|}<br />
==== ====<br />
Really fast fullscreen laser. Combos into 236BC in Resonance even at far distances for easy surprise punishes.<br />
</div><br />
</div><br />
<br />
===<big>EX Special Kick</big>===<br />
<span class="input-badge">'''j.236C'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Heart_SpecialKick.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.236C}}<br />
|}<br />
==== ====<br />
<br />
*Combos into ground normals.<br />
*Can be TK'd for a fast overhead that can be comboed out of solo if special kick is initiated low enough, or on counter hit at normal jump height.<br />
</div><br />
</div><br />
<br />
===<big>Homing Cancel/Arcana Homing</big>===<br />
<span class="input-badge">'''Certain Moves > C'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Heart_jC.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|Homing Cancel}}<br />
|}<br />
==== ====<br />
* Homing can be performed in the four cardinal directions, and can be steered while flying<br />
* Can be used for mixup. Neutral homing canceling a ground move will put you in the air at a very low height for a fast overhead while forward homing cancel will keep you on the ground for a quick low.<br />
* Steering down can allow you to land early, and steering up will give you a higher approach angle.<br />
* Cancel version causes non-projectile attacks done during homing or homing landing to have 100 P2<br />
* The following moves can be Homing Cancelled:<br />
** 5BB<br />
** 2B (Charged only)<br />
** JA Smart Combo<br />
** JB Smart Combo<br />
** 236+A/B/C<br />
** 214+A/B/C<br />
** j.236+A/B/C<br />
** j.214+A/B/C<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Partner Skills==<br />
===<big>5P</big>===<br />
<span class="input-badge">'''Iron Fist Punch'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Heart_IronFistPunch.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|5P}}<br />
|}<br />
==== ====<br />
Pretty fast, straightforward combo extension assist with good blockstun.<br />
</div><br />
</div><br />
<br />
===<big>6P</big>===<br />
<span class="input-badge">'''Roz Toxo'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Heart_RozToxo.png|Strong "MVC2" vibes<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|6P}}<br />
|}<br />
==== ====<br />
Fullscreen laser<br />
*Has a bit of startup, unlike EX laser.<br />
</div><br />
</div><br />
<br />
===<big>4P</big>===<br />
<span class="input-badge">'''2B'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Heart_2B.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|4P}}<br />
|}<br />
==== ====<br />
* deceptively big range<br />
<br />
Seems to be mostly for punishing bursts, since it lacks range vertically and horizontally, and seems to come out behind the point character.<br />
</div><br />
</div><br />
<br />
<br style="clear:both;"/><br />
<br />
==Distortion Skills==<br />
===<big>Iron Fist Punch of Love</big>===<br />
<span class="input-badge">'''236B+C'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Heart_IronFistPunchOfLove.png |BIONIC AAARR- wait wrong game<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|236BC}}<br />
|}<br />
==== ====<br />
Crosses the screen quickly with a big punch. Has no invul once the punch begins moving forward, so you won't be able to do this through projectiles or anything.<br />
*Non-resonance version can link into 4A if done off a high enough juggle<br />
</div><br />
</div><br />
<br />
===<big>Amazing Heartful Punch</big>===<br />
<span class="input-badge">'''214B+C'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Heart_AmazingHeartfulPunch.png |Somewhere, Elphelt Valentine is extremely happy about this.<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|214BC}}<br />
|}<br />
==== ====<br />
Does more damage than 236BC, but with a much smaller hitbox. Mostly for combo enders.<br />
*Has an initial hitbox right in front of Heart. Will not deal full damage if the first hit whiffs.<br />
</div><br />
</div><br />
<br />
===<big>Amazing Special Kick</big>===<br />
<span class="input-badge">'''j.236B+C'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Heart_AmazingSpecialKick.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.236BC}}<br />
|}<br />
==== ====<br />
<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Distortion Skill Duo==<br />
===<big>Iron Fist Punch of Love</big>===<br />
<span class="input-badge">'''P during Distortion Skill'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Heart_IronFistPunchOfLove.png | Pink Hawk Stinger<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|Distortion Skill Duo}}<br />
|}<br />
==== ====<br />
<br />
</div><br />
</div><br />
<br />
<br style="clear:both;"/><br />
<br />
==Astral Heat==<br />
===<big>Super Amazing Iron Fist Punch of Love</big>===<br />
<span class="input-badge">'''222B+C'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Heart_SuperAmazingIronFistPunchOfLove.png |<br />
BBTag_Heart_SuperAmazingIronFistPunchOfLove2.png |S P I R I T B O M B<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|222BC}}<br />
|}<br />
==== ====<br />
Combos from literally anything<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==External References==<br />
==Navigation==<br />
{{#lst:{{PAGENAME}}/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/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.}}<br />
{{Navbar-BBTag}}</div>73.119.87.123https://www.dustloop.com/wiki/index.php?title=BBTag/Carmine&diff=187993BBTag/Carmine2020-12-12T02:44:07Z<p>73.119.87.123: /* Distortion Skill Duo */</p>
<hr />
<div>{{InvisibleHeader}}{{NavTabs|game=BBTag|chara=Carmine}}<br />
<br />
======<span style="visibility:hidden;font-size:0">Overview</span>======<br />
{{FlexContainer}}<br />
{{FlexTopContainer}}<!-- BEGIN TOP SECTION --><br />
{{FP Box|header=Overview<br />
|content=<br />
Carmine is a high damage rushdown character who can deal a huge amount of damage by himself. Unlike in UNIST, his set-play and mix-up are very linear here. Playing against him can easily be bound to give you a run for your money if one isn't careful, especially with his ability to covert any hit into high damage. However, the biggest thing to look out for with Carmine is that most of his blood moves all use up HP which can lead to an instant death if the player is not careful. To play this character well, good HP management is a must.<br />
{{Bio<br />
| name = Carmine<br />
| game = BBTag<br />
| quote = You only got one life. Take care of it... You got that, you piece of trash?!<br />
| lore = <br />
Carmine Prime (real name unknown) is a 3rd year student of the same high school as Hyde. Sadistic and maniacal to the core, Carmine possesses an immense lust for violence to the point that it has become his sole purpose in life. Despite this, Carmine actually holds an extremely low opinion of himself and has little to no sense of self-worth, referring to both himself as well as people like him as "trash of society." He has even stated that he couldn't care less if he died one day on a pile of garbage, completely forgotten to the rest of the world. Nonetheless, Carmine only wishes to do the one thing he has ever been good at and which gives him his reason to live - beating others.<br />
<br />
<br />
After being attacked by a Void and becoming an In-Birth, Carmine decided to use his newfound EXS abilities to fulfill his one desire: to fight. Now, he roams the streets during the Hollow Night seeking his favorite opponents in battle - other In-Births.<br />
}}<br />
{{StrengthsAndWeaknesses<br />
|intro=<br />
Carmine can control lots of space with his blood attacks and can deal lots of damage solo, but needs to manage his health or else he risks a fast death.<br />
|pros=<br />
*Has some of the highest damage outputs in the game even without assists.<br />
*Above average health<br />
*Can reverse beat which allows him to confirm most grounded hits into a full combo/blockstring.<br />
*Great pressure and lockdown thanks to his specials, which is also helped by his dissolves.<br />
*Good space control thanks to his great normals, his specials and his dissolves.<br />
*In particular, his forward assist is effected by his dissolves and can help augment a partner's screen control and lockdown.<br />
*Can set more than double dissolves in this game compared to his limit of 2 dissolves in UNI.<br />
*Certain commands will recover some of his lost health.<br />
*Has an unblockable setup which becomes confirmable with a delayed assist.<br />
|cons=<br />
*Glass Cannon. His special moves are at the the cost of using his own health, though they won't kill him even if his life is at 1. <br />
*While he retains his strong pressure from UNI, he now lacks great solo mixups. Assists are recommended when opening up opponents.<br />
*Sub-par anti air game. His 2B lacks the range of his other normals and his reversal has a more horizontal hitbox rather than a vertical one.<br />
*Unlike back in UNI, he now only has one EX move/Extra Skill, making his capabilities with meter a bit more limited.<br />
}}<br />
}}<br />
{{Closediv}}<!--END TOP SECTION--><br />
{{FlexSideContainer}}<!-- BEGIN FLEX SECTION --><br />
{{FP TOC}}<br />
{{FP Box<br />
| padding=no<br />
| content={{CharaInfo<br />
| game=BBTag<br />
| fullname=Carmine<br />
| health={{#lst:{{PAGENAME}}/Data|health}}<br />
| comborate={{#lst:{{PAGENAME}}/Data|comborate}}<br />
| prejump={{#lst:{{PAGENAME}}/Data|prejump}}<br />
| backdash={{#lst:{{PAGENAME}}/Data|backdash}}<br />
| movement={{#lst:{{PAGENAME}}/Data|movementoptions}}<br />
}}<br />
}}<br />
{{Closediv}}<!--END FLEX OTHER SECTION--><br />
{{Closediv}}<br />
{{FP Box<br />
| header=EXS of Lifeblood: Blood Spike<br />
| content=<br />
Carmine's EXS allows him to weaponize his own blood, even after it leaves his body and pools on the ground in the form of Dissolves. Dissolves are pools of blood left behind by certain moves in exchange for 750 points of health per Dissolve. Carmine can interact with them by using certain attacks, each resulting in different effects (e.g., 236X turns dissolves into an advancing blood wheel, 214X shoots up a blood crystal from the dissolve). Carmine can set one normal Dissolve (from 5B or j.B), one special move dissolve (from Spin! or Launch!), and two dissolves from j.C, meaning he can have up to 5 Dissolves present at any given time. Dissolves remain on the field indefinitely until Carmine is K.O'd or it is used once. Some moves can interact with Dissolves without reducing Carmine's HP, but in turn these moves cannot set down Dissolves.<br />
<br />
'''Dissolve Manipulators:'''<br />
* 5BB (Spiked Blood Column)<br />
* j.BB (Spiked Blood Column)<br />
* Spin! (Blood Wheel)<br />
* Launch! (Blood Column)<br />
* No Escape! (Blood Column)<br />
<br />
| subheader1=Blood Absorb<br />
| content2=<br />
Carmine can also steal the opponent's blood and absorbing it into his body. This heals either 500 HP or a set percentage of Carmine's current Red Health. Red health recovery percent starts at 40% and is cut in half for every Blood Absorb hit done in the same combo (40%, 20%, 10%, etc.). If the first Blood Absorb in a combo would heal less than 500 Red Health, he will heal 500 points of his max HP and his Red Health will be removed. Note that if either 500 HP heal occurs, all subsequent Blood Absorbs will heal 0 HP.<br />
<br />
'''Blood Absorb Attacks:'''<br />
* Throw<br />
* 5AAAA<br />
}}<br />
<br />
==Normal Moves==<br />
===<big>5A</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Carmine_5A.png |<br />
BBTag_Carmine_5AA.png |<br />
BBTag_Carmine_5AAA.png |<br />
BBTag_Carmine_5AAAA.png |"Soitsu wo yoshiagare!" (Hand that over to me!) - now with more liberal usage.<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=5A}}<br />
{{#lst:{{PAGENAME}}/Data|5A}}<br />
|-<br />
{{AttackVersion|name=5AA}}<br />
{{#lst:{{PAGENAME}}/Data|5AA}}<br />
|-<br />
{{AttackVersion|name=5AAA}}<br />
{{#lst:{{PAGENAME}}/Data|5AAA}}<br />
|-<br />
{{AttackVersion|name=5AAAA}}<br />
{{#lst:{{PAGENAME}}/Data|5AAAA}}<br />
|}<br />
==== ====<br />
* Jump cancellable on hit and block<br />
* Throw cancellable <br />
<br />
5A is a very strong and versatile normal that serves as one of Carmine's primary neutral buttons. It has good range and inches him forward during the animation, making it a great combo starter. 5A is also jump cancellable on block, allowing for varied pressure options.<br />
----<br />
* Throw cancellable <br />
<br />
5AA is combo fodder from his smart combo that takes another step forward, therefore complimenting the offensive use that 5A currently had.<br />
----<br />
5AAA continues the trend of being easily hit confirmable. Mostly combo filler.<br />
----<br />
* First time this is used in a combo, heals the greater of 2000 HP or 50% of his missing red health.<br />
* Subsequent times this is used in a combo, heals 1000 HP or 25% of his missing red health.<br />
* Side swaps on hit.<br />
<br />
5AAAA is a Combo ender for restoring health. Gives decent oki as IAD j.A immediately after will safejump the opponent's tech in any direction.<br />
<br />
It is possible to Active Switch to another character during this grab by calling an assist during the 5A string and inputting D during the startup of the hitgrab, but before it actually connects. This allows you to regain a chunk of health and switch Carmine out to allow him to regenerate even more health, while retaining okizeme options.<br />
<br />
As of 2.0, you can perform a cross raid from this ender, which ensures the opponent doesn't swap sides with you meanwhile you still retain healing properties.<br />
</div><br />
</div><br />
<br />
===<big>5B</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Carmine_5B.png | You're gonna see this move a lot.<br />
BBTag_Carmine_5BB.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=5B}}<br />
{{#lst:{{PAGENAME}}/Data|5B}}<br />
|-<br />
{{AttackVersion|name=5BB}}<br />
{{#lst:{{PAGENAME}}/Data|5BB}}<br />
|}<br />
==== ====<br />
* Uses up 750 HP to set a dissolve upon hitting the opponent or the corner<br />
<br />
Fast projectile that leaves a dissolve immediately upon contacting the opponent or the ground. Unlike in UNI, this move is special cancellable, which enables great pressure when cancelled into 214X or 236X since the dissolve attack will immediately kick in as a result.<br />
----<br />
* Uses up all dissolve pools without any HP cost.<br />
<br />
5BB is primarily used for combo purposes due it being jump cancellable on hit. With dissolves on screen, this move will create more of the same spike protrusions from the ground which can create good damage if multiple hit the opponent, but they remove dissolves upon use.<br />
</div><br />
</div><br />
<br />
===<big>5C</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Carmine_5C.png | I'm gonna do this on wake up and they won't see it coming<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|5C}}<br />
|}<br />
==== ====<br />
UNI styled ground assault overhead, meaning this move is slower than some other overheads in the game, but makes up for it by being forward moving, having a big hitbox, and generally being safer on block. Also has its uses for quick, same-side knockdowns to ends combos.<br />
</div><br />
</div><br />
<br />
===<big>2A</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Carmine_2A.png |'' '':WhenYouRealize:<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|2A}}<br />
|}<br />
==== ====<br />
* Throw cancellable <br />
<br />
low jab. Carmine's fastest button which is also mashable and can be used to reverse beat from other normals. This is generally your low mixup. Jump cancellable on block.<br />
</div><br />
</div><br />
<br />
===<big>2B</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Carmine_2B.png |Kick them with style and high in their face.<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|2B}}<br />
|}<br />
==== ====<br />
Anti air button and combo extender if you feel they are too high up or if you go for extensions after falling j.C. Has upper body invul. <br />
</div><br />
</div><br />
<br />
===<big>2C</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Carmine_2C.png |Right at your feet, he says.<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|2C}}<br />
|}<br />
==== ====<br />
* Carmine's 2C. Very long-ranged sweep.<br />
<br />
Primary poke and is one of his most useful starters. Has nice horizontal range and even vertical range, making it usable as a combo part. Since Carmine can reverse beat, combos from this are almost guaranteed. Can also be used as an ender in lengthy combos, if you so please.<br />
</div><br />
</div><br />
<br />
===<big>j.A</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Carmine_jA.png |<br />
BBTag_Carmine_jAA.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=j.A}}<br />
{{#lst:{{PAGENAME}}/Data|j.A}}<br />
|-<br />
{{AttackVersion|name=j.AA}}<br />
{{#lst:{{PAGENAME}}/Data|j.AA}}<br />
|}<br />
==== ====<br />
j.A is Carmine's primary jump in tool and even has a crossup hitbox to boot. Has a big hitbox overall and does two hits. ----<br />
Since j.AA cannot be used on it's own, it is primarily used as combo fodder<br />
</div><br />
</div><br />
<br />
===<big>j.B</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Carmine_jB.png |<br />
BBTag_Carmine_jBB.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=j.B}}<br />
{{#lst:{{PAGENAME}}/Data|j.B}}<br />
|-<br />
{{AttackVersion|name=j.BB}}<br />
{{#lst:{{PAGENAME}}/Data|j.BB}}<br />
|}<br />
==== ====<br />
* Sets a Dissolve at the cost of 750 HP upon hitting the opponent or ground.<br />
* Knocks down<br />
<br />
Carmine's standard go-to button for ending air combos. You can cancel into j.236X on the way down for oki.<br />
----<br />
* Uses up all dissolve pools with no HP cost.<br />
<br />
j.BB can be used to convert air hit into a ground combo. Example: j.A dj j.BB, falling j.A close to ground -> whatever. Otherwise, you could use j.bb to catch opponents from the ground spikes it creates if dissolves were set up.<br />
</div><br />
</div><br />
<br />
===<big>j.C</big>===<br />
<span class="input-badge">'''Thrust! (EX version)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Carmine_jC.png | "Kono-shinde ora!" (Why you-just die!)<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.C}}<br />
|}<br />
==== ====<br />
* Sets two dissolves down, unlike its original version from UNI.<br />
* Costs twice as much health (1500 HP!) as other health-consuming moves.<br />
* Carmine's old 214C, which is now only a midair move with no special move properties.<br />
* Move puts you in advantage the closer you are to the ground. Instant air j.C leaves you a fair bit plus.<br />
* Combo ender, but can also be used for combo extensions when doing this in air combos on the falling part of his jump.<br />
<br />
This move is pretty strong when right above enemy heads as a way to bait anti airs. With an assist to help, you can cover j.C's recovery while making it confirmable. Be mindful that there is a dead zone right in the middle from wear he throws it, to the spikes created on the ground. However, an assist can clear it of this weakness. Otherwise, this move has it's uses of quickly chucking out dissolves but at a higher health cost. This move is also your other air combo ender besides j.b, and you can actually still get good oki from 236x off of this.<br />
</div><br />
</div><br />
<br />
<br style="clear:both;"/><br />
<br />
==Universal Mechanics==<br />
===<big>Ground Throw</big>===<br />
<span class="input-badge">'''5B+C'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Carmine_GroundThrow.png |Suck it all out!<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|BC}}<br />
|}<br />
==== ====<br />
* Steals the greater of 2000 HP or 50% of missing red health.<br />
* Causes crumple state on hit<br />
* Special cancellable<br />
<br />
Carmine's grab is a rather important tool for him to have. Compared to his base game, Carmine can confirm off of this as well as gain back a greater amount of health than he previously could. In BBTAG, where his mixup arsenal has been shortened, his grab serves as a noteworthy tool that should be feared.<br />
</div><br />
</div><br />
<br />
===<big>Pulverize!</big>===<br />
<span class="input-badge">'''5A+D'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Carmine_Pulverize.png |"Suritsubuse!" (Mash 'em up!) or maybe you'd go "Buchimake da!" (Throw it all out!) for emphasis.<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|AD}}<br />
|}<br />
==== ====<br />
Carmine's reversal action lacks much vertical reach, but surely makes up for it with its horizontal distance. As the animation implies, it can also help avoid against enemy crossups. His reversal action also sees use in applying his unblockable setups, by having them block in the air after a tech, such as a 236x, and landing this move. With a good partner assist, you can expect good followups after the reset.<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Skills==<br />
===<big>Spin!</big>===<br />
<span class="input-badge">'''236A/B (Air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Carmine_Spin.png |"Maware!" (Spin around!)<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=236A}}<br />
{{#lst:{{PAGENAME}}/Data|236A}}<br />
|-<br />
{{AttackVersion|name=j.236A}}<br />
{{#lst:{{PAGENAME}}/Data|j.236A}}<br />
|-<br />
{{AttackVersion|name=236B}}<br />
{{#lst:{{PAGENAME}}/Data|236B}}<br />
|-<br />
{{AttackVersion|name=j.236B}}<br />
{{#lst:{{PAGENAME}}/Data|j.236B}}<br />
|-<br />
{{AttackVersion|name=Puddle}}<br />
{{#lst:{{PAGENAME}}/Data|236A Puddle}}<br />
|}<br />
==== ====<br />
* Creates a dissolve at the cost of 750 HP<br />
* Dissolves turn into buzzsaws that travel along the ground in the direction of the opponent.<br />
* Extremely advantageous on block.<br />
<br />
"Pinwheel" special. You are at massive frame advantage if the opponent blocks it, and even more so if done as a meaty as the blade will spin for a while longer if it does not immediately hit anything. Beware as there is a significant gap on startup if you have no dissolves out. With a dissolve out, the gap is too small to mash with regular attacks, but you can still get hit by reversals. If set up properly, 236x can catch all air techs and can be used in unblockable setups with reversal action. Can be used in combos after throw after a dissolve is nearby or can otherwise be combo'd off most confirms with assists.<br />
<br />
His B versions of his spin are a new asset to him in this game and are pretty useful for further ranged space control and setting far dissolves. Just be mindful of enemies who get in between the gap it creates.<br />
</div><br />
</div><br />
<br />
===<big>Launch!</big>===<br />
<span class="input-badge">'''214A/B'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Carmine_Launch.png |"Tsukiagero!" (Launch through!)<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=A}}<br />
{{#lst:{{PAGENAME}}/Data|214A}}<br />
|-<br />
{{AttackVersion|name=B}}<br />
{{#lst:{{PAGENAME}}/Data|214B}}<br />
|-<br />
{{AttackVersion|name=Puddle}}<br />
{{#lst:{{PAGENAME}}/Data|214A Puddle}}<br />
|}<br />
==== ====<br />
* Carmine's original 22X.<br />
* Summons an additional crystal from every dissolve.<br />
* Costs HP<br />
* 750HP Life Drain<br />
* Both versions have slight tracking <br />
* Sets down dissolves<br />
* *All 214X buttons are +0 on block with a puddle.<br />
<br />
Not advantageous on block anymore, so mostly a combo and zoning tool. Launches on hit with low recovery, and launches higher if the crystal from a dissolve hits.<br />
</div><br />
</div><br />
<br />
===<big>Thrust!</big>===<br />
<span class="input-badge">'''214C'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Carmine_Thrust.png |Who said that you could press buttons?<br />
BBTag_Carmine_ThrustPuddle.png |It's still my turn!<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=Attack}}<br />
{{#lst:{{PAGENAME}}/Data|214C}}<br />
|-<br />
{{AttackVersion|name=Puddle}}<br />
{{#lst:{{PAGENAME}}/Data|214C Puddle}}<br />
|}<br />
==== ====<br />
*Costs 750 HP<br />
*Knocks down<br />
*Detonation launches<br />
*The detonation uses all previous dissolves but does not set one after<br />
A two part attack that begins with Carmine performing a swipe downward that knocks down and sets a dissolve, and ends with a blood explosion from all dissolves on screen shortly after. Carmine can only set down one trap in BBTAG and he cannot control the detonation timing. However, this is made up with the fact that it now interacts with each and every dissolve previously placed meaning you can cover a good portion of the screen when given the opportunity. 214C can be used to punish opponents from retaliating, or condition them to not try to punish this move as any slow enough attack will lead to them getting punished by the detonation. Additionally, the knock down combined with the delayed followup makes this move a suitable oki tool.<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Extra Skills==<br />
===<big>Spin!</big>===<br />
<span class="input-badge">'''236C (Air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Carmine_Spin.png |"Mijingiri da!" (Chop into pieces!) - his only EX Move, but one of the better ones.<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=Ground}}<br />
{{#lst:{{PAGENAME}}/Data|236C}}<br />
|-<br />
{{AttackVersion|name=Air}}<br />
{{#lst:{{PAGENAME}}/Data|j.236C}}<br />
|}<br />
==== ====<br />
* Carmine's EX 236C, which unlike the normal versions has a much smaller gap between when he throws out the projectile and the first active frame of the hitbox.<br />
* 750HP Life Drain<br />
<br />
Bigger, more advantageous, and has an extra hit on the way out, allowing it to combo even without any dissolves set. It's a greater pressure tool than the normal version and it is responsible for some of Carmine's most damaging confirms (ex: 236C>jump/IAD xx j.C etc combos)<br />
</div><br />
</div><br />
<br />
<br style="clear:both;"/><br />
<br />
==Partner Skills==<br />
===<big>5P</big>===<br />
<span class="input-badge">'''UNI Dash C'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Carmine_66C.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|5P}}<br />
|}<br />
==== ====<br />
A decently tall assist that causes floorbounce on hit.<br />
</div><br />
</div><br />
<br />
===<big>6P</big>===<br />
<span class="input-badge">'''Spin!'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Carmine_Spin.png | Time to punish assist calls<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|6P}}<br />
|}<br />
==== ====<br />
* Sets new/triggers existing dissolves, like Carmine's regular 236X.<br />
* Still takes Carmine's life to use this assist<br />
<br />
Extremely strong zoning and pressure assist, especially since it acts exactly like his regular 236X, meaning that it will set new or trigger all existing dissolves then leave another dissolve, allowing you to continue to zone even at long ranges with subsequent uses of this assist. Launches grounded opponents even without dissolves, unlike the normal version.<br />
</div><br />
</div><br />
<br />
===<big>4P</big>===<br />
<span class="input-badge">'''Thrust!'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Carmine_ThrustAssist.png |"Buchinuke!" (Punch right through!)<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|4P}}<br />
|}<br />
==== ====<br />
A double hitting back assist. Disjointed hitbox that technically counts as a projectile and is pretty good for lockdown.<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Distortion Skills==<br />
===<big>Hahahaha! Be Devoured!</big>===<br />
<span class="input-badge">'''236B+C'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Carmine_HahahahahaBeDevoured.png |"Hyahahahahaha! Kuraitsukuze!" (Devour them up!)<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|236BC}}<br />
|}<br />
==== ====<br />
* Carmine's classic Infinite Worth super.<br />
* Is a low up-close <br />
Is somewhat worse than in his home game, as the extra animation on hit only occurs if struck by the crystals around his feet or if you are close to the opponent. Good combo ender besides that.<br />
<br />
</div><br />
</div><br />
<br />
===<big>No Escape...!</big>===<br />
<span class="input-badge">'''214B+C'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Carmine_NoEscape.png |Welcome to the Blood House. "Mou nigasane...!" (Soon you can't run...!)<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|214BC}}<br />
|}<br />
==== ====<br />
* Carmine's original 22C via the EX version, which freezes the opponent in a blood crystal.<br />
* Tracks opponent's position.<br />
* Catches opponent in the air if they're close to the ground.<br />
<br />
Freezes opponent in place for a very long time or until hit. Can be used as a fullscreen punish or combo ender and allows you to do basically anything you want on hit due to the ridiculously long stun. Allows free tag-outs. Can even re-stand if you hit opponents during the end of this moves duration.<br />
<br />
</div><br />
</div><br />
<br />
<br style="clear:both;"/><br />
<br />
==Distortion Skill Duo==<br />
===<big>Hahahaha! Be Devoured!</big> <span class="input-badge"> <small>P during Partner's Distortion Skill</small></span>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Carmine_HahahahahaBeDevoured.png | if only....<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|Distortion Skill Duo}}<br />
|}<br />
==== ====<br />
* Not a low<br />
* The full attack will not hit two characters<br />
<br />
High damage DHC, very good for finishing off a cross combo.<br />
<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Astral Heat==<br />
===<big>You Shit! This is the END!</big>===<br />
<span class="input-badge">'''222B+C'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Carmine_YouShitThisIsTheEnd.png |"KUSO GA! KORE DE SHIMAI DA!!"<br />
BBTag_Carmine_YouShitThisIsTheEnd2.png |Enjoy your stay at the Blood Mansion<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|222BC}}<br />
|}<br />
==== ====<br />
* Carmine's original IWEXS as an Astral.<br />
* Tracks almost everywhere on the screen, does not go above a certain height.<br />
<br />
Since it tracks, it can combo from almost everything and is pretty good at sniping opponents in the air (unless its a character that can stay very high in the air like Yosuke or Mai)<br />
<br />
</div><br />
</div><br />
<br />
<br style="clear:both;"/><br />
<br />
<br />
<section begin=/><br />
{{Roadmap-BBTag<br />
|Character=Carmine<br />
|OverviewStatus=Practically done. However, some changes need to be made, being description for 236BC, DHC and Astral; 214X description doesn't mention that 214X with a puddle is +0 on block; health values for every blood move needs to be listed in descriptions; and Carmine 5AAAA/grab heal values are outdated<br />
|OverviewPercentage=14<br />
|CombosStatus=Combos are filled in but damage values as well as self harm values need to be edited. Also, Wheel loop combos don't work.<br />
|CombosPercentage=6<br />
|OkizemeStatus=Template text (essentially blank)<br />
|OkizemePercentage=0<br />
|StrategyStatus=Point, General tactics as well as Tips and Tricks are all blank. Anchor explanation needs to be edited and be more in-depth. Recommended partners needs to be edited (take out Es and Hazama, add Mika and Gord, etc). Blockstrings need explanations as to when to use said blockstrings as well as their applications.<br />
|StrategyPercentage=9<br />
|FrameDataStatus=Complete, up to date for v1.5<br />
|FrameDataPercentage=50<br />
}}<br />
''Click [[Dustloop Wiki:Roadmap/BBTag/Usage|here]] for the scoring criteria to assess character page completion.''<br />
<section end=Carmine/><br />
<br />
==External References==<br />
==Navigation==<br />
{{#lst:{{PAGENAME}}/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/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.}}<br />
{{Navbar-BBTag}}</div>73.119.87.123https://www.dustloop.com/wiki/index.php?title=BBTag/Carmine&diff=187992BBTag/Carmine2020-12-12T02:42:25Z<p>73.119.87.123: /* 2A */</p>
<hr />
<div>{{InvisibleHeader}}{{NavTabs|game=BBTag|chara=Carmine}}<br />
<br />
======<span style="visibility:hidden;font-size:0">Overview</span>======<br />
{{FlexContainer}}<br />
{{FlexTopContainer}}<!-- BEGIN TOP SECTION --><br />
{{FP Box|header=Overview<br />
|content=<br />
Carmine is a high damage rushdown character who can deal a huge amount of damage by himself. Unlike in UNIST, his set-play and mix-up are very linear here. Playing against him can easily be bound to give you a run for your money if one isn't careful, especially with his ability to covert any hit into high damage. However, the biggest thing to look out for with Carmine is that most of his blood moves all use up HP which can lead to an instant death if the player is not careful. To play this character well, good HP management is a must.<br />
{{Bio<br />
| name = Carmine<br />
| game = BBTag<br />
| quote = You only got one life. Take care of it... You got that, you piece of trash?!<br />
| lore = <br />
Carmine Prime (real name unknown) is a 3rd year student of the same high school as Hyde. Sadistic and maniacal to the core, Carmine possesses an immense lust for violence to the point that it has become his sole purpose in life. Despite this, Carmine actually holds an extremely low opinion of himself and has little to no sense of self-worth, referring to both himself as well as people like him as "trash of society." He has even stated that he couldn't care less if he died one day on a pile of garbage, completely forgotten to the rest of the world. Nonetheless, Carmine only wishes to do the one thing he has ever been good at and which gives him his reason to live - beating others.<br />
<br />
<br />
After being attacked by a Void and becoming an In-Birth, Carmine decided to use his newfound EXS abilities to fulfill his one desire: to fight. Now, he roams the streets during the Hollow Night seeking his favorite opponents in battle - other In-Births.<br />
}}<br />
{{StrengthsAndWeaknesses<br />
|intro=<br />
Carmine can control lots of space with his blood attacks and can deal lots of damage solo, but needs to manage his health or else he risks a fast death.<br />
|pros=<br />
*Has some of the highest damage outputs in the game even without assists.<br />
*Above average health<br />
*Can reverse beat which allows him to confirm most grounded hits into a full combo/blockstring.<br />
*Great pressure and lockdown thanks to his specials, which is also helped by his dissolves.<br />
*Good space control thanks to his great normals, his specials and his dissolves.<br />
*In particular, his forward assist is effected by his dissolves and can help augment a partner's screen control and lockdown.<br />
*Can set more than double dissolves in this game compared to his limit of 2 dissolves in UNI.<br />
*Certain commands will recover some of his lost health.<br />
*Has an unblockable setup which becomes confirmable with a delayed assist.<br />
|cons=<br />
*Glass Cannon. His special moves are at the the cost of using his own health, though they won't kill him even if his life is at 1. <br />
*While he retains his strong pressure from UNI, he now lacks great solo mixups. Assists are recommended when opening up opponents.<br />
*Sub-par anti air game. His 2B lacks the range of his other normals and his reversal has a more horizontal hitbox rather than a vertical one.<br />
*Unlike back in UNI, he now only has one EX move/Extra Skill, making his capabilities with meter a bit more limited.<br />
}}<br />
}}<br />
{{Closediv}}<!--END TOP SECTION--><br />
{{FlexSideContainer}}<!-- BEGIN FLEX SECTION --><br />
{{FP TOC}}<br />
{{FP Box<br />
| padding=no<br />
| content={{CharaInfo<br />
| game=BBTag<br />
| fullname=Carmine<br />
| health={{#lst:{{PAGENAME}}/Data|health}}<br />
| comborate={{#lst:{{PAGENAME}}/Data|comborate}}<br />
| prejump={{#lst:{{PAGENAME}}/Data|prejump}}<br />
| backdash={{#lst:{{PAGENAME}}/Data|backdash}}<br />
| movement={{#lst:{{PAGENAME}}/Data|movementoptions}}<br />
}}<br />
}}<br />
{{Closediv}}<!--END FLEX OTHER SECTION--><br />
{{Closediv}}<br />
{{FP Box<br />
| header=EXS of Lifeblood: Blood Spike<br />
| content=<br />
Carmine's EXS allows him to weaponize his own blood, even after it leaves his body and pools on the ground in the form of Dissolves. Dissolves are pools of blood left behind by certain moves in exchange for 750 points of health per Dissolve. Carmine can interact with them by using certain attacks, each resulting in different effects (e.g., 236X turns dissolves into an advancing blood wheel, 214X shoots up a blood crystal from the dissolve). Carmine can set one normal Dissolve (from 5B or j.B), one special move dissolve (from Spin! or Launch!), and two dissolves from j.C, meaning he can have up to 5 Dissolves present at any given time. Dissolves remain on the field indefinitely until Carmine is K.O'd or it is used once. Some moves can interact with Dissolves without reducing Carmine's HP, but in turn these moves cannot set down Dissolves.<br />
<br />
'''Dissolve Manipulators:'''<br />
* 5BB (Spiked Blood Column)<br />
* j.BB (Spiked Blood Column)<br />
* Spin! (Blood Wheel)<br />
* Launch! (Blood Column)<br />
* No Escape! (Blood Column)<br />
<br />
| subheader1=Blood Absorb<br />
| content2=<br />
Carmine can also steal the opponent's blood and absorbing it into his body. This heals either 500 HP or a set percentage of Carmine's current Red Health. Red health recovery percent starts at 40% and is cut in half for every Blood Absorb hit done in the same combo (40%, 20%, 10%, etc.). If the first Blood Absorb in a combo would heal less than 500 Red Health, he will heal 500 points of his max HP and his Red Health will be removed. Note that if either 500 HP heal occurs, all subsequent Blood Absorbs will heal 0 HP.<br />
<br />
'''Blood Absorb Attacks:'''<br />
* Throw<br />
* 5AAAA<br />
}}<br />
<br />
==Normal Moves==<br />
===<big>5A</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Carmine_5A.png |<br />
BBTag_Carmine_5AA.png |<br />
BBTag_Carmine_5AAA.png |<br />
BBTag_Carmine_5AAAA.png |"Soitsu wo yoshiagare!" (Hand that over to me!) - now with more liberal usage.<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=5A}}<br />
{{#lst:{{PAGENAME}}/Data|5A}}<br />
|-<br />
{{AttackVersion|name=5AA}}<br />
{{#lst:{{PAGENAME}}/Data|5AA}}<br />
|-<br />
{{AttackVersion|name=5AAA}}<br />
{{#lst:{{PAGENAME}}/Data|5AAA}}<br />
|-<br />
{{AttackVersion|name=5AAAA}}<br />
{{#lst:{{PAGENAME}}/Data|5AAAA}}<br />
|}<br />
==== ====<br />
* Jump cancellable on hit and block<br />
* Throw cancellable <br />
<br />
5A is a very strong and versatile normal that serves as one of Carmine's primary neutral buttons. It has good range and inches him forward during the animation, making it a great combo starter. 5A is also jump cancellable on block, allowing for varied pressure options.<br />
----<br />
* Throw cancellable <br />
<br />
5AA is combo fodder from his smart combo that takes another step forward, therefore complimenting the offensive use that 5A currently had.<br />
----<br />
5AAA continues the trend of being easily hit confirmable. Mostly combo filler.<br />
----<br />
* First time this is used in a combo, heals the greater of 2000 HP or 50% of his missing red health.<br />
* Subsequent times this is used in a combo, heals 1000 HP or 25% of his missing red health.<br />
* Side swaps on hit.<br />
<br />
5AAAA is a Combo ender for restoring health. Gives decent oki as IAD j.A immediately after will safejump the opponent's tech in any direction.<br />
<br />
It is possible to Active Switch to another character during this grab by calling an assist during the 5A string and inputting D during the startup of the hitgrab, but before it actually connects. This allows you to regain a chunk of health and switch Carmine out to allow him to regenerate even more health, while retaining okizeme options.<br />
<br />
As of 2.0, you can perform a cross raid from this ender, which ensures the opponent doesn't swap sides with you meanwhile you still retain healing properties.<br />
</div><br />
</div><br />
<br />
===<big>5B</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Carmine_5B.png | You're gonna see this move a lot.<br />
BBTag_Carmine_5BB.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=5B}}<br />
{{#lst:{{PAGENAME}}/Data|5B}}<br />
|-<br />
{{AttackVersion|name=5BB}}<br />
{{#lst:{{PAGENAME}}/Data|5BB}}<br />
|}<br />
==== ====<br />
* Uses up 750 HP to set a dissolve upon hitting the opponent or the corner<br />
<br />
Fast projectile that leaves a dissolve immediately upon contacting the opponent or the ground. Unlike in UNI, this move is special cancellable, which enables great pressure when cancelled into 214X or 236X since the dissolve attack will immediately kick in as a result.<br />
----<br />
* Uses up all dissolve pools without any HP cost.<br />
<br />
5BB is primarily used for combo purposes due it being jump cancellable on hit. With dissolves on screen, this move will create more of the same spike protrusions from the ground which can create good damage if multiple hit the opponent, but they remove dissolves upon use.<br />
</div><br />
</div><br />
<br />
===<big>5C</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Carmine_5C.png | I'm gonna do this on wake up and they won't see it coming<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|5C}}<br />
|}<br />
==== ====<br />
UNI styled ground assault overhead, meaning this move is slower than some other overheads in the game, but makes up for it by being forward moving, having a big hitbox, and generally being safer on block. Also has its uses for quick, same-side knockdowns to ends combos.<br />
</div><br />
</div><br />
<br />
===<big>2A</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Carmine_2A.png |'' '':WhenYouRealize:<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|2A}}<br />
|}<br />
==== ====<br />
* Throw cancellable <br />
<br />
low jab. Carmine's fastest button which is also mashable and can be used to reverse beat from other normals. This is generally your low mixup. Jump cancellable on block.<br />
</div><br />
</div><br />
<br />
===<big>2B</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Carmine_2B.png |Kick them with style and high in their face.<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|2B}}<br />
|}<br />
==== ====<br />
Anti air button and combo extender if you feel they are too high up or if you go for extensions after falling j.C. Has upper body invul. <br />
</div><br />
</div><br />
<br />
===<big>2C</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Carmine_2C.png |Right at your feet, he says.<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|2C}}<br />
|}<br />
==== ====<br />
* Carmine's 2C. Very long-ranged sweep.<br />
<br />
Primary poke and is one of his most useful starters. Has nice horizontal range and even vertical range, making it usable as a combo part. Since Carmine can reverse beat, combos from this are almost guaranteed. Can also be used as an ender in lengthy combos, if you so please.<br />
</div><br />
</div><br />
<br />
===<big>j.A</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Carmine_jA.png |<br />
BBTag_Carmine_jAA.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=j.A}}<br />
{{#lst:{{PAGENAME}}/Data|j.A}}<br />
|-<br />
{{AttackVersion|name=j.AA}}<br />
{{#lst:{{PAGENAME}}/Data|j.AA}}<br />
|}<br />
==== ====<br />
j.A is Carmine's primary jump in tool and even has a crossup hitbox to boot. Has a big hitbox overall and does two hits. ----<br />
Since j.AA cannot be used on it's own, it is primarily used as combo fodder<br />
</div><br />
</div><br />
<br />
===<big>j.B</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Carmine_jB.png |<br />
BBTag_Carmine_jBB.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=j.B}}<br />
{{#lst:{{PAGENAME}}/Data|j.B}}<br />
|-<br />
{{AttackVersion|name=j.BB}}<br />
{{#lst:{{PAGENAME}}/Data|j.BB}}<br />
|}<br />
==== ====<br />
* Sets a Dissolve at the cost of 750 HP upon hitting the opponent or ground.<br />
* Knocks down<br />
<br />
Carmine's standard go-to button for ending air combos. You can cancel into j.236X on the way down for oki.<br />
----<br />
* Uses up all dissolve pools with no HP cost.<br />
<br />
j.BB can be used to convert air hit into a ground combo. Example: j.A dj j.BB, falling j.A close to ground -> whatever. Otherwise, you could use j.bb to catch opponents from the ground spikes it creates if dissolves were set up.<br />
</div><br />
</div><br />
<br />
===<big>j.C</big>===<br />
<span class="input-badge">'''Thrust! (EX version)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Carmine_jC.png | "Kono-shinde ora!" (Why you-just die!)<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.C}}<br />
|}<br />
==== ====<br />
* Sets two dissolves down, unlike its original version from UNI.<br />
* Costs twice as much health (1500 HP!) as other health-consuming moves.<br />
* Carmine's old 214C, which is now only a midair move with no special move properties.<br />
* Move puts you in advantage the closer you are to the ground. Instant air j.C leaves you a fair bit plus.<br />
* Combo ender, but can also be used for combo extensions when doing this in air combos on the falling part of his jump.<br />
<br />
This move is pretty strong when right above enemy heads as a way to bait anti airs. With an assist to help, you can cover j.C's recovery while making it confirmable. Be mindful that there is a dead zone right in the middle from wear he throws it, to the spikes created on the ground. However, an assist can clear it of this weakness. Otherwise, this move has it's uses of quickly chucking out dissolves but at a higher health cost. This move is also your other air combo ender besides j.b, and you can actually still get good oki from 236x off of this.<br />
</div><br />
</div><br />
<br />
<br style="clear:both;"/><br />
<br />
==Universal Mechanics==<br />
===<big>Ground Throw</big>===<br />
<span class="input-badge">'''5B+C'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Carmine_GroundThrow.png |Suck it all out!<br />
</gallery><br />
</div><br />
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{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|BC}}<br />
|}<br />
==== ====<br />
* Steals the greater of 2000 HP or 50% of missing red health.<br />
* Causes crumple state on hit<br />
* Special cancellable<br />
<br />
Carmine's grab is a rather important tool for him to have. Compared to his base game, Carmine can confirm off of this as well as gain back a greater amount of health than he previously could. In BBTAG, where his mixup arsenal has been shortened, his grab serves as a noteworthy tool that should be feared.<br />
</div><br />
</div><br />
<br />
===<big>Pulverize!</big>===<br />
<span class="input-badge">'''5A+D'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Carmine_Pulverize.png |"Suritsubuse!" (Mash 'em up!) or maybe you'd go "Buchimake da!" (Throw it all out!) for emphasis.<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|AD}}<br />
|}<br />
==== ====<br />
Carmine's reversal action lacks much vertical reach, but surely makes up for it with its horizontal distance. As the animation implies, it can also help avoid against enemy crossups. His reversal action also sees use in applying his unblockable setups, by having them block in the air after a tech, such as a 236x, and landing this move. With a good partner assist, you can expect good followups after the reset.<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Skills==<br />
===<big>Spin!</big>===<br />
<span class="input-badge">'''236A/B (Air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Carmine_Spin.png |"Maware!" (Spin around!)<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=236A}}<br />
{{#lst:{{PAGENAME}}/Data|236A}}<br />
|-<br />
{{AttackVersion|name=j.236A}}<br />
{{#lst:{{PAGENAME}}/Data|j.236A}}<br />
|-<br />
{{AttackVersion|name=236B}}<br />
{{#lst:{{PAGENAME}}/Data|236B}}<br />
|-<br />
{{AttackVersion|name=j.236B}}<br />
{{#lst:{{PAGENAME}}/Data|j.236B}}<br />
|-<br />
{{AttackVersion|name=Puddle}}<br />
{{#lst:{{PAGENAME}}/Data|236A Puddle}}<br />
|}<br />
==== ====<br />
* Creates a dissolve at the cost of 750 HP<br />
* Dissolves turn into buzzsaws that travel along the ground in the direction of the opponent.<br />
* Extremely advantageous on block.<br />
<br />
"Pinwheel" special. You are at massive frame advantage if the opponent blocks it, and even more so if done as a meaty as the blade will spin for a while longer if it does not immediately hit anything. Beware as there is a significant gap on startup if you have no dissolves out. With a dissolve out, the gap is too small to mash with regular attacks, but you can still get hit by reversals. If set up properly, 236x can catch all air techs and can be used in unblockable setups with reversal action. Can be used in combos after throw after a dissolve is nearby or can otherwise be combo'd off most confirms with assists.<br />
<br />
His B versions of his spin are a new asset to him in this game and are pretty useful for further ranged space control and setting far dissolves. Just be mindful of enemies who get in between the gap it creates.<br />
</div><br />
</div><br />
<br />
===<big>Launch!</big>===<br />
<span class="input-badge">'''214A/B'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Carmine_Launch.png |"Tsukiagero!" (Launch through!)<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=A}}<br />
{{#lst:{{PAGENAME}}/Data|214A}}<br />
|-<br />
{{AttackVersion|name=B}}<br />
{{#lst:{{PAGENAME}}/Data|214B}}<br />
|-<br />
{{AttackVersion|name=Puddle}}<br />
{{#lst:{{PAGENAME}}/Data|214A Puddle}}<br />
|}<br />
==== ====<br />
* Carmine's original 22X.<br />
* Summons an additional crystal from every dissolve.<br />
* Costs HP<br />
* 750HP Life Drain<br />
* Both versions have slight tracking <br />
* Sets down dissolves<br />
* *All 214X buttons are +0 on block with a puddle.<br />
<br />
Not advantageous on block anymore, so mostly a combo and zoning tool. Launches on hit with low recovery, and launches higher if the crystal from a dissolve hits.<br />
</div><br />
</div><br />
<br />
===<big>Thrust!</big>===<br />
<span class="input-badge">'''214C'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Carmine_Thrust.png |Who said that you could press buttons?<br />
BBTag_Carmine_ThrustPuddle.png |It's still my turn!<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=Attack}}<br />
{{#lst:{{PAGENAME}}/Data|214C}}<br />
|-<br />
{{AttackVersion|name=Puddle}}<br />
{{#lst:{{PAGENAME}}/Data|214C Puddle}}<br />
|}<br />
==== ====<br />
*Costs 750 HP<br />
*Knocks down<br />
*Detonation launches<br />
*The detonation uses all previous dissolves but does not set one after<br />
A two part attack that begins with Carmine performing a swipe downward that knocks down and sets a dissolve, and ends with a blood explosion from all dissolves on screen shortly after. Carmine can only set down one trap in BBTAG and he cannot control the detonation timing. However, this is made up with the fact that it now interacts with each and every dissolve previously placed meaning you can cover a good portion of the screen when given the opportunity. 214C can be used to punish opponents from retaliating, or condition them to not try to punish this move as any slow enough attack will lead to them getting punished by the detonation. Additionally, the knock down combined with the delayed followup makes this move a suitable oki tool.<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Extra Skills==<br />
===<big>Spin!</big>===<br />
<span class="input-badge">'''236C (Air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Carmine_Spin.png |"Mijingiri da!" (Chop into pieces!) - his only EX Move, but one of the better ones.<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=Ground}}<br />
{{#lst:{{PAGENAME}}/Data|236C}}<br />
|-<br />
{{AttackVersion|name=Air}}<br />
{{#lst:{{PAGENAME}}/Data|j.236C}}<br />
|}<br />
==== ====<br />
* Carmine's EX 236C, which unlike the normal versions has a much smaller gap between when he throws out the projectile and the first active frame of the hitbox.<br />
* 750HP Life Drain<br />
<br />
Bigger, more advantageous, and has an extra hit on the way out, allowing it to combo even without any dissolves set. It's a greater pressure tool than the normal version and it is responsible for some of Carmine's most damaging confirms (ex: 236C>jump/IAD xx j.C etc combos)<br />
</div><br />
</div><br />
<br />
<br style="clear:both;"/><br />
<br />
==Partner Skills==<br />
===<big>5P</big>===<br />
<span class="input-badge">'''UNI Dash C'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Carmine_66C.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|5P}}<br />
|}<br />
==== ====<br />
A decently tall assist that causes floorbounce on hit.<br />
</div><br />
</div><br />
<br />
===<big>6P</big>===<br />
<span class="input-badge">'''Spin!'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Carmine_Spin.png | Time to punish assist calls<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
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|-<br />
{{#lst:{{PAGENAME}}/Data|6P}}<br />
|}<br />
==== ====<br />
* Sets new/triggers existing dissolves, like Carmine's regular 236X.<br />
* Still takes Carmine's life to use this assist<br />
<br />
Extremely strong zoning and pressure assist, especially since it acts exactly like his regular 236X, meaning that it will set new or trigger all existing dissolves then leave another dissolve, allowing you to continue to zone even at long ranges with subsequent uses of this assist. Launches grounded opponents even without dissolves, unlike the normal version.<br />
</div><br />
</div><br />
<br />
===<big>4P</big>===<br />
<span class="input-badge">'''Thrust!'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Carmine_ThrustAssist.png |"Buchinuke!" (Punch right through!)<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|4P}}<br />
|}<br />
==== ====<br />
A double hitting back assist. Disjointed hitbox that technically counts as a projectile and is pretty good for lockdown.<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Distortion Skills==<br />
===<big>Hahahaha! Be Devoured!</big>===<br />
<span class="input-badge">'''236B+C'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Carmine_HahahahahaBeDevoured.png |"Hyahahahahaha! Kuraitsukuze!" (Devour them up!)<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|236BC}}<br />
|}<br />
==== ====<br />
* Carmine's classic Infinite Worth super.<br />
* Is a low up-close <br />
Is somewhat worse than in his home game, as the extra animation on hit only occurs if struck by the crystals around his feet or if you are close to the opponent. Good combo ender besides that.<br />
<br />
</div><br />
</div><br />
<br />
===<big>No Escape...!</big>===<br />
<span class="input-badge">'''214B+C'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Carmine_NoEscape.png |Welcome to the Blood House. "Mou nigasane...!" (Soon you can't run...!)<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|214BC}}<br />
|}<br />
==== ====<br />
* Carmine's original 22C via the EX version, which freezes the opponent in a blood crystal.<br />
* Tracks opponent's position.<br />
* Catches opponent in the air if they're close to the ground.<br />
<br />
Freezes opponent in place for a very long time or until hit. Can be used as a fullscreen punish or combo ender and allows you to do basically anything you want on hit due to the ridiculously long stun. Allows free tag-outs. Can even re-stand if you hit opponents during the end of this moves duration.<br />
<br />
</div><br />
</div><br />
<br />
<br style="clear:both;"/><br />
<br />
==Distortion Skill Duo==<br />
===<big>Hahahaha! Be Devoured!</big> <span class="input-badge"> <small>P during Partner's Distortion Skill</small></span>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Carmine_HahahahahaBeDevoured.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|Distortion Skill Duo}}<br />
|}<br />
==== ====<br />
* Not a low<br />
* The full attack will not hit two characters<br />
<br />
High damage DHC, very good for finishing off a cross combo.<br />
<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Astral Heat==<br />
===<big>You Shit! This is the END!</big>===<br />
<span class="input-badge">'''222B+C'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Carmine_YouShitThisIsTheEnd.png |"KUSO GA! KORE DE SHIMAI DA!!"<br />
BBTag_Carmine_YouShitThisIsTheEnd2.png |Enjoy your stay at the Blood Mansion<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|222BC}}<br />
|}<br />
==== ====<br />
* Carmine's original IWEXS as an Astral.<br />
* Tracks almost everywhere on the screen, does not go above a certain height.<br />
<br />
Since it tracks, it can combo from almost everything and is pretty good at sniping opponents in the air (unless its a character that can stay very high in the air like Yosuke or Mai)<br />
<br />
</div><br />
</div><br />
<br />
<br style="clear:both;"/><br />
<br />
<br />
<section begin=/><br />
{{Roadmap-BBTag<br />
|Character=Carmine<br />
|OverviewStatus=Practically done. However, some changes need to be made, being description for 236BC, DHC and Astral; 214X description doesn't mention that 214X with a puddle is +0 on block; health values for every blood move needs to be listed in descriptions; and Carmine 5AAAA/grab heal values are outdated<br />
|OverviewPercentage=14<br />
|CombosStatus=Combos are filled in but damage values as well as self harm values need to be edited. Also, Wheel loop combos don't work.<br />
|CombosPercentage=6<br />
|OkizemeStatus=Template text (essentially blank)<br />
|OkizemePercentage=0<br />
|StrategyStatus=Point, General tactics as well as Tips and Tricks are all blank. Anchor explanation needs to be edited and be more in-depth. Recommended partners needs to be edited (take out Es and Hazama, add Mika and Gord, etc). Blockstrings need explanations as to when to use said blockstrings as well as their applications.<br />
|StrategyPercentage=9<br />
|FrameDataStatus=Complete, up to date for v1.5<br />
|FrameDataPercentage=50<br />
}}<br />
''Click [[Dustloop Wiki:Roadmap/BBTag/Usage|here]] for the scoring criteria to assess character page completion.''<br />
<section end=Carmine/><br />
<br />
==External References==<br />
==Navigation==<br />
{{#lst:{{PAGENAME}}/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/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.}}<br />
{{Navbar-BBTag}}</div>73.119.87.123https://www.dustloop.com/wiki/index.php?title=BBTag/Carmine&diff=187991BBTag/Carmine2020-12-12T02:39:20Z<p>73.119.87.123: /* 2A */</p>
<hr />
<div>{{InvisibleHeader}}{{NavTabs|game=BBTag|chara=Carmine}}<br />
<br />
======<span style="visibility:hidden;font-size:0">Overview</span>======<br />
{{FlexContainer}}<br />
{{FlexTopContainer}}<!-- BEGIN TOP SECTION --><br />
{{FP Box|header=Overview<br />
|content=<br />
Carmine is a high damage rushdown character who can deal a huge amount of damage by himself. Unlike in UNIST, his set-play and mix-up are very linear here. Playing against him can easily be bound to give you a run for your money if one isn't careful, especially with his ability to covert any hit into high damage. However, the biggest thing to look out for with Carmine is that most of his blood moves all use up HP which can lead to an instant death if the player is not careful. To play this character well, good HP management is a must.<br />
{{Bio<br />
| name = Carmine<br />
| game = BBTag<br />
| quote = You only got one life. Take care of it... You got that, you piece of trash?!<br />
| lore = <br />
Carmine Prime (real name unknown) is a 3rd year student of the same high school as Hyde. Sadistic and maniacal to the core, Carmine possesses an immense lust for violence to the point that it has become his sole purpose in life. Despite this, Carmine actually holds an extremely low opinion of himself and has little to no sense of self-worth, referring to both himself as well as people like him as "trash of society." He has even stated that he couldn't care less if he died one day on a pile of garbage, completely forgotten to the rest of the world. Nonetheless, Carmine only wishes to do the one thing he has ever been good at and which gives him his reason to live - beating others.<br />
<br />
<br />
After being attacked by a Void and becoming an In-Birth, Carmine decided to use his newfound EXS abilities to fulfill his one desire: to fight. Now, he roams the streets during the Hollow Night seeking his favorite opponents in battle - other In-Births.<br />
}}<br />
{{StrengthsAndWeaknesses<br />
|intro=<br />
Carmine can control lots of space with his blood attacks and can deal lots of damage solo, but needs to manage his health or else he risks a fast death.<br />
|pros=<br />
*Has some of the highest damage outputs in the game even without assists.<br />
*Above average health<br />
*Can reverse beat which allows him to confirm most grounded hits into a full combo/blockstring.<br />
*Great pressure and lockdown thanks to his specials, which is also helped by his dissolves.<br />
*Good space control thanks to his great normals, his specials and his dissolves.<br />
*In particular, his forward assist is effected by his dissolves and can help augment a partner's screen control and lockdown.<br />
*Can set more than double dissolves in this game compared to his limit of 2 dissolves in UNI.<br />
*Certain commands will recover some of his lost health.<br />
*Has an unblockable setup which becomes confirmable with a delayed assist.<br />
|cons=<br />
*Glass Cannon. His special moves are at the the cost of using his own health, though they won't kill him even if his life is at 1. <br />
*While he retains his strong pressure from UNI, he now lacks great solo mixups. Assists are recommended when opening up opponents.<br />
*Sub-par anti air game. His 2B lacks the range of his other normals and his reversal has a more horizontal hitbox rather than a vertical one.<br />
*Unlike back in UNI, he now only has one EX move/Extra Skill, making his capabilities with meter a bit more limited.<br />
}}<br />
}}<br />
{{Closediv}}<!--END TOP SECTION--><br />
{{FlexSideContainer}}<!-- BEGIN FLEX SECTION --><br />
{{FP TOC}}<br />
{{FP Box<br />
| padding=no<br />
| content={{CharaInfo<br />
| game=BBTag<br />
| fullname=Carmine<br />
| health={{#lst:{{PAGENAME}}/Data|health}}<br />
| comborate={{#lst:{{PAGENAME}}/Data|comborate}}<br />
| prejump={{#lst:{{PAGENAME}}/Data|prejump}}<br />
| backdash={{#lst:{{PAGENAME}}/Data|backdash}}<br />
| movement={{#lst:{{PAGENAME}}/Data|movementoptions}}<br />
}}<br />
}}<br />
{{Closediv}}<!--END FLEX OTHER SECTION--><br />
{{Closediv}}<br />
{{FP Box<br />
| header=EXS of Lifeblood: Blood Spike<br />
| content=<br />
Carmine's EXS allows him to weaponize his own blood, even after it leaves his body and pools on the ground in the form of Dissolves. Dissolves are pools of blood left behind by certain moves in exchange for 750 points of health per Dissolve. Carmine can interact with them by using certain attacks, each resulting in different effects (e.g., 236X turns dissolves into an advancing blood wheel, 214X shoots up a blood crystal from the dissolve). Carmine can set one normal Dissolve (from 5B or j.B), one special move dissolve (from Spin! or Launch!), and two dissolves from j.C, meaning he can have up to 5 Dissolves present at any given time. Dissolves remain on the field indefinitely until Carmine is K.O'd or it is used once. Some moves can interact with Dissolves without reducing Carmine's HP, but in turn these moves cannot set down Dissolves.<br />
<br />
'''Dissolve Manipulators:'''<br />
* 5BB (Spiked Blood Column)<br />
* j.BB (Spiked Blood Column)<br />
* Spin! (Blood Wheel)<br />
* Launch! (Blood Column)<br />
* No Escape! (Blood Column)<br />
<br />
| subheader1=Blood Absorb<br />
| content2=<br />
Carmine can also steal the opponent's blood and absorbing it into his body. This heals either 500 HP or a set percentage of Carmine's current Red Health. Red health recovery percent starts at 40% and is cut in half for every Blood Absorb hit done in the same combo (40%, 20%, 10%, etc.). If the first Blood Absorb in a combo would heal less than 500 Red Health, he will heal 500 points of his max HP and his Red Health will be removed. Note that if either 500 HP heal occurs, all subsequent Blood Absorbs will heal 0 HP.<br />
<br />
'''Blood Absorb Attacks:'''<br />
* Throw<br />
* 5AAAA<br />
}}<br />
<br />
==Normal Moves==<br />
===<big>5A</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Carmine_5A.png |<br />
BBTag_Carmine_5AA.png |<br />
BBTag_Carmine_5AAA.png |<br />
BBTag_Carmine_5AAAA.png |"Soitsu wo yoshiagare!" (Hand that over to me!) - now with more liberal usage.<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=5A}}<br />
{{#lst:{{PAGENAME}}/Data|5A}}<br />
|-<br />
{{AttackVersion|name=5AA}}<br />
{{#lst:{{PAGENAME}}/Data|5AA}}<br />
|-<br />
{{AttackVersion|name=5AAA}}<br />
{{#lst:{{PAGENAME}}/Data|5AAA}}<br />
|-<br />
{{AttackVersion|name=5AAAA}}<br />
{{#lst:{{PAGENAME}}/Data|5AAAA}}<br />
|}<br />
==== ====<br />
* Jump cancellable on hit and block<br />
* Throw cancellable <br />
<br />
5A is a very strong and versatile normal that serves as one of Carmine's primary neutral buttons. It has good range and inches him forward during the animation, making it a great combo starter. 5A is also jump cancellable on block, allowing for varied pressure options.<br />
----<br />
* Throw cancellable <br />
<br />
5AA is combo fodder from his smart combo that takes another step forward, therefore complimenting the offensive use that 5A currently had.<br />
----<br />
5AAA continues the trend of being easily hit confirmable. Mostly combo filler.<br />
----<br />
* First time this is used in a combo, heals the greater of 2000 HP or 50% of his missing red health.<br />
* Subsequent times this is used in a combo, heals 1000 HP or 25% of his missing red health.<br />
* Side swaps on hit.<br />
<br />
5AAAA is a Combo ender for restoring health. Gives decent oki as IAD j.A immediately after will safejump the opponent's tech in any direction.<br />
<br />
It is possible to Active Switch to another character during this grab by calling an assist during the 5A string and inputting D during the startup of the hitgrab, but before it actually connects. This allows you to regain a chunk of health and switch Carmine out to allow him to regenerate even more health, while retaining okizeme options.<br />
<br />
As of 2.0, you can perform a cross raid from this ender, which ensures the opponent doesn't swap sides with you meanwhile you still retain healing properties.<br />
</div><br />
</div><br />
<br />
===<big>5B</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Carmine_5B.png | You're gonna see this move a lot.<br />
BBTag_Carmine_5BB.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=5B}}<br />
{{#lst:{{PAGENAME}}/Data|5B}}<br />
|-<br />
{{AttackVersion|name=5BB}}<br />
{{#lst:{{PAGENAME}}/Data|5BB}}<br />
|}<br />
==== ====<br />
* Uses up 750 HP to set a dissolve upon hitting the opponent or the corner<br />
<br />
Fast projectile that leaves a dissolve immediately upon contacting the opponent or the ground. Unlike in UNI, this move is special cancellable, which enables great pressure when cancelled into 214X or 236X since the dissolve attack will immediately kick in as a result.<br />
----<br />
* Uses up all dissolve pools without any HP cost.<br />
<br />
5BB is primarily used for combo purposes due it being jump cancellable on hit. With dissolves on screen, this move will create more of the same spike protrusions from the ground which can create good damage if multiple hit the opponent, but they remove dissolves upon use.<br />
</div><br />
</div><br />
<br />
===<big>5C</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Carmine_5C.png | I'm gonna do this on wake up and they won't see it coming<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|5C}}<br />
|}<br />
==== ====<br />
UNI styled ground assault overhead, meaning this move is slower than some other overheads in the game, but makes up for it by being forward moving, having a big hitbox, and generally being safer on block. Also has its uses for quick, same-side knockdowns to ends combos.<br />
</div><br />
</div><br />
<br />
===<big>2A</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Carmine_2A.png | :WhenYouRealize:<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|2A}}<br />
|}<br />
==== ====<br />
* Throw cancellable <br />
<br />
low jab. Carmine's fastest button which is also mashable and can be used to reverse beat from other normals. This is generally your low mixup. Jump cancellable on block.<br />
</div><br />
</div><br />
<br />
===<big>2B</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Carmine_2B.png |Kick them with style and high in their face.<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|2B}}<br />
|}<br />
==== ====<br />
Anti air button and combo extender if you feel they are too high up or if you go for extensions after falling j.C. Has upper body invul. <br />
</div><br />
</div><br />
<br />
===<big>2C</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Carmine_2C.png |Right at your feet, he says.<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|2C}}<br />
|}<br />
==== ====<br />
* Carmine's 2C. Very long-ranged sweep.<br />
<br />
Primary poke and is one of his most useful starters. Has nice horizontal range and even vertical range, making it usable as a combo part. Since Carmine can reverse beat, combos from this are almost guaranteed. Can also be used as an ender in lengthy combos, if you so please.<br />
</div><br />
</div><br />
<br />
===<big>j.A</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Carmine_jA.png |<br />
BBTag_Carmine_jAA.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=j.A}}<br />
{{#lst:{{PAGENAME}}/Data|j.A}}<br />
|-<br />
{{AttackVersion|name=j.AA}}<br />
{{#lst:{{PAGENAME}}/Data|j.AA}}<br />
|}<br />
==== ====<br />
j.A is Carmine's primary jump in tool and even has a crossup hitbox to boot. Has a big hitbox overall and does two hits. ----<br />
Since j.AA cannot be used on it's own, it is primarily used as combo fodder<br />
</div><br />
</div><br />
<br />
===<big>j.B</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Carmine_jB.png |<br />
BBTag_Carmine_jBB.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=j.B}}<br />
{{#lst:{{PAGENAME}}/Data|j.B}}<br />
|-<br />
{{AttackVersion|name=j.BB}}<br />
{{#lst:{{PAGENAME}}/Data|j.BB}}<br />
|}<br />
==== ====<br />
* Sets a Dissolve at the cost of 750 HP upon hitting the opponent or ground.<br />
* Knocks down<br />
<br />
Carmine's standard go-to button for ending air combos. You can cancel into j.236X on the way down for oki.<br />
----<br />
* Uses up all dissolve pools with no HP cost.<br />
<br />
j.BB can be used to convert air hit into a ground combo. Example: j.A dj j.BB, falling j.A close to ground -> whatever. Otherwise, you could use j.bb to catch opponents from the ground spikes it creates if dissolves were set up.<br />
</div><br />
</div><br />
<br />
===<big>j.C</big>===<br />
<span class="input-badge">'''Thrust! (EX version)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Carmine_jC.png | "Kono-shinde ora!" (Why you-just die!)<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.C}}<br />
|}<br />
==== ====<br />
* Sets two dissolves down, unlike its original version from UNI.<br />
* Costs twice as much health (1500 HP!) as other health-consuming moves.<br />
* Carmine's old 214C, which is now only a midair move with no special move properties.<br />
* Move puts you in advantage the closer you are to the ground. Instant air j.C leaves you a fair bit plus.<br />
* Combo ender, but can also be used for combo extensions when doing this in air combos on the falling part of his jump.<br />
<br />
This move is pretty strong when right above enemy heads as a way to bait anti airs. With an assist to help, you can cover j.C's recovery while making it confirmable. Be mindful that there is a dead zone right in the middle from wear he throws it, to the spikes created on the ground. However, an assist can clear it of this weakness. Otherwise, this move has it's uses of quickly chucking out dissolves but at a higher health cost. This move is also your other air combo ender besides j.b, and you can actually still get good oki from 236x off of this.<br />
</div><br />
</div><br />
<br />
<br style="clear:both;"/><br />
<br />
==Universal Mechanics==<br />
===<big>Ground Throw</big>===<br />
<span class="input-badge">'''5B+C'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Carmine_GroundThrow.png |Suck it all out!<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|BC}}<br />
|}<br />
==== ====<br />
* Steals the greater of 2000 HP or 50% of missing red health.<br />
* Causes crumple state on hit<br />
* Special cancellable<br />
<br />
Carmine's grab is a rather important tool for him to have. Compared to his base game, Carmine can confirm off of this as well as gain back a greater amount of health than he previously could. In BBTAG, where his mixup arsenal has been shortened, his grab serves as a noteworthy tool that should be feared.<br />
</div><br />
</div><br />
<br />
===<big>Pulverize!</big>===<br />
<span class="input-badge">'''5A+D'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Carmine_Pulverize.png |"Suritsubuse!" (Mash 'em up!) or maybe you'd go "Buchimake da!" (Throw it all out!) for emphasis.<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|AD}}<br />
|}<br />
==== ====<br />
Carmine's reversal action lacks much vertical reach, but surely makes up for it with its horizontal distance. As the animation implies, it can also help avoid against enemy crossups. His reversal action also sees use in applying his unblockable setups, by having them block in the air after a tech, such as a 236x, and landing this move. With a good partner assist, you can expect good followups after the reset.<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Skills==<br />
===<big>Spin!</big>===<br />
<span class="input-badge">'''236A/B (Air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Carmine_Spin.png |"Maware!" (Spin around!)<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=236A}}<br />
{{#lst:{{PAGENAME}}/Data|236A}}<br />
|-<br />
{{AttackVersion|name=j.236A}}<br />
{{#lst:{{PAGENAME}}/Data|j.236A}}<br />
|-<br />
{{AttackVersion|name=236B}}<br />
{{#lst:{{PAGENAME}}/Data|236B}}<br />
|-<br />
{{AttackVersion|name=j.236B}}<br />
{{#lst:{{PAGENAME}}/Data|j.236B}}<br />
|-<br />
{{AttackVersion|name=Puddle}}<br />
{{#lst:{{PAGENAME}}/Data|236A Puddle}}<br />
|}<br />
==== ====<br />
* Creates a dissolve at the cost of 750 HP<br />
* Dissolves turn into buzzsaws that travel along the ground in the direction of the opponent.<br />
* Extremely advantageous on block.<br />
<br />
"Pinwheel" special. You are at massive frame advantage if the opponent blocks it, and even more so if done as a meaty as the blade will spin for a while longer if it does not immediately hit anything. Beware as there is a significant gap on startup if you have no dissolves out. With a dissolve out, the gap is too small to mash with regular attacks, but you can still get hit by reversals. If set up properly, 236x can catch all air techs and can be used in unblockable setups with reversal action. Can be used in combos after throw after a dissolve is nearby or can otherwise be combo'd off most confirms with assists.<br />
<br />
His B versions of his spin are a new asset to him in this game and are pretty useful for further ranged space control and setting far dissolves. Just be mindful of enemies who get in between the gap it creates.<br />
</div><br />
</div><br />
<br />
===<big>Launch!</big>===<br />
<span class="input-badge">'''214A/B'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Carmine_Launch.png |"Tsukiagero!" (Launch through!)<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=A}}<br />
{{#lst:{{PAGENAME}}/Data|214A}}<br />
|-<br />
{{AttackVersion|name=B}}<br />
{{#lst:{{PAGENAME}}/Data|214B}}<br />
|-<br />
{{AttackVersion|name=Puddle}}<br />
{{#lst:{{PAGENAME}}/Data|214A Puddle}}<br />
|}<br />
==== ====<br />
* Carmine's original 22X.<br />
* Summons an additional crystal from every dissolve.<br />
* Costs HP<br />
* 750HP Life Drain<br />
* Both versions have slight tracking <br />
* Sets down dissolves<br />
* *All 214X buttons are +0 on block with a puddle.<br />
<br />
Not advantageous on block anymore, so mostly a combo and zoning tool. Launches on hit with low recovery, and launches higher if the crystal from a dissolve hits.<br />
</div><br />
</div><br />
<br />
===<big>Thrust!</big>===<br />
<span class="input-badge">'''214C'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Carmine_Thrust.png |Who said that you could press buttons?<br />
BBTag_Carmine_ThrustPuddle.png |It's still my turn!<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=Attack}}<br />
{{#lst:{{PAGENAME}}/Data|214C}}<br />
|-<br />
{{AttackVersion|name=Puddle}}<br />
{{#lst:{{PAGENAME}}/Data|214C Puddle}}<br />
|}<br />
==== ====<br />
*Costs 750 HP<br />
*Knocks down<br />
*Detonation launches<br />
*The detonation uses all previous dissolves but does not set one after<br />
A two part attack that begins with Carmine performing a swipe downward that knocks down and sets a dissolve, and ends with a blood explosion from all dissolves on screen shortly after. Carmine can only set down one trap in BBTAG and he cannot control the detonation timing. However, this is made up with the fact that it now interacts with each and every dissolve previously placed meaning you can cover a good portion of the screen when given the opportunity. 214C can be used to punish opponents from retaliating, or condition them to not try to punish this move as any slow enough attack will lead to them getting punished by the detonation. Additionally, the knock down combined with the delayed followup makes this move a suitable oki tool.<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Extra Skills==<br />
===<big>Spin!</big>===<br />
<span class="input-badge">'''236C (Air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Carmine_Spin.png |"Mijingiri da!" (Chop into pieces!) - his only EX Move, but one of the better ones.<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=Ground}}<br />
{{#lst:{{PAGENAME}}/Data|236C}}<br />
|-<br />
{{AttackVersion|name=Air}}<br />
{{#lst:{{PAGENAME}}/Data|j.236C}}<br />
|}<br />
==== ====<br />
* Carmine's EX 236C, which unlike the normal versions has a much smaller gap between when he throws out the projectile and the first active frame of the hitbox.<br />
* 750HP Life Drain<br />
<br />
Bigger, more advantageous, and has an extra hit on the way out, allowing it to combo even without any dissolves set. It's a greater pressure tool than the normal version and it is responsible for some of Carmine's most damaging confirms (ex: 236C>jump/IAD xx j.C etc combos)<br />
</div><br />
</div><br />
<br />
<br style="clear:both;"/><br />
<br />
==Partner Skills==<br />
===<big>5P</big>===<br />
<span class="input-badge">'''UNI Dash C'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Carmine_66C.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|5P}}<br />
|}<br />
==== ====<br />
A decently tall assist that causes floorbounce on hit.<br />
</div><br />
</div><br />
<br />
===<big>6P</big>===<br />
<span class="input-badge">'''Spin!'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Carmine_Spin.png | Time to punish assist calls<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|6P}}<br />
|}<br />
==== ====<br />
* Sets new/triggers existing dissolves, like Carmine's regular 236X.<br />
* Still takes Carmine's life to use this assist<br />
<br />
Extremely strong zoning and pressure assist, especially since it acts exactly like his regular 236X, meaning that it will set new or trigger all existing dissolves then leave another dissolve, allowing you to continue to zone even at long ranges with subsequent uses of this assist. Launches grounded opponents even without dissolves, unlike the normal version.<br />
</div><br />
</div><br />
<br />
===<big>4P</big>===<br />
<span class="input-badge">'''Thrust!'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Carmine_ThrustAssist.png |"Buchinuke!" (Punch right through!)<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|4P}}<br />
|}<br />
==== ====<br />
A double hitting back assist. Disjointed hitbox that technically counts as a projectile and is pretty good for lockdown.<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Distortion Skills==<br />
===<big>Hahahaha! Be Devoured!</big>===<br />
<span class="input-badge">'''236B+C'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Carmine_HahahahahaBeDevoured.png |"Hyahahahahaha! Kuraitsukuze!" (Devour them up!)<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|236BC}}<br />
|}<br />
==== ====<br />
* Carmine's classic Infinite Worth super.<br />
* Is a low up-close <br />
Is somewhat worse than in his home game, as the extra animation on hit only occurs if struck by the crystals around his feet or if you are close to the opponent. Good combo ender besides that.<br />
<br />
</div><br />
</div><br />
<br />
===<big>No Escape...!</big>===<br />
<span class="input-badge">'''214B+C'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Carmine_NoEscape.png |Welcome to the Blood House. "Mou nigasane...!" (Soon you can't run...!)<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|214BC}}<br />
|}<br />
==== ====<br />
* Carmine's original 22C via the EX version, which freezes the opponent in a blood crystal.<br />
* Tracks opponent's position.<br />
* Catches opponent in the air if they're close to the ground.<br />
<br />
Freezes opponent in place for a very long time or until hit. Can be used as a fullscreen punish or combo ender and allows you to do basically anything you want on hit due to the ridiculously long stun. Allows free tag-outs. Can even re-stand if you hit opponents during the end of this moves duration.<br />
<br />
</div><br />
</div><br />
<br />
<br style="clear:both;"/><br />
<br />
==Distortion Skill Duo==<br />
===<big>Hahahaha! Be Devoured!</big> <span class="input-badge"> <small>P during Partner's Distortion Skill</small></span>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Carmine_HahahahahaBeDevoured.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|Distortion Skill Duo}}<br />
|}<br />
==== ====<br />
* Not a low<br />
* The full attack will not hit two characters<br />
<br />
High damage DHC, very good for finishing off a cross combo.<br />
<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Astral Heat==<br />
===<big>You Shit! This is the END!</big>===<br />
<span class="input-badge">'''222B+C'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Carmine_YouShitThisIsTheEnd.png |"KUSO GA! KORE DE SHIMAI DA!!"<br />
BBTag_Carmine_YouShitThisIsTheEnd2.png |Enjoy your stay at the Blood Mansion<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|222BC}}<br />
|}<br />
==== ====<br />
* Carmine's original IWEXS as an Astral.<br />
* Tracks almost everywhere on the screen, does not go above a certain height.<br />
<br />
Since it tracks, it can combo from almost everything and is pretty good at sniping opponents in the air (unless its a character that can stay very high in the air like Yosuke or Mai)<br />
<br />
</div><br />
</div><br />
<br />
<br style="clear:both;"/><br />
<br />
<br />
<section begin=/><br />
{{Roadmap-BBTag<br />
|Character=Carmine<br />
|OverviewStatus=Practically done. However, some changes need to be made, being description for 236BC, DHC and Astral; 214X description doesn't mention that 214X with a puddle is +0 on block; health values for every blood move needs to be listed in descriptions; and Carmine 5AAAA/grab heal values are outdated<br />
|OverviewPercentage=14<br />
|CombosStatus=Combos are filled in but damage values as well as self harm values need to be edited. Also, Wheel loop combos don't work.<br />
|CombosPercentage=6<br />
|OkizemeStatus=Template text (essentially blank)<br />
|OkizemePercentage=0<br />
|StrategyStatus=Point, General tactics as well as Tips and Tricks are all blank. Anchor explanation needs to be edited and be more in-depth. Recommended partners needs to be edited (take out Es and Hazama, add Mika and Gord, etc). Blockstrings need explanations as to when to use said blockstrings as well as their applications.<br />
|StrategyPercentage=9<br />
|FrameDataStatus=Complete, up to date for v1.5<br />
|FrameDataPercentage=50<br />
}}<br />
''Click [[Dustloop Wiki:Roadmap/BBTag/Usage|here]] for the scoring criteria to assess character page completion.''<br />
<section end=Carmine/><br />
<br />
==External References==<br />
==Navigation==<br />
{{#lst:{{PAGENAME}}/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/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.}}<br />
{{Navbar-BBTag}}</div>73.119.87.123https://www.dustloop.com/wiki/index.php?title=BBTag/Hazama&diff=187414BBTag/Hazama2020-12-03T04:39:51Z<p>73.119.87.123: /* */</p>
<hr />
<div>{{InvisibleHeader}}{{NavTabs|game=BBTag|chara=Hazama}}<br />
======<span style="visibility:hidden;font-size:0">Overview</span>======<br />
{{FlexContainer}}<br />
{{FlexTopContainer}}<!-- BEGIN TOP SECTION --><br />
{{FP Box|header=Overview<br />
|content=<br />
{{Bio<br />
| name = Hazama<br />
| game = BBTag<br />
| quote = This is getting a little bothersome. Can I leave the rest of the work to you?<br />
| lore = Hazama is a captain of the Novus Orbis Librarium's (NOL) Intelligence Department and one of the first antagonists of the series. In reality, he is an artificial human created as a host for the soul of Yuuki Terumi, a former member of the Six Heroes and the creator of the Azure Grimoire and, by extension, the Black Beast. Although Hazama usually retains a calm and charming demeanor, this is simply a mask with which he hides his selfish and manipulative personality that lurks underneath. At the end of BlazBlue: Chrono Phantasma, he and Terumi become separate, and he gains his own will. During the events of Central Fiction, he puts his manipulation skills he picked up from his time as Terumi's host in order to pursue his own mysterious agenda.<br />
}}<br />
{{StrengthsAndWeaknesses<br />
|intro=Hazama uses his Ouroboros chains to zip across the stage, either to approach his opponent or to run away. Once in, he can use his stance-mixups or his command grab to open them up and start in on any one of his myriad combo routes that lead into an aerial j.C ender, which places him in a great position to start everything over again.<br />
<br />
At close range, Hazama is notably lacking. Although his tools are all decently fast, they barely cover any space. The ones that do, i.e. 2C and his 214s, all need resources to get damage off of. Due to this, its best to try to avoid close range footsies without some serious mind game trickery up your sleeve.<br />
<br />
In general, with Hazama, you want to slip in, sneak in a hit, do some damage, then slip out. But if it allows you to maintain some scary pressure, then by all means keep staying in to confuse your foes even further.<br />
|pros=<br />
* Lots of effective smart combo routes that deal damage and build meter.<br />
* His B normals give him a large amount of range, being essentially the same as his D moves.<br />
* Amazing Reversal Action.<br />
* 236B+C is incredibly threatening.<br />
* Solid mixup options supplemented by his special moves.<br />
|cons=<br />
* Embarrassingly small footsies range, requiring him to close the gap often.<br />
* Awkward mobility options limit his approaches severely.<br />
* No drive chain that deals with air approaches.<br />
* Being predictable in your approaches can easily get yourself anti-aired.<br />
* Needs either meter or partner to convert his stance specials.<br />
* Embarrassingly short true blockstrings without assist.<br />
}}<br />
}}<br />
{{Closediv}}<!--END TOP SECTION--><br />
{{FlexSideContainer}}<!-- BEGIN FLEX SECTION --><br />
{{FP TOC}}<br />
{{FP Box<br />
| padding=no<br />
| content={{CharaInfo<br />
| game=BBTag<br />
| fullname=Hazama<br />
| health={{#lst:{{PAGENAME}}/Data|health}}<br />
| comborate={{#lst:{{PAGENAME}}/Data|comborate}}<br />
| prejump={{#lst:{{PAGENAME}}/Data|prejump}}<br />
| backdash={{#lst:{{PAGENAME}}/Data|backdash}}<br />
| movement={{#lst:{{PAGENAME}}/Data|movementoptions}}<br />
}}<br />
}}<br />
{{Closediv}}<!--END FLEX OTHER SECTION--><br />
{{Closediv}}<br />
{{FP Box<br />
| header=Drive: Ouroboros<br />
| content=<br />
Named after a snake that eats its own tail, Hazama's Drive is manifested as a stretching chain in the shape of a snake. He can cover many different angles and distances by shooting a chain. You can cancel the chain to catapult launch Hazama in that direction to quickly turn a stray hit into a full combo.<br />
<br />
# Hazama's chains are mapped to his B buttons. <br />
# Can only use 1 chain per jump. <br />
# Press B a second time to launch Hazama, press B a third time to do a long range kick.<br />
}}<br />
<br />
==Normal Moves==<br />
<br />
===<big>4A</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Hazama_4A.png |Jesus Knee<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|4A}}<br />
|}<br />
==== ====<br />
* 5B from Blazblue.<br />
* Cancels forward momentum, meaning no sliding knee.<br /><br />
* NOT A JAB.<br /><br />
* Classic poke. <br /><br />
<br />
<br />
Lost a lot of its stagger pressure potential due to losing the slide. Still, it's a good backup for if 5A won't hit due to speed or range. Plus on block.<br />
</div><br />
</div><br />
<br />
===<big>5A</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Hazama_5A.png |Whiff this in neutral if you feel like dying.<br />
BBTag_Hazama_5AA.png |Flick that arm.<br />
BBTag_Hazama_5AAA.png |Venom Sword/Jabaki<br />
BBTag_Hazama_5AAAA.png |Swing!<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=5A}}<br />
{{#lst:{{PAGENAME}}/Data|5A}}<br />
|-<br />
{{AttackVersion|name=5AA}}<br />
{{#lst:{{PAGENAME}}/Data|5AA}}<br />
|-<br />
{{AttackVersion|name=5AAA}}<br />
{{#lst:{{PAGENAME}}/Data|5AAA}}<br />
|-<br />
{{AttackVersion|name=5AAAA}}<br />
{{#lst:{{PAGENAME}}/Data|5AAAA}}<br />
|}<br />
==== ====<br />
* Short range normal, very high damage combo starter. <br />
* Special cancel-able on hit.<br />
<br />
5A has short horizontal range and a long recovery, but is still a great button to have. It has the lowest P2 in Hazama's entire moveset besides 2C, making it his strongest combo starter in terms of damage reward. On hit you can continue smart comboing, or use 2C > Houtenjin to create tons of damage.<br />
<br />
Also, this is not your poke. NOT YOUR POKE. '''NOT YOUR POKE.'''<br />
----<br />
* 5AA is special cancel-able on hit<br />
----<br />
* 5AAA is special cancel-able on hit.<br />
<br />
On ground hit it does nothing special, but if hit in airborne the opponent will go sliding, leaving them untechable for a long time and allows you to follow up by 5B. Mostly you will do 5AAA > 5BBB > reland or JC, or just do Mizuchi to end the combo.<br />
----<br />
* 5AAAA launches on hit.<br />
* Very unsafe on block.<br />
* Unreliable to confirm off of airborne opponents midscreen.<br />
<br />
Only useful if you're trying to get the Cross Raid 1.5k or change characters, or you just want to be punishable.<br />
</div><br />
</div><br />
<br />
===<big>5B</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Hazama_5B.png |Striking Coil!<br />
BBTag_Hazama_DFollowup.png |I sure do hope I don't get anti-aired...<br />
BBTag_Hazama_Old_jB.png |Still technically j5B...<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=5B}}<br />
{{#lst:{{PAGENAME}}/Data|5B}}<br />
|-<br />
{{AttackVersion|name=5BB}}<br />
{{#lst:{{PAGENAME}}/Data|5BB}}<br />
|-<br />
{{AttackVersion|name=5BBB}}<br />
{{#lst:{{PAGENAME}}/Data|5BBB}}<br />
|}<br />
==== ====<br />
* Hazama throws out his chain as a projectile.<br />
* Pressing B again at any point will have Haz pull himself in to wherever the chain currently is.<br />
* Press B a third time to do a followup kick<br />
* Special cancel-able on hit or block.<br />
<br />
Chains in BBTAG lack the deadzone of chains from other Blazblue games, making them excellent combo tools at any range.<br />
<br />
The followup attack is mainly used as combo filler, but can be used as a VERY situational air-to-air due to its horizontal range. Can also be used to bait out anti-airs or DP's if you time it correctly and block as soon as you land.<br />
</div><br />
</div><br />
===<big>5C</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Hazama_5C.png | Drop a snake on their heads.<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|5C}}<br />
|}<br />
==== ====<br />
* Uses Hazama's Crush Trigger animation.<br />
<br />
Standard Crash overhead. Good vertical range and deceptively fast despite its short horizontal range.<br />
</div><br />
</div><br />
===<big>2A</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Hazama_2A.png | Hazama still has classy legs<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|2A}}<br />
|}<br />
==== ====<br />
* Hazama's 2B from BB.<br />
* Not incredibly fast, but makes up for its speed with its range.<br />
* Fast low.<br />
<br />
Depending on spacing, it may be better to use this instead of 2C, as it allows you to cancel into 5A for a full combo.<br />
</div><br />
</div><br />
===<big>2B</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Hazama_2B.png |Shing!<br />
BBTag_Hazama_2BB.png |WRYYYY<br />
BBTag_Hazama_DFollowup.png |Going up!<br />
BBTag_Hazama_Old_jB.png |Stick a leg out.<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=2B}}<br />
{{#lst:{{PAGENAME}}/Data|2B}}<br />
|-<br />
{{AttackVersion|name=2BB}}<br />
{{#lst:{{PAGENAME}}/Data|2BB}}<br />
|-<br />
{{AttackVersion|name=2BBB}}<br />
{{#lst:{{PAGENAME}}/Data|2BBB}}<br />
|-<br />
{{AttackVersion|name=2BBBB}}<br />
{{#lst:{{PAGENAME}}/Data|5BBB}}<br />
|}<br />
==== ====<br />
* 2B launches on hit.<br />
* May or may not be an anti-air.<br />
<br />
Because your only upward moving chain is tied to using this move first, expect to use this a lot when starting air combos.<br />
----<br />
* 2BB is special cancel-able on hit or block.<br />
<br />
Throws a chain at a 65 degree angle. This may actually whiff on your opponent depending on the spacing when 2B hit. <br />
----<br />
* 2BBB pulls Hazama in to the chain.<br />
* Cannot act immediately after pulling yourself in.<br />
<br />
This will almost always pull you close enough to continue your combo.<br />
----<br />
* 2BBBB is jump cancel-able on hit.<br />
<br />
You may need to delay this button depending on both spacing and what kind of combo you're attempting.<br />
</div><br />
</div><br />
===<big>2C</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Hazama_2C.png | Just... Just use 3C...no other option.<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|2C}}<br />
|}<br />
==== ====<br />
* Hazama's 3C from BlazBlue.<br />
* I know you're still inputting it as 3C.<br />
* All around one of Hazama's best pokes.<br />
* Hits low.<br />
* Special cancel-able on hit or block.<br />
* Use this to combo into falling/devouring fang.<br />
<br />
Excellent range makes this a very important tool in Hazama's neutral game. Use this to harass opponents who think they're at a safe distance. However since Jabaki(Venom sword) is no longer a special move, using it at a far range could be dangerous. <br /><br />
<br />
</div><br />
</div><br />
===<big>j.A</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Hazama_jA.png | from CCCCC to AAAAA.....<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=j.A}}<br />
{{#lst:{{PAGENAME}}/Data|j.A}}<br />
|-<br />
{{AttackVersion|name=j.A}}<br />
{{#lst:{{PAGENAME}}/Data|j.AA}}<br />
|-<br />
{{AttackVersion|name=j.AAA}}<br />
{{#lst:{{PAGENAME}}/Data|j.AAA}}<br />
|-<br />
{{AttackVersion|name=j.AAAA}}<br />
{{#lst:{{PAGENAME}}/Data|j.AAAA}}<br />
|-<br />
{{AttackVersion|name=j.AAAAA}}<br />
{{#lst:{{PAGENAME}}/Data|j.AAAAA}}<br />
|}<br />
==== ====<br />
* Hazama's j.(C) x5 from the BB games.<br />
* Can be held to get all five hits.<br />
<br />
Combo filler, jump-in, or situational air-to-air. Hazama's only really accessible air normal.<br />
Note that all hits are high.<br />
</div><br />
</div><br />
===<big>j.B</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Hazama_jB.png |Who needs 5B?<br />
BBTag_Hazama_DFollowup.png |Hope they're not anti-airing...<br />
BBTag_Hazama_Old_jB.png |Boot to the head.<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=j.B}}<br />
{{#lst:{{PAGENAME}}/Data|j.B}}<br />
|-<br />
{{AttackVersion|name=j.BB}}<br />
{{#lst:{{PAGENAME}}/Data|j.BB}}<br />
|-<br />
{{AttackVersion|name=j.BBB}}<br />
{{#lst:{{PAGENAME}}/Data|5BBB}}<br />
|}<br />
==== ====<br />
* j.B comes out at a great angle.<br />
* Can be used to pick an opponent up after Hungry Coils.<br />
* Can OTG.<br />
<br />
Super aggressive angle makes this chain a great harassment tool, though lack of ability to cancel this chain means you're vulnerable when using it. Cover yourself with an assist if you can.<br /><br />
Pressing B immediately after the chain comes out will send you flying across the screen at a very slight upwards angle.<br />
----<br />
* j.BB pulls Hazama in to the chain.<br />
* Cannot act immediately after pulling yourself in.<br />
<br />
The follow up of the chain. Do note that the next follow up(jBBB) will NOT come out after a period of time(12F). Also due to the lack of other possible follow-ups, using this move too much could be predictable and will be easily anti-air'd. <br />
----<br />
* j.BBB is jump cancel-able on hit.<br />
<br />
Standard combo filler. One thing to note is that this move has some landing recovery when simply chaining in has none at all, so if you want to bait anti-airs, don't use this move as you get close to the ground.<br />
</div><br />
</div><br />
===<big>j.C</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCS_Hazama_j2C.png | Slicin' them up from above<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.C}}<br />
|}<br />
==== ====<br />
* Hazama's j.2C from BlazBlue.<br />
* I know you're still inputting it as j.2C.<br />
<br />
As of 2.0, the old j.2C replaces the Jameijin(which became a special move) and preserves basically all nice properties in CF. Useful as a cross-up tool, and can fastly put you on the ground after chains, which is useful to bait anti-airs.<br />
</div><br />
</div><br />
===<big>j.2B</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Hazama_j2B.png | Down below?<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.2B}}<br />
|}<br />
==== ====<br />
* Hazama's j4D from the old BB games.<br />
* For when the opponent is to close for j5B.<br />
<br />
If the opponent is close enough for this to hit, they're probably close enough to punish you for using this if you miss, so use with caution.<br /><br />
Pressing B immediately after the chain comes out will send Haz across the screen starting at a more or less horizontal angle. Also called a "super air dash."<br />
<br />
As of 1.50, the "super air dash" has been significantly slowed down. Don't rely on this too often. Instead, wait longer and press the B button. You'll fall down much faster and are in a position to use moves such as DP, 4A, or throw. Can be used to bait anti-airs if done this way.<br />
</div><br />
</div><br style="clear:both;"/><br />
<br />
==Universal Mechanics==<br />
===<big>Ground Throw</big>===<br />
<span class="input-badge">'''5B+C'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Hazama_GroundThrow.png | Send them flying or send them bouncing.<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|BC}}<br />
|}<br />
==== ====<br />
* Forward throw launches the opponent vertically into the air.<br />
* Back throw side switches and wall bounces the opponent.<br />
<br />
Detailed description of the usefulness of the move go here<br />
</div><br />
</div><br />
===<big>Rising Fang - Gashoukyaku</big>===<br />
<span class="input-badge">'''5A+D'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Hazama_Gashoukyaku.png | No longer whiffs on crouching and low attacks. Hurray! <br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|AD}}<br />
|}<br />
==== ====<br />
<br />
* Can be done after Jagai or Jasetsu, i.e. after the first hit of 214A or 236A, or while holding 214B or 236B.<br />
* If timed incorrectly, simply pressing D after 214A or 236A for an active switch/cross combo could accidentally get this move, even if A is released long beforehand.<br />
<br />
Hazama's DP. Comes out very fast and slightly pushes Hazama backwards, but the recovery for it is a bit on the slow side and it horizontal range is a bit lacking so try to not whiff or have it blocked.<br />
<br />
Due to how Hazama's meterless special moves (notably the A versions) are the most useful to active switch out of, be sure you time active switching correctly or else you will get this move accidentally.<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Skills==<br />
===<big>Falling Fang - Ressenga</big>===<br />
<span class="input-badge">'''236A/B'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Hazama_Jagai.png | add a mixup<br />
BBTag_Hazama_Ressenga.png |or just outright bop their heads.<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=A}}<br />
{{#lst:{{PAGENAME}}/Data|236A}}<br />
|-<br />
{{AttackVersion|name=B}}<br />
{{#lst:{{PAGENAME}}/Data|236B}}<br />
|}<br />
==== ====<br />
* A does Jagai-Ressenga<br />
* A can be held to delay the attack, which gives the charged version of Ressenga.<br />
<br />
As of 1.50, the charged version of the move should reflect the B version. However, if you do the charged version by holding A all the way, you get the pre-1.50 version of 236B instead despite getting the same visual effects. This means it can only link into houtenjin. <br />
----<br />
* B does Ressenga Raw<br />
* B can be held to delay Ressenga<br />
<br />
A fairly good overhead. However, using this move sticks him in place for 27 frames, and he is in a counter hit state the entire time, so attempts to use this when being approached will cause you to eat a healthy punish. Follow-ups can also be avoided by jumping back and barrier blocking if you get predictable.<br />
<br />
Use partner skills or Houtenjin to follow-up. The timing for Houtenjin is strict (~4F), so practice is definitely needed.<br />
<br />
As of 1.50, this version of the move links fairly easily into 5A, though the link is tight if you dash beforehand. Useful in okizeme or active switch mixups.<br />
</div><br />
</div><br />
===<big>Devouring Fang - Zaniega</big>===<br />
<span class="input-badge">'''214A/B'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Hazama_Jagai.png | add some sprinkles<br />
BBTag_Hazama_Zaneiga.png |just scoop the ice cream instead<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=A}}<br />
{{#lst:{{PAGENAME}}/Data|214A}}<br />
|-<br />
{{AttackVersion|name=B}}<br />
{{#lst:{{PAGENAME}}/Data|214B}}<br />
|}<br />
==== ====<br />
* A does Jagai-Zaneiga<br />
* A can be held to delay the attack.<br />
<br />
As of 1.50, the charged version of the move should reflect the B version. However, if you do the charged version by holding A all the way, you get the pre-1.50 version of 214B instead despite getting the same visual effects. This means it can only link into houtenjin. <br />
----<br />
* B does Zaneiga Raw<br />
* B can be held to delay Zaneiga<br />
<br />
Same as Ressenga, using this move sticks him in place for 22 frames, and he is in a counter hit state the entire time, so attempts to use this when being approached will cause you to eat a healthy punish. Follow-ups can also be avoided by jumping back and barrier blocking if you get predictable.<br />
<br />
As of patch 1.50, you can link into 5A and continue the combo fairly easily. It's so plus on hit that after you CC Active Switch, you can link this version into 4P.<br />
<br />
</div><br />
</div><br />
===<big>Shadow Serpent/Jameijin</big>===<br />
<span class="input-badge">'''j.214A'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Hazama_ShadowSerpent.png | JAAAMEIJIN~<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.214A}}<br />
|}<br />
==== ====<br />
* Hazama's Shadow Serpent (Jameijin) from Centralfiction.<br />
<br />
* On whiff, the recovery is cancelable into forward dash, normals, and specials.<br />
<br />
* Stops all horizontal momentum and causes Hazama to fall quickly to the ground.<br />
<br />
As of 2.0, since the move become a special move, you can now cancel your chain or your momentum(especially 5BB) into this move (just like CF) and make a fast drop to do many things, including (but not limited to) baiting a Reversal Action and anti-airs, mix-up feints, and a lot of things. As in CF, you should never use this to hit an opponent who is below you from on high, as Hazama's leg has a massive hurtbox attached to it, meaning it can be countered by many attacks from the opponent.<br />
</div><br />
</div><br />
===<big>Flying Sickle Thrust/Hirentotsu</big>===<br />
<span class="input-badge">'''j.214B'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Hazama_FlyingSickleThrust.png | BBCS loops are back, yay<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.214B}}<br />
|}<br />
==== ====<br />
* Hazama's Flying Sickle Thrust/Hirentotsu from BBCS/BBCP.<br />
* Does hard knockdown on hit, your air combo ender.<br />
<br />
Hazama's standard air combo ender. Use this to get oki off of any aerial moves you may hit-confirm.<br />
<br />
Note that this move can be Tiger Knee'd (2147B or (8/9)214B) a staple combo component in the corner, to recreate the famous 'Hirentotsu loop' in BBCSEX (or 'TK loop').<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Extra Skills==<br />
===<big>Hungry Coils - Jakou</big>===<br />
<span class="input-badge">'''236C'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Hazama_Jakou.png | send em back to the corner<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|236C}}<br />
|}<br />
==== ====<br />
* Wallbounces anywhere.<br />
* Side swaps on hit.<br />
* Large invincible frames during the catching move.<br />
* Opponent is locked out of burst on successful hit<br />
<br />
Can be used against opponent approaching in air. Can also be linked up by j.B>j.BB or canceled into 214+BC as a few examples.<br />
</div><br />
</div><br />
===<big>Bloody Fang - Gasaishou</big>===<br />
<span class="input-badge">'''214C'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Hazama_Gasaishou.png | GOTCHA 2: The Sequel<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|214C}}<br />
|}<br />
==== ====<br />
* Hazama advances towards the opponent and performs a command grab that leaves them in a stun state. If close, he performs the command grab automatically without advancing. <br /><br />
* Has grab invul against all grabs during startup, even moves such as Tager's GETB.<br />
* Has no actual damage if it connects.<br />
* Costs 1 bar of meter.<br />
*whiffing this shit will be the last mistake you make.<br />
<br />
<br />
As of BBTAG 1.50, the damage scaling has been tweaked so you can get some decent damage routes from the command grab. The fast startup can easily catch your opponent off guard, but beware of its short range.<br />
<br />
Links into 5C, making this move akin in damage to a standard non-super command grab. Useful for preventing bursts.<br />
<br />
In 2.0, this command grab when linked into extra assault deals around 6.27k unburstable damage.<br />
</div><br />
</div><br />
<br />
===<big>EX Flying Sickle Thrust</big>===<br />
<span class="input-badge">'''j.214C'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Hazama_FlyingSickleThrust.png | NOT AN OVERHEAD. REPEAT. NOT. AN. OVERHEAD.<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.214C}}<br />
|}<br />
==== ====<br />
A more damaging and more versatile version of j.214B. On hit, you can cancel into chains(especially j.2B) to continue comboing.<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Partner Skills==<br />
<br />
===<big>5P</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Hazama_5P.png | Mini Houtenjin<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|5P}}<br />
|}<br />
==== ====<br />
* Launches opponents on hit.<br />
<br />
Hazama performs the non-super version of Jayoku Houtenjin. Has some good range due to Hazama moving forward and will sometimes catch people at a reasonable height.<br />
</div><br />
</div><br />
===<big>4P</big>===<br />
<span class="input-badge">'''Vengeful Viper > Rising Fang'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Hazama_Jagai.png |hit<br />
BBTag_Hazama_Gashoukyaku.png |and launch<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|4P }}<br />
|}<br />
==== ====<br />
* Launches the opponent into the air on the 2nd hit<br />
* 2nd hit is untechable until the opponent touches the ground.<br />
* You can pop cross combo and then use his 6P if the second hit connects.<br />
<br />
Good pressure assist upclose and combo extender in corner. May be used to stop air approaches in a pinch thanks to the 2nd hit having a good vertical hitbox.<br />
<br />
</div><br />
</div><br />
===<big>6P</big>===<br />
<span class="input-badge">'''Hungry Coils - Jakou'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Hazama_Jakou.png | Drag them back for more pain.<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|6P}}<br />
|}<br />
==== ====<br />
<br />
* Wallbounces and side swaps on hit.<br />
* Doesn't track, but very generous hitbox.<br />
<br />
Only really useful during an air combo or after a launcher (or as a very situation anti air.)<br /><br />
<br />
If you REALLY need damage at the end of your combo, this move gives you plenty of time to pop Cross Combo and then immediately go for Eternal Coils, enabling you to get the enhanced super.<br />
<br />
<br />
</div><br />
</div><br style="clear:both;"/><br />
<br />
==Distortion Skills==<br />
<br />
===<big>Serpent's Infernal Rapture - Jayoku Houtenjin</big>===<br />
<span class="input-badge">'''236B+C'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Hazama_JayokuHoutenjin.png |UP FUCKING HEAVY KICK<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|236BC}}<br />
|}<br />
==== ====<br />
Serpent's Infernal Rapture, a.k.a Jayoku Houtenjin, is why Hazama is so scary once he gets 2 bar. Even the simplest midscreen combo you follow-up with after this will net you at least 8k damage. This super is best done after a normal or two because of the remarkably low P1. Most commonly, you'll see the following normals or chains of normals leading into this super: 5A, 5AA, 5A > 2C, JBBB, or any throw. <br />
<br />
Usually, if your partner is still alive, then you should use partner skill instead of Jayoku if the damage has prorated too much.<br />
----<br />
Deals even more damage in Resonance Blaze while still having low P1. Confirming off from 5AA>2C>236+BC in corner and ending it with 2C>214+BC, as an example, nets you with at least 10k damage.<br />
<br />
If you have enough bars, then at the end of the combo, you can do (2C > (some special) > Jayoku)*n > Mizuchi, creating a Hazama Airline, which will only let you go when you're dead.<br />
</div><br />
</div><br />
===<big>Eternal Coils of the Dragon Serpent - Mizuchi Rekkazan</big>===<br />
<span class="input-badge">'''214B+C'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Hazama_MizuchiRekkazan.png |KIMOCHII DAROU?!<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|214BC}}<br />
|}<br />
==== ====<br />
* Tracks the opponent's location.<br />
* Has minimum distance that makes it whiff.<br />
* Can catch opponents in the air if they're close to the ground.<br />
* 20% minimum damage (100*10, 600)<br />
* Still not a low, stop trying to use it as a low.<br />
* Startup until active is completely invulnerable to projectile attacks.<br />
<br />
Great combo ender. Can be reliably combo'd off from Hungry Coils or 2C in corner as a few examples.<br />
Can also be used as a situational punish against people who zone against Hazama, but be aware of its minimum range.<br />
----<br />
* 20% minimum damage (100*2 , 50*24, 250*2)<br />
<br />
Increased damage for an already great combo ender. Can lead up to at least 10k damage with the proper combos.<br />
</div><br />
</div><br />
==Distortion Skill Duo==<br />
===<big>Eternal Coils of the Dragon Serpent - Mizuchi Rekkazan</big>===<br />
<span class="input-badge">'''P during Partner's Distortion Skill'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Hazama_MizuchiRekkazan.png |I hope Burensou comes back<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|Distortion Skill Duo}}<br />
|}<br />
==== ====<br />
* 100% minimum damage: 2000. 2500 during Cross Combo<br />
<br />
Go for it if you can kill. Unlike the normal version of this super, this hits two characters.<br />
<br />
</div><br />
</div><br style="clear:both;"/><br />
<br />
==Astral Heat==<br />
===<big>Hungry Darkness of 1000 Souls - Senkon Meiraku</big>===<br />
<span class="input-badge">'''222B+C'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Hazama_SenkonMeiraku.png |RIP pretzel motion 2010-2018<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|222BC}}<br />
|}<br />
==== ====<br />
* Can be combo'd off. (ex. 214A, 2C, Forward/Back throws in corner.)<br />
* Try to not do the pretzel motion on reflex, you're just hurting yourself.<br />
<br />
Classic Astral Heat with the giant snake. Can also be used as a reactive and flashy reversal if you feel like due to the i-frames.<br />
<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
<br />
==External References==<br />
==Navigation==<br />
{{#lst:{{PAGENAME}}/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/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.}}<br />
{{Navbar-BBTag}}</div>73.119.87.123https://www.dustloop.com/wiki/index.php?title=BBTag/Neo_Politan&diff=187340BBTag/Neo Politan2020-12-01T15:26:13Z<p>73.119.87.123: /* EX Swooping Illusion */</p>
<hr />
<div>{{InvisibleHeader}}{{NavTabs|game=BBTag|chara=Neo Politan}}<br />
<br />
======<span style="visibility:hidden;font-size:0">Overview</span>======<br />
{{FlexContainer}}<br />
{{FlexTopContainer}}<!-- BEGIN TOP SECTION --><br />
{{FP Box|header=Overview<br />
|content=<br />
Neo is an agile character that can apply pressure with her quick attacks and chain each strike into long combos. She is a strong midair fighter and has many attacks that can launch and keep her opponents in the air. Neo can also surprise opponents by teleporting from different sides of the field and attacking blind spots before chaining each attack with another combo.<br />
{{Bio<br />
| name = Neo Politan<br />
| game = BBTag<br />
| quote = ...<br />
| lore = <br />
Neo is the silent right-hand woman of Vale's crimeboss, Roman Torchwick. No matter what mission he had for her, she followed his orders without question and is extremely loyal to him. While she is not particularly talkative, her actions and expressions are enough to show what she's thinking. After her boss is killed during the fall of Beacon, Neo is dead set on making whoever was responsible for Roman's death pay and set out on a quest to seek revenge.<br />
<br />
}}<br />
{{StrengthsAndWeaknesses<br />
|intro=<br />
<br />
|pros=<br />
* Good Cross-ups. Can quickly switch sides on the fly.<br />
* Fast attacks that can be looped for longer combos.<br />
* Strong element of surprise when properly utilizing 214a/b/c teleporting moves as attacks can be low, overhead, or a parry.<br />
* Strong Jump Cancel game with extended airtime and extra jumps with Parasol Descent.<br />
* Suspension of Disbelief is a strong Command Grab super with no Super flash. It can act as a combo starter or extender.<br />
* Incredible reset potential including Fast overheads, fuzzy loops, teleports from 4 different directions, solo air unblockable routes, and mainly, Suspension of Disbelief<br />
* 236B/C Are great gap closers by themselves being only -4, but they're even better once you know they can low profile most projectiles (And some moves i.e. Mitsuru's Droit, hakumen's 5b... etc)<br />
|cons=<br />
* Poor assists that sends single projectiles that can easily be destroyed<br />
* Low damage and large damage falloff when long combos are achieved.<br />
* 214 specials take time to cast as the taunt always applies first before the actual attack hits.<br />
* Poor projectiles that have low durability against other attacks or Personas. This also applies for Overactive Devastation to a lesser extent, easily being blocked by Personas.<br />
* Whiffing Suspension of Disbelief will force Neo to stop and sigh, leaving her very vulnerable open to attacks.<br />
* Parasol Descent is a hard move to incorporate as, besides its parry version, its only use is to grant Neo an extra jump as well as to let her descend slowly.<br />
* Low minimum damage on both of her supers and using Suspension of Disbelief as a combo extender is generally a waste of bars.<br />
}}<br />
}}<br />
{{Closediv}}<!--END TOP SECTION--><br />
{{FlexSideContainer}}<!-- BEGIN FLEX SECTION --><br />
{{FP TOC}}<br />
{{FP Box<br />
| padding=no<br />
| content={{CharaInfo<br />
| game=BBTag<br />
| fullname=Neo Politan<br />
| health={{#lst:{{PAGENAME}}/Data|health}}<br />
| comborate={{#lst:{{PAGENAME}}/Data|comborate}}<br />
| prejump={{#lst:{{PAGENAME}}/Data|prejump}}<br />
| backdash={{#lst:{{PAGENAME}}/Data|backdash}}<br />
| movement={{#lst:{{PAGENAME}}/Data|movementoptions}}<br />
}}<br />
}}<br />
{{Closediv}}<!--END FLEX OTHER SECTION--><br />
{{Closediv}}<br />
{{FP Box<br />
| header=Semblance: Overactive Imagination<br />
| content=<br />
Neo's semblance allows her to create physical illusions that can be seen or touched by everyone. Using this, she gives off the illusion of teleporting. In gameplay, her semblance allows her to almost instantaneously teleporting around the screen, surprising her opponents by attacking from their blindspots.<br />
}}<br />
<br />
==Normal Moves==<br />
===<big>5A</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Neo_5A.png |<br />
BBTag_Neo_5AA.png |<br />
BBTag_Neo_5AAA.png |<br />
BBTag_Neo_5AAAA.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=5A}}<br />
{{#lst:{{PAGENAME}}/Data|5A}}<br />
|-<br />
{{AttackVersion|name=5AA}}<br />
{{#lst:{{PAGENAME}}/Data|5AA}}<br />
|-<br />
{{AttackVersion|name=5AAA}}<br />
{{#lst:{{PAGENAME}}/Data|5AAA}}<br />
|-<br />
{{AttackVersion|name=5AAAA}}<br />
{{#lst:{{PAGENAME}}/Data|5AAAA}}<br />
|}<br />
==== ====<br />
* Jump cancelable.<br />
<br />
Neo strikes her opponent with her parasol and ends with a series of flip kicks. 5A and 5AA Are jump cancelable<br />
<br />
5A is a surprisngly bad move. At 10 frames, it comes out a lot slower than the rest of the casts 5A's, with a lot less range. In comparison, Ruby's 5B is 10 frames and significantly outranges it<br />
<br />
What this means is, 5A is a TERRIBLE round start option unless you know that your opponent doesn't have a quick/lengthy move to contest you. So avoid doing it<br />
<br />
5A is usefull for getting your jump cancel so you can start your mixups, and is gennerally your best starter for your combos<br />
<br />
</div><br />
</div><br />
<br />
===<big>5B</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Neo_5B.png |<br />
BBTag_Neo_5BB.png |Free launches with a small chance of rain<br />
BBTag_Neo_5BBB.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=5B}}<br />
{{#lst:{{PAGENAME}}/Data|5B}}<br />
|-<br />
{{AttackVersion|name=5BB}}<br />
{{#lst:{{PAGENAME}}/Data|5BB}}<br />
|-<br />
{{AttackVersion|name=5BBB}}<br />
{{#lst:{{PAGENAME}}/Data|5BBB}}<br />
|}<br />
==== ==== <br />
* Jump cancelable at 5B<br />
* 5BB can launch<br />
Neo strikes the opponent with her open parasol. Avoid using 5B outside of combos, it can be usefull in a blockstring to get you closer to your oponent since 5B will make you walk forwards slightly<br />
<br />
5B is a great stabilizing tool for stray aerial hits, this is because 5B brings them down to the ground, at the perfect height so that you can follow up with 2C and get your combos going<br />
<br />
<br />
</div><br />
</div><br />
<br />
===<big>5C</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Neo_5C.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|5C}}<br />
|}<br />
==== ====<br />
Neo performs an overhead arc kick. Strong reach and quick.<br />
<br />
</div><br />
</div><br />
<br />
===<big>2A</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Neo_2A.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|2A}}<br />
|}<br />
==== ====<br />
Neo pokes the ground with her parasol. Very quick and decent reach. <br />
<br />
Very important button for Neo gameplay, easily her best normal, you are always going to be using this, in neutral, to combo after 214A,to frame trap with J.236A, or even make a true blockstring with j.236C<br />
</div><br />
</div><br />
<br />
===<big>2B</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Neo_2B.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|2B}}<br />
|}<br />
==== ====<br />
Neo kicks up, letting her make a small leap into the air. <br />
<br />
If you ever played Yang, Jubei, or Adachi, this is kinda the same thing as their anti air... but worse, neo cannot jump cancel 2B on block, but she can special cancel it, leaving you options on what to do if they block it.<br />
<br />
Be carefull when using it as an anti air, as neo walks forward slightly, and it can (and will) whiff against certain jump ins<br />
</div><br />
</div><br />
<br />
===<big>2C</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Neo_2C.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|2C}}<br />
|}<br />
==== ====<br />
*Standard Launcher<br />
*Jump cancellable on 2nd hit<br />
Neo sweeps her opponent with her parasol and launches the opponent into the air with a spin kick. <br />
<br />
First things first, don't you EVER use this on block, i will slap you if i see you using this on a solo blockstring<br />
<br />
Neo's 2C is a versatile move, and its your go to launcher for all your combos, you're either sending them down with 5B before you send them up again with 2C, or you're using it after a ground starter to get your combo starting<br />
<br />
2C hits twice, but has a gap in between the hits, this is actually usefull for her gameplan, since having a gap, enables active switch mixups, and makes this a really good tool to use in cross combo sandwich situations, but if you're alone, don't ever use this as a mixup, if you get pushblocked and it whiffs, you're in for a world of hurt<br />
</div><br />
</div><br />
<br />
===<big>j.A</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Neo_jA.png |<br />
BBTag_Neo_jAA.png |<br />
</gallery><br />
</div><br />
<br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=j.A}}<br />
{{#lst:{{PAGENAME}}/Data|j.A}}<br />
|-<br />
{{AttackVersion|name=j.AA}}<br />
{{#lst:{{PAGENAME}}/Data|j.AA}}<br />
|}<br />
==== ====<br />
*Jump Cancellable<br />
Neo Slashes with her closed umbrella in the air.<br />
<br />
Fast air normal, this is your best round start option, really good Air to air tool, but has horrible scaling and it will kill your damage.<br />
<br />
Its simple, use this for neutral, don't ever use this in a combo (unless you would like to do literally 0 damage per normal, thanks colpe)<br />
</div><br />
</div><br />
<br />
===<big>j.B</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Neo_jB.png |Get ready to delay a LOT<br />
BBTag_Neo_jBB.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=j.B}}<br />
{{#lst:{{PAGENAME}}/Data|j.B}}<br />
|-<br />
{{AttackVersion|name=j.BB}}<br />
{{#lst:{{PAGENAME}}/Data|j.BB}}<br />
|}<br />
==== ====<br />
*Jump cancellable<br />
Neo kicks and strikes the opponent downward with her Parasol. Your go to jump-in and cross up attack. <br />
<br />
Delaying the second j.BB is pretty much essential to all of Neo's combos so you better get down the timing. Seriously. It's not even funny how much this move is used in combos.<br />
</div><br />
</div><br />
<br />
===<big>j.C</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Neo_jC.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.C}}<br />
|}<br />
==== ====<br />
Neo axe-kicks the opponent down into the ground. Can be special canceled on hit<br />
<br />
This is a really decent mixup button, its not an instant overhead, but its close enough, not only that, but its a huge enabler on future mixups, and leads to okay damage, its safe on block, but if you use this and they block it, your turn is over<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Universal Moves==<br />
===<big>Ground Throw</big>===<br />
<span class="input-badge">'''5B+C'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Neo_GroundThrow.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|BC}}<br />
|}<br />
==== ====<br />
Neo grabs the opponent, twirls on their heads, and uses their weight to throw them forward. <br />
<br />
Very simple grab, both 6 and 4 versions leave the oponent in a OTG state for a little bit, allowing you to walk forward and combo with 5A anywhere on the screen. Most combos should work here.<br />
</div><br />
</div><br />
<br />
===<big>Backlash</big>===<br />
<span class="input-badge">'''5A+D'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Neo_Backlash.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|AD}}<br />
|}<br />
==== ====<br />
Neo axe kicks her opponents to the ground. Quick execution and recovery with decent iframes. Can knock airborne opponents into the ground. If it hits on counter-hit and the opponent was high enough in the air, you can link into 2A and continue your combo. Berry situational though.<br />
</div><br />
</div><br />
<br />
<br style="clear:both;"/><br />
<br />
==Skills==<br />
===<big>Illusory Charge/Illusory Strike</big>===<br />
<span class="input-badge">'''236A/B'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Neo_IllusoryCharge.png |<br />
BBTag_Neo_RapidSwing.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=A}}<br />
{{#lst:{{PAGENAME}}/Data|236A}}<br />
|-<br />
{{AttackVersion|name=B}}<br />
{{#lst:{{PAGENAME}}/Data|236B}}<br />
|-<br />
{{AttackVersion|name=B > A/B/C}}<br />
{{#lst:{{PAGENAME}}/Data|236B X}}<br />
|}<br />
==== ====<br />
Neo sends a clone of herself to strike forward as a projectile. Her B version will send herself and allows a follow up on hit or on block. The C version follow up will Wall bounce or Wall slam and allows Neo to continue the combo<br />
<br />
Get used to this move, if you want to have optimal damage on your combos, you're using 236B>5A links, you can rely on it as a gap closer, its safe on block, but don't do the follow up if you're not confident in the hitconfirm, its VERY punishable<br />
<br />
The B and C versions of Illusory Charge can low profile a good majority of projectiles. Honorable mentions include Yukiko 5B fans and Nu 5B swords.<br />
</div><br />
</div><br />
<br />
===<big>Stealth Blitz/Striking Stance/Stealth Sweep</big>===<br />
<span class="input-badge">'''214A/B/C'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Neo_StealthBlitz.png |They all start like this<br />
BBTag_Neo_SweepingIllusion.png |Easiest 50/50 of my life<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=A}}<br />
{{#lst:{{PAGENAME}}/Data|214A}}<br />
|-<br />
{{AttackVersion|name=B}}<br />
{{#lst:{{PAGENAME}}/Data|214B}}<br />
|-<br />
{{AttackVersion|name=C}}<br />
{{#lst:{{PAGENAME}}/Data|214C}}<br />
|}<br />
==== ==== <br />
Neo taunts her opponent and strikes overhead or at their feet.<br />
<br />
Stealth Blitz will have Neo attack from above. On hit, you can use 2A to link into a combo. If the opponent is air-dashing, there's a good chance that the move will hit cross-up. On chicken block? You done messed up son, get ready to eat fist. <br />
<br />
Striking Stance is a parry that counters all attacks, including throws and supers, and teleports Neo directly behind the opponent if an attack hits during her taunt. Note that there is a small delay after she teleports so if your opponent threw out a meaty move that has a big hitbox before then, there's a good chance you're gettin' SMACKED for reading your opponent correctly.<br />
<br />
Stealth Sweep will have Neo strike low into a hard knockdown if they're on the ground, if its an air hit, the oponent will just tech quickly and you have no oportunities to combo.<br />
<br />
A and C versions always lose to Backdashing and chicken blocking , so have your assist cover you, or throw in the parry every now and then to keep opponents on their toes.<br />
</div><br />
</div><br />
<br />
===<big>Swooping Illusion/Plunging Illusion</big>===<br />
<span class="input-badge">'''j.236A/B'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Neo_SwoopingIllusion.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=A}}<br />
{{#lst:{{PAGENAME}}/Data|j.236A}}<br />
|-<br />
{{AttackVersion|name=B}}<br />
{{#lst:{{PAGENAME}}/Data|j.236B}}<br />
|}<br />
==== ====<br />
Neo dive kicks her opponents and teleports. 236A will have her teleport to the ground behind the opponent with a slight delay. 236B will allow her to teleport behind and above the opponent <br />
<br />
On block, the A version is safe and and leads to a 10F frame trap with 2A . The B version can actually be used as a DP bait since you still have your air action left. The C version is positive and pretty good to get a true blockstring with 2A, or a 3F frametrap with 5A, or for converting an air combo back to the ground.<br />
<br />
If you have an assist on deck, you can even create a sandwich mixup<br />
<br />
</div><br />
</div><br />
<br />
===<big>Parasol Descent/Illusion</big>===<br />
<span class="input-badge">'''j.214A/B'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Neo_ParasolDescent.png |"I'm Mary Poppins y'all"<br />
BBTag_Neo_ParasolIllusion.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=A}}<br />
{{#lst:{{PAGENAME}}/Data|j.214A}}<br />
|-<br />
{{AttackVersion|name=B}}<br />
{{#lst:{{PAGENAME}}/Data|j.214B}}<br />
|}<br />
==== ==== <br />
Neo opens up her parsol and floats back down to the ground, stalling her jump momentum. <br />
<br />
A version is cancelable with an attack. <br />
<br />
B version is a parry that let's her teleport behind her opponents like Striking Stance. Be warned, there is HELLA landing recovery animation on a whiffed parry. Looks neat though.<br />
</div><br />
</div><br />
<br />
===<big>Pinwheel Flip</big>===<br />
<span class="input-badge">'''66'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Neo_PinwheelFlip.png | MvC Captain America would be proud<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|66}}<br />
|}<br />
==== ====<br />
Neo dodges forward and let's her switch sides if she's close enough to the opponent. This move has some projectile invincibility, but can be stuffed by quick jabs on reaction.<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Extra Skills==<br />
===<big>EX Illusory Strike</big>===<br />
<span class="input-badge">'''236C'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Neo_IllusoryCharge.png |<br />
BBTag_Neo_RapidSwing.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=236C}}<br />
{{#lst:{{PAGENAME}}/Data|236C}}<br />
|-<br />
{{AttackVersion|name=236C > A/B/C}}<br />
{{#lst:{{PAGENAME}}/Data|236C X}}<br />
|}<br />
==== ====<br />
Neo sends a clone of herself to strike forward as a projectile. This version will cause Wall bounce if you're not in the corner or Wall slam if you are. <br />
</div><br />
</div><br />
<br />
===<big>EX Parasol Descent</big>===<br />
<span class="input-badge">'''j.214C'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Neo_ParasolDescent.png | I heard you like jump cancels?<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.214C}}<br />
|}<br />
==== ====<br />
Whenever Neo uses EX Parasol, you gain an extra jump. Has the quickest recovery and start-up out of all the three parasol moves.<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
===<big>EX Swooping Illusion</big>===<br />
<span class="input-badge">'''j.236C'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Neo_SwoopingIllusion.png |''Boop!''<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.236C}}<br />
|}<br />
==== ====<br />
EX divekick, looks just like her other j.236X series, but with a blue flash, use this to get a true blockstring with 2A or a 3F frametrap with 5A, it also has its use in combos, EX divekick puts the enemy in an untech until land state, meaning you get to teleport all the way back to the ground after an air combo, and still super<br />
</div><br />
</div><br />
<br />
==Partner Skills==<br />
===<big>5P</big>===<br />
<span class="input-badge">'''Illusory Charge'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Neo_IllusoryCharge.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|5P}}<br />
|}<br />
==== ====<br />
Neo sends herself instead of a clone doing the same attack as 6P. Attack comes out wherever the opponent is, so it won't travel full screen unless the opponent is full screen. <br />
</div><br />
</div><br />
<br />
===<big>6P</big>===<br />
<span class="input-badge">'''Illusory Strike'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Neo_IllusoryCharge.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|6P}}<br />
|}<br />
==== ====<br />
Neo sends a clone of herself as a projectile. Attack comes out wherever the opponent is, so it won't travel full screen unless the opponent is full screen. <br />
<br />
A good candidate for active switching since Neo is usually far away enough from the point character that whatever your opponent does on reaction (DP, mash,etc.) makes her safe. Unless they mash full screen beam super, then in that case, eject the disc, put it in the box, go back to Gamestop, get your $2.52 refund and Ggs.<br />
</div><br />
</div><br />
<br />
===<big>4P</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Neo_SwoopingIllusion.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|4P}}<br />
|}<br />
==== ====<br />
Neo sends a diving clone in front of her that causes a guaranteed ground bounce and is good for extending combos. Unlike the rest of the cast who's 4P is an anti-air, you should never try to use this as an anti-air unless you actively dislike ice cream and just want to see her suffer you jerk. <br />
<br />
Outside of combo extensions and tagging bursts, this move is, quite honestly and frankly speaking, kinda garbage.<br />
</div><br />
</div><br />
<br />
<br style="clear:both;"/><br />
<br />
==Distortion Skills==<br />
===<big>Overactive Devastation</big>===<br />
<span class="input-badge">'''236B+C'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Neo_OveractiveDevastation.png | "Go forth and conquer" - Alfred Lord Tennyson, to the scrub he was wasting in pools.<br />
BBTag_Neo_OveractiveDevastation2.png |The hat is so cute on her<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|236BC}}<br />
|}<br />
==== ====<br />
Neo sends a clone to strike the opponent. Upon hitting, she will instantly move in and strike her umbrella twice before slamming it down. During Resonance mode or when performing a cross combo, Neo will add an extra hit by having a clone kick the opponent away. The projectile is full screen and low profiles projectiles and some attacks, but will still be destroyed by things such as Personas or assists. Specifically, if there's a Persona active and in front of the opponent, there's a damn good chance that your special will only destroy the Persona and not actually hit the opponent. Use carefully.<br />
<br />
On a side note, Overactive Devastation is probably one of the least damaging supers in the game to use in a combo, so more often than not, you're going to have to burn an extra 2 bars to DHC and kill.<br />
</div><br />
</div><br />
<br />
===<big>Suspension of Disbelief</big>===<br />
<span class="input-badge">'''214B+C'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Neo_SuspensionOfDisbelief.png | I am mashing this on wake up like the scrub I am<br />
BBTag_Neo_SuspensionOfDisbelief2.png |surprisedpikachuface.jpg<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|214BC}}<br />
|}<br />
==== ====<br />
Neo grabs her opponent and throws them forward. During resonance mode or when performing cross combos, Neo will add in an extra kick that will bounce them back towards you.<br />
<br />
Neo's very unique command grab is THE super that earned her the title of trickster, its command grab with no super flash, if that doesn't sound good enough for you, she slides a fairly long distance on it too, meaning its VERY active, and it gets even better, the uniqueness doesn't stop here, Neo gets to combo after this super, and INTO the super, you can use Suspension of disbelief as a combo extender if you want to.<br />
<br />
But of course, she has her flaws here as well, Whiffing the super puts neo in a deep sigh, leaving you extremely vulnerable to a punish, and about that extender? its the lowest minimum damage super in the game, so don't use that as an extension tool unless you're in resonance, and you got tons of meter to burn.<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Distortion Skill Duo==<br />
===<big>Overactive Devastation</big>===<br />
<span class="input-badge">'''P during Partner's Distortion Skill '''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Neo_OveractiveDevastation2.png | "'''''.....'''''"<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|Distortion Skill Duo}}<br />
|}<br />
==== ====<br />
Neo sends a clone to strike the opponent. Upon hitting, she will instantly move in and strike her umbrella twice before slamming it down. When performed during a cross combo, Neo will add an extra hit by having a clone kick the opponent away. The projectile reaches a good range and is durable against a good amount of projectiles, but will still be destroyed by things such as Personas or assists. Use carefully.<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Astral Heat==<br />
===<big>Shattering Skewer</big>===<br />
<span class="input-badge">'''222B+C'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Neo_ShatteringSkewer.png |"Kill for kill, eye for eye, blood for blood..."<br />
BBTag_Neo_ShatteringSkewer2.png |"IT'S TIME TO DIE"<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|222BC}}<br />
|}<br />
==== ====<br />
Neo charges in and assaults her opponent with a barrage of illusions before pulling out her parasol blade and skewering them.<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
<br />
==External References==<br />
==Navigation==<br />
{{#lst:{{PAGENAME}}/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/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.}}<br />
{{Navbar-BBTag}}</div>73.119.87.123https://www.dustloop.com/wiki/index.php?title=BBTag/Neo_Politan&diff=187339BBTag/Neo Politan2020-12-01T15:23:25Z<p>73.119.87.123: /* Overactive Devastation */</p>
<hr />
<div>{{InvisibleHeader}}{{NavTabs|game=BBTag|chara=Neo Politan}}<br />
<br />
======<span style="visibility:hidden;font-size:0">Overview</span>======<br />
{{FlexContainer}}<br />
{{FlexTopContainer}}<!-- BEGIN TOP SECTION --><br />
{{FP Box|header=Overview<br />
|content=<br />
Neo is an agile character that can apply pressure with her quick attacks and chain each strike into long combos. She is a strong midair fighter and has many attacks that can launch and keep her opponents in the air. Neo can also surprise opponents by teleporting from different sides of the field and attacking blind spots before chaining each attack with another combo.<br />
{{Bio<br />
| name = Neo Politan<br />
| game = BBTag<br />
| quote = ...<br />
| lore = <br />
Neo is the silent right-hand woman of Vale's crimeboss, Roman Torchwick. No matter what mission he had for her, she followed his orders without question and is extremely loyal to him. While she is not particularly talkative, her actions and expressions are enough to show what she's thinking. After her boss is killed during the fall of Beacon, Neo is dead set on making whoever was responsible for Roman's death pay and set out on a quest to seek revenge.<br />
<br />
}}<br />
{{StrengthsAndWeaknesses<br />
|intro=<br />
<br />
|pros=<br />
* Good Cross-ups. Can quickly switch sides on the fly.<br />
* Fast attacks that can be looped for longer combos.<br />
* Strong element of surprise when properly utilizing 214a/b/c teleporting moves as attacks can be low, overhead, or a parry.<br />
* Strong Jump Cancel game with extended airtime and extra jumps with Parasol Descent.<br />
* Suspension of Disbelief is a strong Command Grab super with no Super flash. It can act as a combo starter or extender.<br />
* Incredible reset potential including Fast overheads, fuzzy loops, teleports from 4 different directions, solo air unblockable routes, and mainly, Suspension of Disbelief<br />
* 236B/C Are great gap closers by themselves being only -4, but they're even better once you know they can low profile most projectiles (And some moves i.e. Mitsuru's Droit, hakumen's 5b... etc)<br />
|cons=<br />
* Poor assists that sends single projectiles that can easily be destroyed<br />
* Low damage and large damage falloff when long combos are achieved.<br />
* 214 specials take time to cast as the taunt always applies first before the actual attack hits.<br />
* Poor projectiles that have low durability against other attacks or Personas. This also applies for Overactive Devastation to a lesser extent, easily being blocked by Personas.<br />
* Whiffing Suspension of Disbelief will force Neo to stop and sigh, leaving her very vulnerable open to attacks.<br />
* Parasol Descent is a hard move to incorporate as, besides its parry version, its only use is to grant Neo an extra jump as well as to let her descend slowly.<br />
* Low minimum damage on both of her supers and using Suspension of Disbelief as a combo extender is generally a waste of bars.<br />
}}<br />
}}<br />
{{Closediv}}<!--END TOP SECTION--><br />
{{FlexSideContainer}}<!-- BEGIN FLEX SECTION --><br />
{{FP TOC}}<br />
{{FP Box<br />
| padding=no<br />
| content={{CharaInfo<br />
| game=BBTag<br />
| fullname=Neo Politan<br />
| health={{#lst:{{PAGENAME}}/Data|health}}<br />
| comborate={{#lst:{{PAGENAME}}/Data|comborate}}<br />
| prejump={{#lst:{{PAGENAME}}/Data|prejump}}<br />
| backdash={{#lst:{{PAGENAME}}/Data|backdash}}<br />
| movement={{#lst:{{PAGENAME}}/Data|movementoptions}}<br />
}}<br />
}}<br />
{{Closediv}}<!--END FLEX OTHER SECTION--><br />
{{Closediv}}<br />
{{FP Box<br />
| header=Semblance: Overactive Imagination<br />
| content=<br />
Neo's semblance allows her to create physical illusions that can be seen or touched by everyone. Using this, she gives off the illusion of teleporting. In gameplay, her semblance allows her to almost instantaneously teleporting around the screen, surprising her opponents by attacking from their blindspots.<br />
}}<br />
<br />
==Normal Moves==<br />
===<big>5A</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Neo_5A.png |<br />
BBTag_Neo_5AA.png |<br />
BBTag_Neo_5AAA.png |<br />
BBTag_Neo_5AAAA.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=5A}}<br />
{{#lst:{{PAGENAME}}/Data|5A}}<br />
|-<br />
{{AttackVersion|name=5AA}}<br />
{{#lst:{{PAGENAME}}/Data|5AA}}<br />
|-<br />
{{AttackVersion|name=5AAA}}<br />
{{#lst:{{PAGENAME}}/Data|5AAA}}<br />
|-<br />
{{AttackVersion|name=5AAAA}}<br />
{{#lst:{{PAGENAME}}/Data|5AAAA}}<br />
|}<br />
==== ====<br />
* Jump cancelable.<br />
<br />
Neo strikes her opponent with her parasol and ends with a series of flip kicks. 5A and 5AA Are jump cancelable<br />
<br />
5A is a surprisngly bad move. At 10 frames, it comes out a lot slower than the rest of the casts 5A's, with a lot less range. In comparison, Ruby's 5B is 10 frames and significantly outranges it<br />
<br />
What this means is, 5A is a TERRIBLE round start option unless you know that your opponent doesn't have a quick/lengthy move to contest you. So avoid doing it<br />
<br />
5A is usefull for getting your jump cancel so you can start your mixups, and is gennerally your best starter for your combos<br />
<br />
</div><br />
</div><br />
<br />
===<big>5B</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Neo_5B.png |<br />
BBTag_Neo_5BB.png |Free launches with a small chance of rain<br />
BBTag_Neo_5BBB.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=5B}}<br />
{{#lst:{{PAGENAME}}/Data|5B}}<br />
|-<br />
{{AttackVersion|name=5BB}}<br />
{{#lst:{{PAGENAME}}/Data|5BB}}<br />
|-<br />
{{AttackVersion|name=5BBB}}<br />
{{#lst:{{PAGENAME}}/Data|5BBB}}<br />
|}<br />
==== ==== <br />
* Jump cancelable at 5B<br />
* 5BB can launch<br />
Neo strikes the opponent with her open parasol. Avoid using 5B outside of combos, it can be usefull in a blockstring to get you closer to your oponent since 5B will make you walk forwards slightly<br />
<br />
5B is a great stabilizing tool for stray aerial hits, this is because 5B brings them down to the ground, at the perfect height so that you can follow up with 2C and get your combos going<br />
<br />
<br />
</div><br />
</div><br />
<br />
===<big>5C</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Neo_5C.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|5C}}<br />
|}<br />
==== ====<br />
Neo performs an overhead arc kick. Strong reach and quick.<br />
<br />
</div><br />
</div><br />
<br />
===<big>2A</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Neo_2A.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|2A}}<br />
|}<br />
==== ====<br />
Neo pokes the ground with her parasol. Very quick and decent reach. <br />
<br />
Very important button for Neo gameplay, easily her best normal, you are always going to be using this, in neutral, to combo after 214A,to frame trap with J.236A, or even make a true blockstring with j.236C<br />
</div><br />
</div><br />
<br />
===<big>2B</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Neo_2B.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|2B}}<br />
|}<br />
==== ====<br />
Neo kicks up, letting her make a small leap into the air. <br />
<br />
If you ever played Yang, Jubei, or Adachi, this is kinda the same thing as their anti air... but worse, neo cannot jump cancel 2B on block, but she can special cancel it, leaving you options on what to do if they block it.<br />
<br />
Be carefull when using it as an anti air, as neo walks forward slightly, and it can (and will) whiff against certain jump ins<br />
</div><br />
</div><br />
<br />
===<big>2C</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Neo_2C.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|2C}}<br />
|}<br />
==== ====<br />
*Standard Launcher<br />
*Jump cancellable on 2nd hit<br />
Neo sweeps her opponent with her parasol and launches the opponent into the air with a spin kick. <br />
<br />
First things first, don't you EVER use this on block, i will slap you if i see you using this on a solo blockstring<br />
<br />
Neo's 2C is a versatile move, and its your go to launcher for all your combos, you're either sending them down with 5B before you send them up again with 2C, or you're using it after a ground starter to get your combo starting<br />
<br />
2C hits twice, but has a gap in between the hits, this is actually usefull for her gameplan, since having a gap, enables active switch mixups, and makes this a really good tool to use in cross combo sandwich situations, but if you're alone, don't ever use this as a mixup, if you get pushblocked and it whiffs, you're in for a world of hurt<br />
</div><br />
</div><br />
<br />
===<big>j.A</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Neo_jA.png |<br />
BBTag_Neo_jAA.png |<br />
</gallery><br />
</div><br />
<br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=j.A}}<br />
{{#lst:{{PAGENAME}}/Data|j.A}}<br />
|-<br />
{{AttackVersion|name=j.AA}}<br />
{{#lst:{{PAGENAME}}/Data|j.AA}}<br />
|}<br />
==== ====<br />
*Jump Cancellable<br />
Neo Slashes with her closed umbrella in the air.<br />
<br />
Fast air normal, this is your best round start option, really good Air to air tool, but has horrible scaling and it will kill your damage.<br />
<br />
Its simple, use this for neutral, don't ever use this in a combo (unless you would like to do literally 0 damage per normal, thanks colpe)<br />
</div><br />
</div><br />
<br />
===<big>j.B</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Neo_jB.png |Get ready to delay a LOT<br />
BBTag_Neo_jBB.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=j.B}}<br />
{{#lst:{{PAGENAME}}/Data|j.B}}<br />
|-<br />
{{AttackVersion|name=j.BB}}<br />
{{#lst:{{PAGENAME}}/Data|j.BB}}<br />
|}<br />
==== ====<br />
*Jump cancellable<br />
Neo kicks and strikes the opponent downward with her Parasol. Your go to jump-in and cross up attack. <br />
<br />
Delaying the second j.BB is pretty much essential to all of Neo's combos so you better get down the timing. Seriously. It's not even funny how much this move is used in combos.<br />
</div><br />
</div><br />
<br />
===<big>j.C</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Neo_jC.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.C}}<br />
|}<br />
==== ====<br />
Neo axe-kicks the opponent down into the ground. Can be special canceled on hit<br />
<br />
This is a really decent mixup button, its not an instant overhead, but its close enough, not only that, but its a huge enabler on future mixups, and leads to okay damage, its safe on block, but if you use this and they block it, your turn is over<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Universal Moves==<br />
===<big>Ground Throw</big>===<br />
<span class="input-badge">'''5B+C'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Neo_GroundThrow.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|BC}}<br />
|}<br />
==== ====<br />
Neo grabs the opponent, twirls on their heads, and uses their weight to throw them forward. <br />
<br />
Very simple grab, both 6 and 4 versions leave the oponent in a OTG state for a little bit, allowing you to walk forward and combo with 5A anywhere on the screen. Most combos should work here.<br />
</div><br />
</div><br />
<br />
===<big>Backlash</big>===<br />
<span class="input-badge">'''5A+D'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Neo_Backlash.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|AD}}<br />
|}<br />
==== ====<br />
Neo axe kicks her opponents to the ground. Quick execution and recovery with decent iframes. Can knock airborne opponents into the ground. If it hits on counter-hit and the opponent was high enough in the air, you can link into 2A and continue your combo. Berry situational though.<br />
</div><br />
</div><br />
<br />
<br style="clear:both;"/><br />
<br />
==Skills==<br />
===<big>Illusory Charge/Illusory Strike</big>===<br />
<span class="input-badge">'''236A/B'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Neo_IllusoryCharge.png |<br />
BBTag_Neo_RapidSwing.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=A}}<br />
{{#lst:{{PAGENAME}}/Data|236A}}<br />
|-<br />
{{AttackVersion|name=B}}<br />
{{#lst:{{PAGENAME}}/Data|236B}}<br />
|-<br />
{{AttackVersion|name=B > A/B/C}}<br />
{{#lst:{{PAGENAME}}/Data|236B X}}<br />
|}<br />
==== ====<br />
Neo sends a clone of herself to strike forward as a projectile. Her B version will send herself and allows a follow up on hit or on block. The C version follow up will Wall bounce or Wall slam and allows Neo to continue the combo<br />
<br />
Get used to this move, if you want to have optimal damage on your combos, you're using 236B>5A links, you can rely on it as a gap closer, its safe on block, but don't do the follow up if you're not confident in the hitconfirm, its VERY punishable<br />
<br />
The B and C versions of Illusory Charge can low profile a good majority of projectiles. Honorable mentions include Yukiko 5B fans and Nu 5B swords.<br />
</div><br />
</div><br />
<br />
===<big>Stealth Blitz/Striking Stance/Stealth Sweep</big>===<br />
<span class="input-badge">'''214A/B/C'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Neo_StealthBlitz.png |They all start like this<br />
BBTag_Neo_SweepingIllusion.png |Easiest 50/50 of my life<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=A}}<br />
{{#lst:{{PAGENAME}}/Data|214A}}<br />
|-<br />
{{AttackVersion|name=B}}<br />
{{#lst:{{PAGENAME}}/Data|214B}}<br />
|-<br />
{{AttackVersion|name=C}}<br />
{{#lst:{{PAGENAME}}/Data|214C}}<br />
|}<br />
==== ==== <br />
Neo taunts her opponent and strikes overhead or at their feet.<br />
<br />
Stealth Blitz will have Neo attack from above. On hit, you can use 2A to link into a combo. If the opponent is air-dashing, there's a good chance that the move will hit cross-up. On chicken block? You done messed up son, get ready to eat fist. <br />
<br />
Striking Stance is a parry that counters all attacks, including throws and supers, and teleports Neo directly behind the opponent if an attack hits during her taunt. Note that there is a small delay after she teleports so if your opponent threw out a meaty move that has a big hitbox before then, there's a good chance you're gettin' SMACKED for reading your opponent correctly.<br />
<br />
Stealth Sweep will have Neo strike low into a hard knockdown if they're on the ground, if its an air hit, the oponent will just tech quickly and you have no oportunities to combo.<br />
<br />
A and C versions always lose to Backdashing and chicken blocking , so have your assist cover you, or throw in the parry every now and then to keep opponents on their toes.<br />
</div><br />
</div><br />
<br />
===<big>Swooping Illusion/Plunging Illusion</big>===<br />
<span class="input-badge">'''j.236A/B'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Neo_SwoopingIllusion.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=A}}<br />
{{#lst:{{PAGENAME}}/Data|j.236A}}<br />
|-<br />
{{AttackVersion|name=B}}<br />
{{#lst:{{PAGENAME}}/Data|j.236B}}<br />
|}<br />
==== ====<br />
Neo dive kicks her opponents and teleports. 236A will have her teleport to the ground behind the opponent with a slight delay. 236B will allow her to teleport behind and above the opponent <br />
<br />
On block, the A version is safe and and leads to a 10F frame trap with 2A . The B version can actually be used as a DP bait since you still have your air action left. The C version is positive and pretty good to get a true blockstring with 2A, or a 3F frametrap with 5A, or for converting an air combo back to the ground.<br />
<br />
If you have an assist on deck, you can even create a sandwich mixup<br />
<br />
</div><br />
</div><br />
<br />
===<big>Parasol Descent/Illusion</big>===<br />
<span class="input-badge">'''j.214A/B'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Neo_ParasolDescent.png |"I'm Mary Poppins y'all"<br />
BBTag_Neo_ParasolIllusion.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=A}}<br />
{{#lst:{{PAGENAME}}/Data|j.214A}}<br />
|-<br />
{{AttackVersion|name=B}}<br />
{{#lst:{{PAGENAME}}/Data|j.214B}}<br />
|}<br />
==== ==== <br />
Neo opens up her parsol and floats back down to the ground, stalling her jump momentum. <br />
<br />
A version is cancelable with an attack. <br />
<br />
B version is a parry that let's her teleport behind her opponents like Striking Stance. Be warned, there is HELLA landing recovery animation on a whiffed parry. Looks neat though.<br />
</div><br />
</div><br />
<br />
===<big>Pinwheel Flip</big>===<br />
<span class="input-badge">'''66'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Neo_PinwheelFlip.png | MvC Captain America would be proud<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|66}}<br />
|}<br />
==== ====<br />
Neo dodges forward and let's her switch sides if she's close enough to the opponent. This move has some projectile invincibility, but can be stuffed by quick jabs on reaction.<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Extra Skills==<br />
===<big>EX Illusory Strike</big>===<br />
<span class="input-badge">'''236C'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Neo_IllusoryCharge.png |<br />
BBTag_Neo_RapidSwing.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=236C}}<br />
{{#lst:{{PAGENAME}}/Data|236C}}<br />
|-<br />
{{AttackVersion|name=236C > A/B/C}}<br />
{{#lst:{{PAGENAME}}/Data|236C X}}<br />
|}<br />
==== ====<br />
Neo sends a clone of herself to strike forward as a projectile. This version will cause Wall bounce if you're not in the corner or Wall slam if you are. <br />
</div><br />
</div><br />
<br />
===<big>EX Parasol Descent</big>===<br />
<span class="input-badge">'''j.214C'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Neo_ParasolDescent.png | I heard you like jump cancels?<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.214C}}<br />
|}<br />
==== ====<br />
Whenever Neo uses EX Parasol, you gain an extra jump. Has the quickest recovery and start-up out of all the three parasol moves.<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
===<big>EX Swooping Illusion</big>===<br />
<span class="input-badge">'''j.236C'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Neo_SwoopingIllusion.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.236C}}<br />
|}<br />
==== ====<br />
EX divekick, looks just like her other j.236X series, but with a blue flash, use this to get a true blockstring with 2A or a 3F frametrap with 5A, it also has its use in combos, EX divekick puts the enemy in an untech until land state, meaning you get to teleport all the way back to the ground after an air combo, and still super<br />
</div><br />
</div><br />
<br />
==Partner Skills==<br />
===<big>5P</big>===<br />
<span class="input-badge">'''Illusory Charge'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Neo_IllusoryCharge.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|5P}}<br />
|}<br />
==== ====<br />
Neo sends herself instead of a clone doing the same attack as 6P. Attack comes out wherever the opponent is, so it won't travel full screen unless the opponent is full screen. <br />
</div><br />
</div><br />
<br />
===<big>6P</big>===<br />
<span class="input-badge">'''Illusory Strike'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Neo_IllusoryCharge.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|6P}}<br />
|}<br />
==== ====<br />
Neo sends a clone of herself as a projectile. Attack comes out wherever the opponent is, so it won't travel full screen unless the opponent is full screen. <br />
<br />
A good candidate for active switching since Neo is usually far away enough from the point character that whatever your opponent does on reaction (DP, mash,etc.) makes her safe. Unless they mash full screen beam super, then in that case, eject the disc, put it in the box, go back to Gamestop, get your $2.52 refund and Ggs.<br />
</div><br />
</div><br />
<br />
===<big>4P</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Neo_SwoopingIllusion.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|4P}}<br />
|}<br />
==== ====<br />
Neo sends a diving clone in front of her that causes a guaranteed ground bounce and is good for extending combos. Unlike the rest of the cast who's 4P is an anti-air, you should never try to use this as an anti-air unless you actively dislike ice cream and just want to see her suffer you jerk. <br />
<br />
Outside of combo extensions and tagging bursts, this move is, quite honestly and frankly speaking, kinda garbage.<br />
</div><br />
</div><br />
<br />
<br style="clear:both;"/><br />
<br />
==Distortion Skills==<br />
===<big>Overactive Devastation</big>===<br />
<span class="input-badge">'''236B+C'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Neo_OveractiveDevastation.png | "Go forth and conquer" - Alfred Lord Tennyson, to the scrub he was wasting in pools.<br />
BBTag_Neo_OveractiveDevastation2.png |The hat is so cute on her<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|236BC}}<br />
|}<br />
==== ====<br />
Neo sends a clone to strike the opponent. Upon hitting, she will instantly move in and strike her umbrella twice before slamming it down. During Resonance mode or when performing a cross combo, Neo will add an extra hit by having a clone kick the opponent away. The projectile is full screen and low profiles projectiles and some attacks, but will still be destroyed by things such as Personas or assists. Specifically, if there's a Persona active and in front of the opponent, there's a damn good chance that your special will only destroy the Persona and not actually hit the opponent. Use carefully.<br />
<br />
On a side note, Overactive Devastation is probably one of the least damaging supers in the game to use in a combo, so more often than not, you're going to have to burn an extra 2 bars to DHC and kill.<br />
</div><br />
</div><br />
<br />
===<big>Suspension of Disbelief</big>===<br />
<span class="input-badge">'''214B+C'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Neo_SuspensionOfDisbelief.png | I am mashing this on wake up like the scrub I am<br />
BBTag_Neo_SuspensionOfDisbelief2.png |surprisedpikachuface.jpg<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|214BC}}<br />
|}<br />
==== ====<br />
Neo grabs her opponent and throws them forward. During resonance mode or when performing cross combos, Neo will add in an extra kick that will bounce them back towards you.<br />
<br />
Neo's very unique command grab is THE super that earned her the title of trickster, its command grab with no super flash, if that doesn't sound good enough for you, she slides a fairly long distance on it too, meaning its VERY active, and it gets even better, the uniqueness doesn't stop here, Neo gets to combo after this super, and INTO the super, you can use Suspension of disbelief as a combo extender if you want to.<br />
<br />
But of course, she has her flaws here as well, Whiffing the super puts neo in a deep sigh, leaving you extremely vulnerable to a punish, and about that extender? its the lowest minimum damage super in the game, so don't use that as an extension tool unless you're in resonance, and you got tons of meter to burn.<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Distortion Skill Duo==<br />
===<big>Overactive Devastation</big>===<br />
<span class="input-badge">'''P during Partner's Distortion Skill '''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Neo_OveractiveDevastation2.png | "'''''.....'''''"<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|Distortion Skill Duo}}<br />
|}<br />
==== ====<br />
Neo sends a clone to strike the opponent. Upon hitting, she will instantly move in and strike her umbrella twice before slamming it down. When performed during a cross combo, Neo will add an extra hit by having a clone kick the opponent away. The projectile reaches a good range and is durable against a good amount of projectiles, but will still be destroyed by things such as Personas or assists. Use carefully.<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Astral Heat==<br />
===<big>Shattering Skewer</big>===<br />
<span class="input-badge">'''222B+C'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Neo_ShatteringSkewer.png |"Kill for kill, eye for eye, blood for blood..."<br />
BBTag_Neo_ShatteringSkewer2.png |"IT'S TIME TO DIE"<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|222BC}}<br />
|}<br />
==== ====<br />
Neo charges in and assaults her opponent with a barrage of illusions before pulling out her parasol blade and skewering them.<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
<br />
==External References==<br />
==Navigation==<br />
{{#lst:{{PAGENAME}}/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/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.}}<br />
{{Navbar-BBTag}}</div>73.119.87.123https://www.dustloop.com/wiki/index.php?title=BBTag/Platinum_the_Trinity&diff=187278BBTag/Platinum the Trinity2020-11-30T15:58:45Z<p>73.119.87.123: /* */</p>
<hr />
<div>{{InvisibleHeader}}{{NavTabs|game=BBTag|chara=Platinum the Trinity}}<br />
======<span style="visibility:hidden;font-size:0">Overview</span>======<br />
{{FlexContainer}}<br />
{{FlexTopContainer}}<!-- BEGIN TOP SECTION --><br />
{{FP Box|header=Overview<br />
|content=<br />
{{Bio<br />
| name = Platinum the Trinity <br />
| game = BBTag<br />
| quote = Luna: Hey, isn't this kind of like 3 vs. 2?<br>Sena: Y-You think...?<br />
| lore = Platinum the Trinity is a small girl, and a vessel within which used to reside three, now two, souls: the short-tempered and hot-headed young girl, Luna, the laid back and carefree young boy, Sena, and, formerly, one of the Six Heroes, Trinity Glassfille. Since her and his personalities appear and disappear, it’s difficult to determine which action belongs to which; although, the tone of their voice is certainly a strong clue. The one point they have in common, though, is admiration and adoration for their master Jubei. The two also hate conflict of any sort and used to live quietly in the ruins of Ibukido. However, due to a request from Jubei, to whom they owe their lives, they set out on a quest with their Nox Nyctores "Muchorin" in hand to locate and defeat Yuuki Terumi.<br />
<br />
}}<br />
<br />
{{StrengthsAndWeaknesses<br />
|intro=<br />
Platinum is a very versatile point character that can approach and bait out opponents using a combination of strong rushdown moves and zoning tools. Her normals have solid range, good startup, and a large number of her moves consist of a wide variety of lows and overheads. For instance, all her 2'X' moves must be blocked low, and her 'A' and 'B' versions of Mami Circular are a low and an overhead, respectively. With the removal of her items being random like in the mainline Blazblue series, she can now swiftly utilize both bombs and missiles at will for both deadly block-strings and zoning. Platinum's Miracle Jeanne distortion is an Install, further increasing the potency of her moveset by enlarging some of her normals' hitboxes and her projectiles as well as adding a special knockdown quality to her 5C. This power-up also applies to her bomb, missile, and boomerang assists if you swap her for your second character while the Install is activated. However, Platinum holds a key flaw in her assists. Her 6P and 4P each contain a set of three items, but are randomized, meaning it is impossible to tell which item you will get when using these two assists.<br />
<br />
|pros=<br />
* Good point value<br />
* Can beat other strong character roundstarts like Mitsuru and Weiss 5A's with her 2B thanks to it low profiling them<br />
* Has good mixup potential with j.236C (EX Swallow Moon) which has invul<br />
* Stronger assists and specials with her Miracle Jeanne buff on <br />
* Gets access to unblockable moves while in Miracle Jeanne like 5C and 4P (has to be the hammer fall 4P)<br />
* Good air buttons with her j.B that can cause a crossups and j.C which is a cancellable IOH <br />
|cons=<br />
* RNG Assists except for her 5P and the first part of her 4P<br />
* Difficult bnb<br />
* RNG Assists cause it difficult to some specific synergy plans<br />
* Poor anti air and DP<br />
* Character specific routings for her highers damage combos<br />
* Random 6P<br />
}}<br />
}}<br />
{{Closediv}}<!--END TOP SECTION--><br />
{{FlexSideContainer}}<!-- BEGIN FLEX SECTION --><br />
{{FP TOC}}<br />
{{FP Box<br />
| padding=no<br />
| content={{CharaInfo<br />
| game=BBTag<br />
| fullname=Platinum the Trinity<br />
| health={{#lst:{{PAGENAME}}/Data|health}}<br />
| comborate={{#lst:{{PAGENAME}}/Data|comborate}}<br />
| prejump={{#lst:{{PAGENAME}}/Data|prejump}}<br />
| backdash={{#lst:{{PAGENAME}}/Data|backdash}}<br />
| movement={{#lst:{{PAGENAME}}/Data|movementoptions}}<br />
}}<br />
}}<br />
{{Closediv}}<!--END FLEX OTHER SECTION--><br />
{{Closediv}}<br />
{{FP Box<br />
| header=Drive: Magical Symphony<br />
| content=<br />
In the original BlazBlue series, Platinum had the ability to equip magical items that she would use in gameplay. She could only equip one item at a time and which item she would be able to equip next was random but could be seen on the HUD. In BlazBlue Cross Tag Battle, these magical items return as various normals, mechanics and specials that Platinum uses in her moveset.<br />
}}<br />
<br />
==Normal Moves==<br />
===<big>4A</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Platinum_4A.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|4A}}<br />
|}<br />
==== ====<br />
* Platinum will randomly choose to do Rock, Paper, or Scissors.<br />
* Playing against another Platinum player, Rock beats Scissors, Scissors beats Paper, and Paper beats Rock. This will never be relevant.<br />
* If both Platinums throw the same move, they'll trade. Otherwise one jab will beat the other.<br />
<br />
If you ever feel like playing Rock-Paper-Scissors, but with no control over what move you throw out.<br />
<br />
<small>O <sub>u</sub> O</small><br />
</div><br />
</div><br />
===<big>5A</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Platinum_5A.png |<br />
BBTag_Platinum_5AA.png |<br />
BBTag_Platinum_5AAA.png |<br />
BBTag_Platinum_5AAAA.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=5A}}<br />
{{#lst:{{PAGENAME}}/Data|5A}}<br />
|-<br />
{{AttackVersion|name=5AA}}<br />
{{#lst:{{PAGENAME}}/Data|5AA}}<br />
|-<br />
{{AttackVersion|name=5AAA}}<br />
{{#lst:{{PAGENAME}}/Data|5AAA}}<br />
|-<br />
{{AttackVersion|name=5AAAA}}<br />
{{#lst:{{PAGENAME}}/Data|5AAAA}}<br />
|}<br />
==== ====<br />
* 5A is jump cancelable.<br />
<br />
Really huge normal, good for pressuring at midscreen.<br />
----<br />
* 5AA knocks down, powered up in Miracle Jeanne<br />
<br />
Knocks down on hit which can help stabilize juggles, and is cancelable into lows like 2B or 2C.<br />
In Miracle Jeanne this move is powered up. It does more damage and bounces opponents on hit instead of knocking them down.<br />
----<br />
* 5AAA immediately after the hit when the pogo touches ground you can cancel into grounded specials. If you wait a bit for the pogo to bounce you can cancel into air specials.<br />
----<br />
* 5AAAA wall bounces<br />
</div><br />
</div><br />
===<big>5B</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Platinum_5B.png |"Buff me already Mori"<br />
BBTag_Platinum_5BB.png |<br />
BBTag_Platinum_5BBB.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=5B}}<br />
{{#lst:{{PAGENAME}}/Data|5B}}<br />
|-<br />
{{AttackVersion|name=5BB}}<br />
{{#lst:{{PAGENAME}}/Data|5BB}}<br />
|-<br />
{{AttackVersion|name=5BBB}}<br />
{{#lst:{{PAGENAME}}/Data|5BBB}}<br />
|}<br />
==== ====<br />
* Can function as a short-ranged anti-air<br />
* Jump-cancellable on block and hit<br />
* 6-15f head invulnerable<br />
----<br />
* 5BB has a good hitbox allowing for easy followups to 5B.<br />
----<br />
* 5BBB has lots of hitstun<br />
* Powered up in Miracle Jeanne<br />
* Shorter range than 5BB, so may not connect at certain distances.<br />
<br />
This move will keep opponents in hitstun until they hit the ground unless the combo is extremely porated. This lets the move enable TK swallow moon loops or rejump loops.<br />
In Miracle Jeanne the frying pan is upgraded to a fan, doing more damage and with a bigger hitbox, making connecting it off of an air hit or juggle much easier.<br />
</div><br />
</div><br />
<br />
===<big>5C</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Platinum_5C.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=Attack}}<br />
{{#lst:{{PAGENAME}}/Data|5C}}<br />
|-<br />
{{AttackVersion|name=Quake|subtitle=Miracle Jeanne}}<br />
{{#lst:{{PAGENAME}}/Data|5C Quake}}<br />
|}<br />
==== ====<br />
* During Miracle Jeanne, hitting the ground with 5C will make a fullscreen ground quake that causes hard knockdown, which has a decent amount of recovery before being able to get up. <br />
* This trait will take effect only when your opponent is standing on the ground, not while in the air.<br />
* You cannot block the knockdown effect of this move, you must dodge it by jumping.<br />
</div><br />
</div><br />
===<big>2A</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Platinum_2A.png |Poke!<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|2A}}<br />
|}<br />
==== ====<br />
Used as a quick combo extender, usually after Mami Circular.<br />
</div><br />
</div><br />
<br />
===<big>2B</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Platinum_2B.png | 5a...but it hits low!<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|2B}}<br />
|}<br />
==== ====<br />
Good for confirming meterlessly off of a 5AA when far away.<br />
</div><br />
</div><br />
<br />
===<big>2C</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Platinum_2C.png |Sweepsies!<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|2C}}<br />
|}<br />
==== ====<br />
* Has more range than 5A<br />
<br />
A quick long range low. Can be thrown out in neutral effectively and is a good combo starter.<br />
</div><br />
</div><br />
<br />
===<big>j.A</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Platinum_jA.png |<br />
BBTag_Platinum_jAA.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=j.A}}<br />
{{#lst:{{PAGENAME}}/Data|j.A}}<br />
|-<br />
{{AttackVersion|name=j.AA}}<br />
{{#lst:{{PAGENAME}}/Data|j.AA}}<br />
|}<br />
==== ====<br />
j.A is a big hitbox<br />
<br />
j.AA is not big hitbox<br />
</div><br />
</div><br />
===<big>j.B</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Platinum_jB.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.B}}<br />
|}<br />
==== ====<br />
* Can cross-up<br />
<br />
Hit four times.<br />
</div><br />
</div><br />
===<big>j.C</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Platinum_jC.png |BOOOOOOOONGGGGGGG...<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.C}}<br />
|}<br />
==== ====<br />
* Important points go here<br />
Can be TK'd for an Instant overhead against most characters.<br />
Has surprising vertical and horizontal range. Can Catch Backdashes.<br />
</div><br />
</div><br />
<br />
<br style="clear:both;"/><br />
<br />
==Universal Moves==<br />
===<big>Ground Throw</big>===<br />
<span class="input-badge">'''5B+C'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Platinum_GroundThrow.png | yo check out my mixup<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|BC}}<br />
|}<br />
==== ====<br />
<br />
</div><br />
</div><br />
<br />
<br />
taco bell<br />
<br />
===<big>Magical Bat</big>===<br />
<span class="input-badge">'''5A+D (air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Platinum_MagicalBat.png | haha funny bat go swin- wait they blocked OH GOD OH FUCK<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=Ground}}<br />
{{#lst:{{PAGENAME}}/Data|AD}}<br />
|-<br />
{{AttackVersion|name=Air}}<br />
{{#lst:{{PAGENAME}}/Data|j.AD}}<br />
|}<br />
==== ====<br />
* Hits both in front of her and behind her.<br />
</div><br />
</div><br />
<br />
<br style="clear:both;"/><br />
<br />
==Skills==<br />
===<big>Mami Circular</big>===<br />
<span class="input-badge">'''236A/B'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Platinum_MamiCircularA.png |Everybody's gone surfin'!<br />
BBTag_Platinum_MamiCircularB.png |Surfin' USA!<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=A}}<br />
{{#lst:{{PAGENAME}}/Data|236A}}<br />
|-<br />
{{AttackVersion|name=B}}<br />
{{#lst:{{PAGENAME}}/Data|236B}}<br />
|}<br />
==== ====<br />
* 236A hits low<br />
* Goes a bit less than half screen.<br />
<br />
Useful for Cross Combo loops.<br />
----<br />
* 236B hits high<br />
* Does not go as far as 236A horizontally.<br />
<br />
Useful for Cross Combo loops.<br />
<br />
</div><br />
</div><br />
<br />
===<big>Air Persia</big>===<br />
<span class="input-badge">'''j.236A > A/B/C'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Platinum_AirPersia.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=Movement}}<br />
{{#lst:{{PAGENAME}}/Data|j.236A}}<br />
|-<br />
{{AttackVersion|name=Attack}}<br />
{{#lst:{{PAGENAME}}/Data|j.236A X}}<br />
|}<br />
==== ====<br />
<br />
</div><br />
</div><br />
===<big>Swallow Moon</big>===<br />
<span class="input-badge">'''j.236B'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Platinum_SwallowMoon.png | <small><sup>,,</sup></small><sup>O</sup> x <sup>O</sup><small><sup>,,</sup></small><br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.236B}}<br />
|}<br />
==== ====<br />
<br />
</div><br />
</div><br />
===<big>Magical Missile</big>===<br />
<span class="input-badge">'''214A/B'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Platinum_MagicalMissile.png | <sup>,,></sup> ▼ <sup>o,,</sup><br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=A}}<br />
{{#lst:{{PAGENAME}}/Data|214A}}<br />
|-<br />
{{AttackVersion|name=B}}<br />
{{#lst:{{PAGENAME}}/Data|214B}}<br />
|}<br />
==== ====<br />
* The B version of Magical Missile has a small delay before it fires forward, giving Platinum enough time to recover and approach behind it. <br />
<br />
</div><br />
</div><br />
===<big>Magical Bomb</big>===<br />
<span class="input-badge">'''j.214A/B'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Platinum_MagicalBomb.png | <sup>1</sup> ▼ <sup>1</sup><br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=A}}<br />
{{#lst:{{PAGENAME}}/Data|j.214A}}<br />
|-<br />
{{AttackVersion|name=B}}<br />
{{#lst:{{PAGENAME}}/Data|j.214B}}<br />
|}<br />
==== ====<br />
Aerial projectiles that travel a further distance depending on what varient you are using. Useful as a zoning tool for when you wanna keep the opponent away.<br />
</div><br />
</div><br />
<br />
<br style="clear:both;"/><br />
<br />
==Extra Skills==<br />
===<big>EX Mami Circular</big>===<br />
<span class="input-badge">'''236C'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Platinum_MamiCircularB.png |your neutral is mine now.<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|236C}}<br />
|}<br />
==== ====<br />
* Wall Bounces, sticks if close to corner<br />
<br />
Combo extender and punish from far away.<br />
It has invincibility to projectiles between 1/4 and 3/4 of the total travel distance.<br />
<br />
</div><br />
</div><br />
<br />
===<big>EX Swallow Moon</big>===<br />
<span class="input-badge">'''j.236C'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Platinum_SwallowMoon.png | ,, <big><sup>O</sup> x <sup>O</sup></big> ,,<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.236C}}<br />
|}<br />
==== ====<br />
* The EX version of this move causes Platinum to become '''completely invulnerable''' throughout the entirety of her flight.<br />
* Unfortunately, Platinum can not block out of EX Swallowmoon, so a smart opponent will be able to meaty appropriately.<br />
* You can control the direction that Platinum moves while in the air slightly.<br />
* Lasts slightly longer than the ordinary version.<br />
<br />
This is a good EX move for baiting out certain reversal actions, or low active frame supers.<br />
<br />
</div><br />
</div><br />
===<big>EX Magical Missile</big>===<br />
<span class="input-badge">'''214C'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Platinum_MagicalMissile.png | <sup>></sup> ▼ <sup>O</sup><br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|214C}}<br />
|}<br />
==== ====<br />
* Throws out 3 magical missiles at once. Miracle Jeanne version shoots out 3 in a row<br />
<br />
Detailed description of the usefulness of the move go here<br />
<br />
</div><br />
</div><br />
===<big>EX Magical Bomb</big>===<br />
<span class="input-badge">'''j.214C'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Platinum_ItemUseBombs.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.214C}}<br />
|}<br />
==== ====<br />
* Throws out 3 bombs all at once.<br />
<br />
Detailed description of the usefulness of the move go here <br />
<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Partner Skills==<br />
<br />
===<big>5P</big>===<br />
<span class="input-badge">'''Air Persia'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Platinum_AirPersia.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|5P}}<br />
|}<br />
==== ====<br />
* forward moving<br />
* not random<br />
<br />
hits kind of low, keeps opponents low to the ground. This is Platinum's only assist that is not random, making it the most consistent for combo purposes. It's otherwise fairly normal.<br />
</div><br />
</div><br />
===<big>6P</big>===<br />
<span class="input-badge">'''Item Use 1'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Platinum_ItemUseMissile.png |She does a random ranged attack<br />
BBTag_Platinum_ItemUseHalo.png |<br />
BBTag_Platinum_ItemUseBombs.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=Missile}}<br />
{{#lst:{{PAGENAME}}/Data|6P Missile}}<br />
|-<br />
{{AttackVersion|name=Boomerang}}<br />
{{#lst:{{PAGENAME}}/Data|6P Boomerang}}<br />
|-<br />
{{AttackVersion|name=Bombs}}<br />
{{#lst:{{PAGENAME}}/Data|6P Bomb}}<br />
|}<br />
==== ====<br />
* Fires one missile forward.<br />
<br />
Standard Projectile.<br />
----<br />
* It comes back, allowing for one hit going forward and one hit coming back.<br />
* Launches the opponent up if hit.<br />
* If Platinum is hit, then the boomerang loses its hitbox.<br />
<br />
Since it's a delayed two hit projectile, it can be used to cover unsafe moves during pressure.<br />
----<br />
* Throws out 3 bombs at once. <br />
<br />
Can catch people in the air.<br />
<br />
</div><br />
</div><br />
===<big>4P</big>===<br />
<span class="input-badge">'''Item Use 2'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Platinum_4P.png |This part can hit the opponent too<br />
BBTag_Platinum_ItemUseCatHammer.png |Did I say you can get up?<br />
BBTag_Platinum_ItemUsePan.png |alright stay there<br />
BBTag_Platinum_ItemUseHammer.png |Nvm sit down bro<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=First Hit}}<br />
{{#lst:{{PAGENAME}}/Data|4P}}<br />
|-<br />
{{AttackVersion|name=Cat Hammer}}<br />
{{#lst:{{PAGENAME}}/Data|4P Cat Hammer}}<br />
|-<br />
{{AttackVersion|name=Pan}}<br />
{{#lst:{{PAGENAME}}/Data|4P Pan}}<br />
|-<br />
{{AttackVersion|name=Piko Hammer}}<br />
{{#lst:{{PAGENAME}}/Data|4P Piko Hammer}}<br />
|}<br />
==== ====<br />
* The first hit is extremely fast.<br />
* Bounces opponent up on hit.<br />
----<br />
* When summoning the Cat Hammer or Pan, Platinum will run up to the opponent's point character before swinging.<br />
* Staggers the opponent on hit, allowing for ground combo followups.<br />
----<br />
* When summoning Hammer, Platinum jumps up in front of you and does the air version of Piko Hammer from the original BlazBlue.<br />
* If the second hit connects, allows for OTG pickup.<br />
* Rarely, the second hit on the way down will not always connect.<br />
* Scales the best in combos.<br />
<br />
In Miracle Jeanne, has the quake effect upon hitting the ground.<br />
<br />
</div><br />
</div><br />
<br />
<br style="clear:both;"/><br />
<br />
==Distortion Skills==<br />
===<big>Cure Dot Typhoon</big>===<br />
<span class="input-badge">'''236B+C (air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Platinum_CureDotTyphoon.png | ▼ <sup><</sup> <sup>></sup> ▼ <sup><</sup> <sup>></sup> ▼<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=Ground}}<br />
{{#lst:{{PAGENAME}}/Data|236BC}}<br />
|-<br />
{{AttackVersion|name=Air}}<br />
{{#lst:{{PAGENAME}}/Data|j.236BC}}<br />
|}<br />
==== ====<br />
* Platinum will track the opponent horizontally.<br />
* Can be used in the air to end combos<br />
* Occasionally will drop if used as an air combo ender.<br />
* Hits in front and behind of Platinum.<br />
* Sends the opponent flying fullscreen.<br />
<br />
A fairly standard short ranged damage super. Can be used to deny sandwich cross assault pressure, but it's risky to use this way.<br />
</div><br />
</div><br />
===<big>Miracle Jeanne</big>===<br />
<span class="input-badge">'''214B+C'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Platinum_MiracleJeanne.png | Mini buff for 2 bars...<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|214BC}}<br />
|}<br />
==== ====<br />
* Spend 2 bars to grant a 20-second power-up to most of Platinum's normals and her projectiles.<br />
<br />
Can be canceled into after a 5AAA to continue the combo. Platinum's 4P and 6P assists will also get powered up.<br />
</div><br />
</div><br />
<br />
<br style="clear:both;"/><br />
<br />
==Distortion Skill Duo==<br />
===<big>Cure Dot Typhoon</big>===<br />
<span class="input-badge">'''P during Partner's Distortion Skill '''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Platinum_CureDotTyphoon.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|Distortion Skill Duo}}<br />
|}<br />
==== ====<br />
<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Astral Heat==<br />
===<big>Shining Layered Force</big>===<br />
<span class="input-badge">'''222B+C'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Platinum_ShiningLayeredForce.png | SUPER LASER PISS<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|222BC}}<br />
|}<br />
==== ====<br />
* extremely thin hitbox<br />
*whiffs up close.<br />
*Try to combo 236a to astral<br />
<br />
<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
<br />
==External References==<br />
==Navigation==<br />
{{#lst:{{PAGENAME}}/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/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.}}<br />
{{Navbar-BBTag}}</div>73.119.87.123https://www.dustloop.com/wiki/index.php?title=BBTag/Platinum_the_Trinity&diff=187277BBTag/Platinum the Trinity2020-11-30T15:51:31Z<p>73.119.87.123: /* Mami Circular */</p>
<hr />
<div>{{InvisibleHeader}}{{NavTabs|game=BBTag|chara=Platinum the Trinity}}<br />
======<span style="visibility:hidden;font-size:0">Overview</span>======<br />
{{FlexContainer}}<br />
{{FlexTopContainer}}<!-- BEGIN TOP SECTION --><br />
{{FP Box|header=Overview<br />
|content=<br />
{{Bio<br />
| name = Platinum the Trinity <br />
| game = BBTag<br />
| quote = Luna: Hey, isn't this kind of like 3 vs. 2?<br>Sena: Y-You think...?<br />
| lore = Platinum the Trinity is a small girl, and a vessel within which used to reside three, now two, souls: the short-tempered and hot-headed young girl, Luna, the laid back and carefree young boy, Sena, and, formerly, one of the Six Heroes, Trinity Glassfille. Since her and his personalities appear and disappear, it’s difficult to determine which action belongs to which; although, the tone of their voice is certainly a strong clue. The one point they have in common, though, is admiration and adoration for their master Jubei. The two also hate conflict of any sort and used to live quietly in the ruins of Ibukido. However, due to a request from Jubei, to whom they owe their lives, they set out on a quest with their Nox Nyctores "Muchorin" in hand to locate and defeat Yuuki Terumi.<br />
<br />
}}<br />
<br />
{{StrengthsAndWeaknesses<br />
|intro=<br />
Platinum is a very versatile point character that can approach and bait out opponents using a combination of strong rushdown moves and zoning tools. Her normals have solid range, good startup, and a large number of her moves consist of a wide variety of lows and overheads. For instance, all her 2'X' moves must be blocked low, and her 'A' and 'B' versions of Mami Circular are a low and an overhead, respectively. With the removal of her items being random like in the mainline Blazblue series, she can now swiftly utilize both bombs and missiles at will for both deadly block-strings and zoning. Platinum's Miracle Jeanne distortion is an Install, further increasing the potency of her moveset by enlarging some of her normals' hitboxes and her projectiles as well as adding a special knockdown quality to her 5C. This power-up also applies to her bomb, missile, and boomerang assists if you swap her for your second character while the Install is activated. However, Platinum holds a key flaw in her assists. Her 6P and 4P each contain a set of three items, but are randomized, meaning it is impossible to tell which item you will get when using these two assists.<br />
<br />
|pros=<br />
* Good point value<br />
* Can beat other strong character roundstarts like Mitsuru and Weiss 5A's with her 2B thanks to it low profiling them<br />
* Has good mixup potential with j.236C (EX Swallow Moon) which has invul<br />
* Stronger assists and specials with her Miracle Jeanne buff on <br />
* Gets access to unblockable moves while in Miracle Jeanne like 5C and 4P (has to be the hammer fall 4P)<br />
* Good air buttons with her j.B that can cause a crossups and j.C which is a cancellable IOH <br />
|cons=<br />
* RNG Assists except for her 5P and the first part of her 4P<br />
* Difficult bnb<br />
* RNG Assists cause it difficult to some specific synergy plans<br />
* Poor anti air and DP<br />
* Character specific routings for her highers damage combos<br />
* Random 6P<br />
}}<br />
}}<br />
{{Closediv}}<!--END TOP SECTION--><br />
{{FlexSideContainer}}<!-- BEGIN FLEX SECTION --><br />
{{FP TOC}}<br />
{{FP Box<br />
| padding=no<br />
| content={{CharaInfo<br />
| game=BBTag<br />
| fullname=Platinum the Trinity<br />
| health={{#lst:{{PAGENAME}}/Data|health}}<br />
| comborate={{#lst:{{PAGENAME}}/Data|comborate}}<br />
| prejump={{#lst:{{PAGENAME}}/Data|prejump}}<br />
| backdash={{#lst:{{PAGENAME}}/Data|backdash}}<br />
| movement={{#lst:{{PAGENAME}}/Data|movementoptions}}<br />
}}<br />
}}<br />
{{Closediv}}<!--END FLEX OTHER SECTION--><br />
{{Closediv}}<br />
{{FP Box<br />
| header=Drive: Magical Symphony<br />
| content=<br />
In the original BlazBlue series, Platinum had the ability to equip magical items that she would use in gameplay. She could only equip one item at a time and which item she would be able to equip next was random but could be seen on the HUD. In BlazBlue Cross Tag Battle, these magical items return as various normals, mechanics and specials that Platinum uses in her moveset.<br />
}}<br />
<br />
==Normal Moves==<br />
===<big>4A</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Platinum_4A.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|4A}}<br />
|}<br />
==== ====<br />
* Platinum will randomly choose to do Rock, Paper, or Scissors.<br />
* Playing against another Platinum player, Rock beats Scissors, Scissors beats Paper, and Paper beats Rock. This will never be relevant.<br />
* If both Platinums throw the same move, they'll trade. Otherwise one jab will beat the other.<br />
<br />
If you ever feel like playing Rock-Paper-Scissors, but with no control over what move you throw out.<br />
<br />
<small>O <sub>u</sub> O</small><br />
</div><br />
</div><br />
===<big>5A</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Platinum_5A.png |<br />
BBTag_Platinum_5AA.png |<br />
BBTag_Platinum_5AAA.png |<br />
BBTag_Platinum_5AAAA.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=5A}}<br />
{{#lst:{{PAGENAME}}/Data|5A}}<br />
|-<br />
{{AttackVersion|name=5AA}}<br />
{{#lst:{{PAGENAME}}/Data|5AA}}<br />
|-<br />
{{AttackVersion|name=5AAA}}<br />
{{#lst:{{PAGENAME}}/Data|5AAA}}<br />
|-<br />
{{AttackVersion|name=5AAAA}}<br />
{{#lst:{{PAGENAME}}/Data|5AAAA}}<br />
|}<br />
==== ====<br />
* 5A is jump cancelable.<br />
<br />
Really huge normal, good for pressuring at midscreen.<br />
----<br />
* 5AA knocks down, powered up in Miracle Jeanne<br />
<br />
Knocks down on hit which can help stabilize juggles, and is cancelable into lows like 2B or 2C.<br />
In Miracle Jeanne this move is powered up. It does more damage and bounces opponents on hit instead of knocking them down.<br />
----<br />
* 5AAA immediately after the hit when the pogo touches ground you can cancel into grounded specials. If you wait a bit for the pogo to bounce you can cancel into air specials.<br />
----<br />
* 5AAAA wall bounces<br />
</div><br />
</div><br />
===<big>5B</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Platinum_5B.png |"Buff me already Mori"<br />
BBTag_Platinum_5BB.png |<br />
BBTag_Platinum_5BBB.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=5B}}<br />
{{#lst:{{PAGENAME}}/Data|5B}}<br />
|-<br />
{{AttackVersion|name=5BB}}<br />
{{#lst:{{PAGENAME}}/Data|5BB}}<br />
|-<br />
{{AttackVersion|name=5BBB}}<br />
{{#lst:{{PAGENAME}}/Data|5BBB}}<br />
|}<br />
==== ====<br />
* Can function as a short-ranged anti-air<br />
* Jump-cancellable on block and hit<br />
* 6-15f head invulnerable<br />
----<br />
* 5BB has a good hitbox allowing for easy followups to 5B.<br />
----<br />
* 5BBB has lots of hitstun<br />
* Powered up in Miracle Jeanne<br />
* Shorter range than 5BB, so may not connect at certain distances.<br />
<br />
This move will keep opponents in hitstun until they hit the ground unless the combo is extremely porated. This lets the move enable TK swallow moon loops or rejump loops.<br />
In Miracle Jeanne the frying pan is upgraded to a fan, doing more damage and with a bigger hitbox, making connecting it off of an air hit or juggle much easier.<br />
</div><br />
</div><br />
<br />
===<big>5C</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Platinum_5C.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=Attack}}<br />
{{#lst:{{PAGENAME}}/Data|5C}}<br />
|-<br />
{{AttackVersion|name=Quake|subtitle=Miracle Jeanne}}<br />
{{#lst:{{PAGENAME}}/Data|5C Quake}}<br />
|}<br />
==== ====<br />
* During Miracle Jeanne, hitting the ground with 5C will make a fullscreen ground quake that causes hard knockdown, which has a decent amount of recovery before being able to get up. <br />
* This trait will take effect only when your opponent is standing on the ground, not while in the air.<br />
* You cannot block the knockdown effect of this move, you must dodge it by jumping.<br />
</div><br />
</div><br />
===<big>2A</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Platinum_2A.png |Poke!<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|2A}}<br />
|}<br />
==== ====<br />
Used as a quick combo extender, usually after Mami Circular.<br />
</div><br />
</div><br />
<br />
===<big>2B</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Platinum_2B.png | 5a...but it hits low!<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|2B}}<br />
|}<br />
==== ====<br />
Good for confirming meterlessly off of a 5AA when far away.<br />
</div><br />
</div><br />
<br />
===<big>2C</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Platinum_2C.png |Sweepsies!<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|2C}}<br />
|}<br />
==== ====<br />
* Has more range than 5A<br />
<br />
A quick long range low. Can be thrown out in neutral effectively and is a good combo starter.<br />
</div><br />
</div><br />
<br />
===<big>j.A</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Platinum_jA.png |<br />
BBTag_Platinum_jAA.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=j.A}}<br />
{{#lst:{{PAGENAME}}/Data|j.A}}<br />
|-<br />
{{AttackVersion|name=j.AA}}<br />
{{#lst:{{PAGENAME}}/Data|j.AA}}<br />
|}<br />
==== ====<br />
j.A is a big hitbox<br />
<br />
j.AA is not big hitbox<br />
</div><br />
</div><br />
===<big>j.B</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Platinum_jB.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.B}}<br />
|}<br />
==== ====<br />
* Can cross-up<br />
<br />
Hit four times.<br />
</div><br />
</div><br />
===<big>j.C</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Platinum_jC.png |BOOOOOOOONGGGGGGG...<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.C}}<br />
|}<br />
==== ====<br />
* Important points go here<br />
Can be TK'd for an Instant overhead against most characters.<br />
Has surprising vertical and horizontal range. Can Catch Backdashes.<br />
</div><br />
</div><br />
<br />
<br style="clear:both;"/><br />
<br />
==Universal Moves==<br />
===<big>Ground Throw</big>===<br />
<span class="input-badge">'''5B+C'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Platinum_GroundThrow.png | yo check out my mixup<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|BC}}<br />
|}<br />
==== ====<br />
<br />
</div><br />
</div><br />
<br />
===<big>Magical Bat</big>===<br />
<span class="input-badge">'''5A+D (air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Platinum_MagicalBat.png | haha funny bat go swin- wait they blocked OH GOD OH FUCK<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=Ground}}<br />
{{#lst:{{PAGENAME}}/Data|AD}}<br />
|-<br />
{{AttackVersion|name=Air}}<br />
{{#lst:{{PAGENAME}}/Data|j.AD}}<br />
|}<br />
==== ====<br />
* Hits both in front of her and behind her.<br />
</div><br />
</div><br />
<br />
<br style="clear:both;"/><br />
<br />
==Skills==<br />
===<big>Mami Circular</big>===<br />
<span class="input-badge">'''236A/B'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Platinum_MamiCircularA.png |Everybody's gone surfin'!<br />
BBTag_Platinum_MamiCircularB.png |Surfin' USA!<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=A}}<br />
{{#lst:{{PAGENAME}}/Data|236A}}<br />
|-<br />
{{AttackVersion|name=B}}<br />
{{#lst:{{PAGENAME}}/Data|236B}}<br />
|}<br />
==== ====<br />
* 236A hits low<br />
* Goes a bit less than half screen.<br />
<br />
Useful for Cross Combo loops.<br />
----<br />
* 236B hits high<br />
* Does not go as far as 236A horizontally.<br />
<br />
Useful for Cross Combo loops.<br />
<br />
</div><br />
</div><br />
<br />
===<big>Air Persia</big>===<br />
<span class="input-badge">'''j.236A > A/B/C'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Platinum_AirPersia.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=Movement}}<br />
{{#lst:{{PAGENAME}}/Data|j.236A}}<br />
|-<br />
{{AttackVersion|name=Attack}}<br />
{{#lst:{{PAGENAME}}/Data|j.236A X}}<br />
|}<br />
==== ====<br />
<br />
</div><br />
</div><br />
===<big>Swallow Moon</big>===<br />
<span class="input-badge">'''j.236B'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Platinum_SwallowMoon.png | <small><sup>,,</sup></small><sup>O</sup> x <sup>O</sup><small><sup>,,</sup></small><br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.236B}}<br />
|}<br />
==== ====<br />
<br />
</div><br />
</div><br />
===<big>Magical Missile</big>===<br />
<span class="input-badge">'''214A/B'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Platinum_MagicalMissile.png | <sup>,,></sup> ▼ <sup>o,,</sup><br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=A}}<br />
{{#lst:{{PAGENAME}}/Data|214A}}<br />
|-<br />
{{AttackVersion|name=B}}<br />
{{#lst:{{PAGENAME}}/Data|214B}}<br />
|}<br />
==== ====<br />
* The B version of Magical Missile has a small delay before it fires forward, giving Platinum enough time to recover and approach behind it. <br />
<br />
</div><br />
</div><br />
===<big>Magical Bomb</big>===<br />
<span class="input-badge">'''j.214A/B'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Platinum_MagicalBomb.png | <sup>1</sup> ▼ <sup>1</sup><br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=A}}<br />
{{#lst:{{PAGENAME}}/Data|j.214A}}<br />
|-<br />
{{AttackVersion|name=B}}<br />
{{#lst:{{PAGENAME}}/Data|j.214B}}<br />
|}<br />
==== ====<br />
Aerial projectiles that travel a further distance depending on what varient you are using. Useful as a zoning tool for when you wanna keep the opponent away.<br />
</div><br />
</div><br />
<br />
<br style="clear:both;"/><br />
<br />
==Extra Skills==<br />
===<big>EX Mami Circular</big>===<br />
<span class="input-badge">'''236C'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Platinum_MamiCircularB.png |your neutral is mine now.<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|236C}}<br />
|}<br />
==== ====<br />
* Wall Bounces, sticks if close to corner<br />
<br />
Combo extender and punish from far away.<br />
It has invincibility to projectiles between 1/4 and 3/4 of the total travel distance.<br />
<br />
</div><br />
</div><br />
<br />
===<big>EX Swallow Moon</big>===<br />
<span class="input-badge">'''j.236C'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Platinum_SwallowMoon.png | ,, <big><sup>O</sup> x <sup>O</sup></big> ,,<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.236C}}<br />
|}<br />
==== ====<br />
* The EX version of this move causes Platinum to become '''completely invulnerable''' throughout the entirety of her flight.<br />
* Unfortunately, Platinum can not block out of EX Swallowmoon, so a smart opponent will be able to meaty appropriately.<br />
* You can control the direction that Platinum moves while in the air slightly.<br />
* Lasts slightly longer than the ordinary version.<br />
<br />
This is a good EX move for baiting out certain reversal actions, or low active frame supers.<br />
<br />
</div><br />
</div><br />
===<big>EX Magical Missile</big>===<br />
<span class="input-badge">'''214C'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Platinum_MagicalMissile.png | <sup>></sup> ▼ <sup>O</sup><br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|214C}}<br />
|}<br />
==== ====<br />
* Throws out 3 magical missiles at once. Miracle Jeanne version shoots out 3 in a row<br />
<br />
Detailed description of the usefulness of the move go here<br />
<br />
</div><br />
</div><br />
===<big>EX Magical Bomb</big>===<br />
<span class="input-badge">'''j.214C'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Platinum_ItemUseBombs.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.214C}}<br />
|}<br />
==== ====<br />
* Throws out 3 bombs all at once.<br />
<br />
Detailed description of the usefulness of the move go here <br />
<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Partner Skills==<br />
<br />
===<big>5P</big>===<br />
<span class="input-badge">'''Air Persia'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Platinum_AirPersia.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|5P}}<br />
|}<br />
==== ====<br />
* forward moving<br />
* not random<br />
<br />
hits kind of low, keeps opponents low to the ground. This is Platinum's only assist that is not random, making it the most consistent for combo purposes. It's otherwise fairly normal.<br />
</div><br />
</div><br />
===<big>6P</big>===<br />
<span class="input-badge">'''Item Use 1'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Platinum_ItemUseMissile.png |She does a random ranged attack<br />
BBTag_Platinum_ItemUseHalo.png |<br />
BBTag_Platinum_ItemUseBombs.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=Missile}}<br />
{{#lst:{{PAGENAME}}/Data|6P Missile}}<br />
|-<br />
{{AttackVersion|name=Boomerang}}<br />
{{#lst:{{PAGENAME}}/Data|6P Boomerang}}<br />
|-<br />
{{AttackVersion|name=Bombs}}<br />
{{#lst:{{PAGENAME}}/Data|6P Bomb}}<br />
|}<br />
==== ====<br />
* Fires one missile forward.<br />
<br />
Standard Projectile.<br />
----<br />
* It comes back, allowing for one hit going forward and one hit coming back.<br />
* Launches the opponent up if hit.<br />
* If Platinum is hit, then the boomerang loses its hitbox.<br />
<br />
Since it's a delayed two hit projectile, it can be used to cover unsafe moves during pressure.<br />
----<br />
* Throws out 3 bombs at once. <br />
<br />
Can catch people in the air.<br />
<br />
</div><br />
</div><br />
===<big>4P</big>===<br />
<span class="input-badge">'''Item Use 2'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Platinum_4P.png |This part can hit the opponent too<br />
BBTag_Platinum_ItemUseCatHammer.png |Did I say you can get up?<br />
BBTag_Platinum_ItemUsePan.png |alright stay there<br />
BBTag_Platinum_ItemUseHammer.png |Nvm sit down bro<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=First Hit}}<br />
{{#lst:{{PAGENAME}}/Data|4P}}<br />
|-<br />
{{AttackVersion|name=Cat Hammer}}<br />
{{#lst:{{PAGENAME}}/Data|4P Cat Hammer}}<br />
|-<br />
{{AttackVersion|name=Pan}}<br />
{{#lst:{{PAGENAME}}/Data|4P Pan}}<br />
|-<br />
{{AttackVersion|name=Piko Hammer}}<br />
{{#lst:{{PAGENAME}}/Data|4P Piko Hammer}}<br />
|}<br />
==== ====<br />
* The first hit is extremely fast.<br />
* Bounces opponent up on hit.<br />
----<br />
* When summoning the Cat Hammer or Pan, Platinum will run up to the opponent's point character before swinging.<br />
* Staggers the opponent on hit, allowing for ground combo followups.<br />
----<br />
* When summoning Hammer, Platinum jumps up in front of you and does the air version of Piko Hammer from the original BlazBlue.<br />
* If the second hit connects, allows for OTG pickup.<br />
* Rarely, the second hit on the way down will not always connect.<br />
* Scales the best in combos.<br />
<br />
In Miracle Jeanne, has the quake effect upon hitting the ground.<br />
<br />
</div><br />
</div><br />
<br />
<br style="clear:both;"/><br />
<br />
==Distortion Skills==<br />
===<big>Cure Dot Typhoon</big>===<br />
<span class="input-badge">'''236B+C (air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Platinum_CureDotTyphoon.png | ▼ <sup><</sup> <sup>></sup> ▼ <sup><</sup> <sup>></sup> ▼<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=Ground}}<br />
{{#lst:{{PAGENAME}}/Data|236BC}}<br />
|-<br />
{{AttackVersion|name=Air}}<br />
{{#lst:{{PAGENAME}}/Data|j.236BC}}<br />
|}<br />
==== ====<br />
* Platinum will track the opponent horizontally.<br />
* Can be used in the air to end combos<br />
* Occasionally will drop if used as an air combo ender.<br />
* Hits in front and behind of Platinum.<br />
* Sends the opponent flying fullscreen.<br />
<br />
A fairly standard short ranged damage super. Can be used to deny sandwich cross assault pressure, but it's risky to use this way.<br />
</div><br />
</div><br />
===<big>Miracle Jeanne</big>===<br />
<span class="input-badge">'''214B+C'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Platinum_MiracleJeanne.png | Mini buff for 2 bars...<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|214BC}}<br />
|}<br />
==== ====<br />
* Spend 2 bars to grant a 20-second power-up to most of Platinum's normals and her projectiles.<br />
<br />
Can be canceled into after a 5AAA to continue the combo. Platinum's 4P and 6P assists will also get powered up.<br />
</div><br />
</div><br />
<br />
<br style="clear:both;"/><br />
<br />
==Distortion Skill Duo==<br />
===<big>Cure Dot Typhoon</big>===<br />
<span class="input-badge">'''P during Partner's Distortion Skill '''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Platinum_CureDotTyphoon.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|Distortion Skill Duo}}<br />
|}<br />
==== ====<br />
<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Astral Heat==<br />
===<big>Shining Layered Force</big>===<br />
<span class="input-badge">'''222B+C'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Platinum_ShiningLayeredForce.png | SUPER LASER PISS<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|222BC}}<br />
|}<br />
==== ====<br />
* extremely thin hitbox<br />
*whiffs up close.<br />
*Try to combo 236a to astral<br />
<br />
<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
<br />
==External References==<br />
==Navigation==<br />
{{#lst:{{PAGENAME}}/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/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.}}<br />
{{Navbar-BBTag}}</div>73.119.87.123https://www.dustloop.com/wiki/index.php?title=BBTag/Platinum_the_Trinity&diff=187276BBTag/Platinum the Trinity2020-11-30T15:49:19Z<p>73.119.87.123: /* 2B */</p>
<hr />
<div>{{InvisibleHeader}}{{NavTabs|game=BBTag|chara=Platinum the Trinity}}<br />
======<span style="visibility:hidden;font-size:0">Overview</span>======<br />
{{FlexContainer}}<br />
{{FlexTopContainer}}<!-- BEGIN TOP SECTION --><br />
{{FP Box|header=Overview<br />
|content=<br />
{{Bio<br />
| name = Platinum the Trinity <br />
| game = BBTag<br />
| quote = Luna: Hey, isn't this kind of like 3 vs. 2?<br>Sena: Y-You think...?<br />
| lore = Platinum the Trinity is a small girl, and a vessel within which used to reside three, now two, souls: the short-tempered and hot-headed young girl, Luna, the laid back and carefree young boy, Sena, and, formerly, one of the Six Heroes, Trinity Glassfille. Since her and his personalities appear and disappear, it’s difficult to determine which action belongs to which; although, the tone of their voice is certainly a strong clue. The one point they have in common, though, is admiration and adoration for their master Jubei. The two also hate conflict of any sort and used to live quietly in the ruins of Ibukido. However, due to a request from Jubei, to whom they owe their lives, they set out on a quest with their Nox Nyctores "Muchorin" in hand to locate and defeat Yuuki Terumi.<br />
<br />
}}<br />
<br />
{{StrengthsAndWeaknesses<br />
|intro=<br />
Platinum is a very versatile point character that can approach and bait out opponents using a combination of strong rushdown moves and zoning tools. Her normals have solid range, good startup, and a large number of her moves consist of a wide variety of lows and overheads. For instance, all her 2'X' moves must be blocked low, and her 'A' and 'B' versions of Mami Circular are a low and an overhead, respectively. With the removal of her items being random like in the mainline Blazblue series, she can now swiftly utilize both bombs and missiles at will for both deadly block-strings and zoning. Platinum's Miracle Jeanne distortion is an Install, further increasing the potency of her moveset by enlarging some of her normals' hitboxes and her projectiles as well as adding a special knockdown quality to her 5C. This power-up also applies to her bomb, missile, and boomerang assists if you swap her for your second character while the Install is activated. However, Platinum holds a key flaw in her assists. Her 6P and 4P each contain a set of three items, but are randomized, meaning it is impossible to tell which item you will get when using these two assists.<br />
<br />
|pros=<br />
* Good point value<br />
* Can beat other strong character roundstarts like Mitsuru and Weiss 5A's with her 2B thanks to it low profiling them<br />
* Has good mixup potential with j.236C (EX Swallow Moon) which has invul<br />
* Stronger assists and specials with her Miracle Jeanne buff on <br />
* Gets access to unblockable moves while in Miracle Jeanne like 5C and 4P (has to be the hammer fall 4P)<br />
* Good air buttons with her j.B that can cause a crossups and j.C which is a cancellable IOH <br />
|cons=<br />
* RNG Assists except for her 5P and the first part of her 4P<br />
* Difficult bnb<br />
* RNG Assists cause it difficult to some specific synergy plans<br />
* Poor anti air and DP<br />
* Character specific routings for her highers damage combos<br />
* Random 6P<br />
}}<br />
}}<br />
{{Closediv}}<!--END TOP SECTION--><br />
{{FlexSideContainer}}<!-- BEGIN FLEX SECTION --><br />
{{FP TOC}}<br />
{{FP Box<br />
| padding=no<br />
| content={{CharaInfo<br />
| game=BBTag<br />
| fullname=Platinum the Trinity<br />
| health={{#lst:{{PAGENAME}}/Data|health}}<br />
| comborate={{#lst:{{PAGENAME}}/Data|comborate}}<br />
| prejump={{#lst:{{PAGENAME}}/Data|prejump}}<br />
| backdash={{#lst:{{PAGENAME}}/Data|backdash}}<br />
| movement={{#lst:{{PAGENAME}}/Data|movementoptions}}<br />
}}<br />
}}<br />
{{Closediv}}<!--END FLEX OTHER SECTION--><br />
{{Closediv}}<br />
{{FP Box<br />
| header=Drive: Magical Symphony<br />
| content=<br />
In the original BlazBlue series, Platinum had the ability to equip magical items that she would use in gameplay. She could only equip one item at a time and which item she would be able to equip next was random but could be seen on the HUD. In BlazBlue Cross Tag Battle, these magical items return as various normals, mechanics and specials that Platinum uses in her moveset.<br />
}}<br />
<br />
==Normal Moves==<br />
===<big>4A</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Platinum_4A.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|4A}}<br />
|}<br />
==== ====<br />
* Platinum will randomly choose to do Rock, Paper, or Scissors.<br />
* Playing against another Platinum player, Rock beats Scissors, Scissors beats Paper, and Paper beats Rock. This will never be relevant.<br />
* If both Platinums throw the same move, they'll trade. Otherwise one jab will beat the other.<br />
<br />
If you ever feel like playing Rock-Paper-Scissors, but with no control over what move you throw out.<br />
<br />
<small>O <sub>u</sub> O</small><br />
</div><br />
</div><br />
===<big>5A</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Platinum_5A.png |<br />
BBTag_Platinum_5AA.png |<br />
BBTag_Platinum_5AAA.png |<br />
BBTag_Platinum_5AAAA.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=5A}}<br />
{{#lst:{{PAGENAME}}/Data|5A}}<br />
|-<br />
{{AttackVersion|name=5AA}}<br />
{{#lst:{{PAGENAME}}/Data|5AA}}<br />
|-<br />
{{AttackVersion|name=5AAA}}<br />
{{#lst:{{PAGENAME}}/Data|5AAA}}<br />
|-<br />
{{AttackVersion|name=5AAAA}}<br />
{{#lst:{{PAGENAME}}/Data|5AAAA}}<br />
|}<br />
==== ====<br />
* 5A is jump cancelable.<br />
<br />
Really huge normal, good for pressuring at midscreen.<br />
----<br />
* 5AA knocks down, powered up in Miracle Jeanne<br />
<br />
Knocks down on hit which can help stabilize juggles, and is cancelable into lows like 2B or 2C.<br />
In Miracle Jeanne this move is powered up. It does more damage and bounces opponents on hit instead of knocking them down.<br />
----<br />
* 5AAA immediately after the hit when the pogo touches ground you can cancel into grounded specials. If you wait a bit for the pogo to bounce you can cancel into air specials.<br />
----<br />
* 5AAAA wall bounces<br />
</div><br />
</div><br />
===<big>5B</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Platinum_5B.png |"Buff me already Mori"<br />
BBTag_Platinum_5BB.png |<br />
BBTag_Platinum_5BBB.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=5B}}<br />
{{#lst:{{PAGENAME}}/Data|5B}}<br />
|-<br />
{{AttackVersion|name=5BB}}<br />
{{#lst:{{PAGENAME}}/Data|5BB}}<br />
|-<br />
{{AttackVersion|name=5BBB}}<br />
{{#lst:{{PAGENAME}}/Data|5BBB}}<br />
|}<br />
==== ====<br />
* Can function as a short-ranged anti-air<br />
* Jump-cancellable on block and hit<br />
* 6-15f head invulnerable<br />
----<br />
* 5BB has a good hitbox allowing for easy followups to 5B.<br />
----<br />
* 5BBB has lots of hitstun<br />
* Powered up in Miracle Jeanne<br />
* Shorter range than 5BB, so may not connect at certain distances.<br />
<br />
This move will keep opponents in hitstun until they hit the ground unless the combo is extremely porated. This lets the move enable TK swallow moon loops or rejump loops.<br />
In Miracle Jeanne the frying pan is upgraded to a fan, doing more damage and with a bigger hitbox, making connecting it off of an air hit or juggle much easier.<br />
</div><br />
</div><br />
<br />
===<big>5C</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Platinum_5C.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=Attack}}<br />
{{#lst:{{PAGENAME}}/Data|5C}}<br />
|-<br />
{{AttackVersion|name=Quake|subtitle=Miracle Jeanne}}<br />
{{#lst:{{PAGENAME}}/Data|5C Quake}}<br />
|}<br />
==== ====<br />
* During Miracle Jeanne, hitting the ground with 5C will make a fullscreen ground quake that causes hard knockdown, which has a decent amount of recovery before being able to get up. <br />
* This trait will take effect only when your opponent is standing on the ground, not while in the air.<br />
* You cannot block the knockdown effect of this move, you must dodge it by jumping.<br />
</div><br />
</div><br />
===<big>2A</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Platinum_2A.png |Poke!<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|2A}}<br />
|}<br />
==== ====<br />
Used as a quick combo extender, usually after Mami Circular.<br />
</div><br />
</div><br />
<br />
===<big>2B</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Platinum_2B.png | 5a...but it hits low!<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|2B}}<br />
|}<br />
==== ====<br />
Good for confirming meterlessly off of a 5AA when far away.<br />
</div><br />
</div><br />
<br />
===<big>2C</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Platinum_2C.png |Sweepsies!<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|2C}}<br />
|}<br />
==== ====<br />
* Has more range than 5A<br />
<br />
A quick long range low. Can be thrown out in neutral effectively and is a good combo starter.<br />
</div><br />
</div><br />
<br />
===<big>j.A</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Platinum_jA.png |<br />
BBTag_Platinum_jAA.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=j.A}}<br />
{{#lst:{{PAGENAME}}/Data|j.A}}<br />
|-<br />
{{AttackVersion|name=j.AA}}<br />
{{#lst:{{PAGENAME}}/Data|j.AA}}<br />
|}<br />
==== ====<br />
j.A is a big hitbox<br />
<br />
j.AA is not big hitbox<br />
</div><br />
</div><br />
===<big>j.B</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Platinum_jB.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.B}}<br />
|}<br />
==== ====<br />
* Can cross-up<br />
<br />
Hit four times.<br />
</div><br />
</div><br />
===<big>j.C</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Platinum_jC.png |BOOOOOOOONGGGGGGG...<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.C}}<br />
|}<br />
==== ====<br />
* Important points go here<br />
Can be TK'd for an Instant overhead against most characters.<br />
Has surprising vertical and horizontal range. Can Catch Backdashes.<br />
</div><br />
</div><br />
<br />
<br style="clear:both;"/><br />
<br />
==Universal Moves==<br />
===<big>Ground Throw</big>===<br />
<span class="input-badge">'''5B+C'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Platinum_GroundThrow.png | yo check out my mixup<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|BC}}<br />
|}<br />
==== ====<br />
<br />
</div><br />
</div><br />
<br />
===<big>Magical Bat</big>===<br />
<span class="input-badge">'''5A+D (air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Platinum_MagicalBat.png | haha funny bat go swin- wait they blocked OH GOD OH FUCK<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=Ground}}<br />
{{#lst:{{PAGENAME}}/Data|AD}}<br />
|-<br />
{{AttackVersion|name=Air}}<br />
{{#lst:{{PAGENAME}}/Data|j.AD}}<br />
|}<br />
==== ====<br />
* Hits both in front of her and behind her.<br />
</div><br />
</div><br />
<br />
<br style="clear:both;"/><br />
<br />
==Skills==<br />
===<big>Mami Circular</big>===<br />
<span class="input-badge">'''236A/B'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Platinum_MamiCircularA.png |<br />
BBTag_Platinum_MamiCircularB.png |Surfin' USA!<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=A}}<br />
{{#lst:{{PAGENAME}}/Data|236A}}<br />
|-<br />
{{AttackVersion|name=B}}<br />
{{#lst:{{PAGENAME}}/Data|236B}}<br />
|}<br />
==== ====<br />
* 236A hits low<br />
* Goes a bit less than half screen.<br />
<br />
Useful for Cross Combo loops.<br />
----<br />
* 236B hits high<br />
* Does not go as far as 236A horizontally.<br />
<br />
Useful for Cross Combo loops.<br />
<br />
</div><br />
</div><br />
===<big>Air Persia</big>===<br />
<span class="input-badge">'''j.236A > A/B/C'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Platinum_AirPersia.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=Movement}}<br />
{{#lst:{{PAGENAME}}/Data|j.236A}}<br />
|-<br />
{{AttackVersion|name=Attack}}<br />
{{#lst:{{PAGENAME}}/Data|j.236A X}}<br />
|}<br />
==== ====<br />
<br />
</div><br />
</div><br />
===<big>Swallow Moon</big>===<br />
<span class="input-badge">'''j.236B'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Platinum_SwallowMoon.png | <small><sup>,,</sup></small><sup>O</sup> x <sup>O</sup><small><sup>,,</sup></small><br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.236B}}<br />
|}<br />
==== ====<br />
<br />
</div><br />
</div><br />
===<big>Magical Missile</big>===<br />
<span class="input-badge">'''214A/B'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Platinum_MagicalMissile.png | <sup>,,></sup> ▼ <sup>o,,</sup><br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=A}}<br />
{{#lst:{{PAGENAME}}/Data|214A}}<br />
|-<br />
{{AttackVersion|name=B}}<br />
{{#lst:{{PAGENAME}}/Data|214B}}<br />
|}<br />
==== ====<br />
* The B version of Magical Missile has a small delay before it fires forward, giving Platinum enough time to recover and approach behind it. <br />
<br />
</div><br />
</div><br />
===<big>Magical Bomb</big>===<br />
<span class="input-badge">'''j.214A/B'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Platinum_MagicalBomb.png | <sup>1</sup> ▼ <sup>1</sup><br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=A}}<br />
{{#lst:{{PAGENAME}}/Data|j.214A}}<br />
|-<br />
{{AttackVersion|name=B}}<br />
{{#lst:{{PAGENAME}}/Data|j.214B}}<br />
|}<br />
==== ====<br />
Aerial projectiles that travel a further distance depending on what varient you are using. Useful as a zoning tool for when you wanna keep the opponent away.<br />
</div><br />
</div><br />
<br />
<br style="clear:both;"/><br />
<br />
==Extra Skills==<br />
===<big>EX Mami Circular</big>===<br />
<span class="input-badge">'''236C'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Platinum_MamiCircularB.png |your neutral is mine now.<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|236C}}<br />
|}<br />
==== ====<br />
* Wall Bounces, sticks if close to corner<br />
<br />
Combo extender and punish from far away.<br />
It has invincibility to projectiles between 1/4 and 3/4 of the total travel distance.<br />
<br />
</div><br />
</div><br />
<br />
===<big>EX Swallow Moon</big>===<br />
<span class="input-badge">'''j.236C'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Platinum_SwallowMoon.png | ,, <big><sup>O</sup> x <sup>O</sup></big> ,,<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.236C}}<br />
|}<br />
==== ====<br />
* The EX version of this move causes Platinum to become '''completely invulnerable''' throughout the entirety of her flight.<br />
* Unfortunately, Platinum can not block out of EX Swallowmoon, so a smart opponent will be able to meaty appropriately.<br />
* You can control the direction that Platinum moves while in the air slightly.<br />
* Lasts slightly longer than the ordinary version.<br />
<br />
This is a good EX move for baiting out certain reversal actions, or low active frame supers.<br />
<br />
</div><br />
</div><br />
===<big>EX Magical Missile</big>===<br />
<span class="input-badge">'''214C'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Platinum_MagicalMissile.png | <sup>></sup> ▼ <sup>O</sup><br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|214C}}<br />
|}<br />
==== ====<br />
* Throws out 3 magical missiles at once. Miracle Jeanne version shoots out 3 in a row<br />
<br />
Detailed description of the usefulness of the move go here<br />
<br />
</div><br />
</div><br />
===<big>EX Magical Bomb</big>===<br />
<span class="input-badge">'''j.214C'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Platinum_ItemUseBombs.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.214C}}<br />
|}<br />
==== ====<br />
* Throws out 3 bombs all at once.<br />
<br />
Detailed description of the usefulness of the move go here <br />
<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Partner Skills==<br />
<br />
===<big>5P</big>===<br />
<span class="input-badge">'''Air Persia'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Platinum_AirPersia.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|5P}}<br />
|}<br />
==== ====<br />
* forward moving<br />
* not random<br />
<br />
hits kind of low, keeps opponents low to the ground. This is Platinum's only assist that is not random, making it the most consistent for combo purposes. It's otherwise fairly normal.<br />
</div><br />
</div><br />
===<big>6P</big>===<br />
<span class="input-badge">'''Item Use 1'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Platinum_ItemUseMissile.png |She does a random ranged attack<br />
BBTag_Platinum_ItemUseHalo.png |<br />
BBTag_Platinum_ItemUseBombs.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=Missile}}<br />
{{#lst:{{PAGENAME}}/Data|6P Missile}}<br />
|-<br />
{{AttackVersion|name=Boomerang}}<br />
{{#lst:{{PAGENAME}}/Data|6P Boomerang}}<br />
|-<br />
{{AttackVersion|name=Bombs}}<br />
{{#lst:{{PAGENAME}}/Data|6P Bomb}}<br />
|}<br />
==== ====<br />
* Fires one missile forward.<br />
<br />
Standard Projectile.<br />
----<br />
* It comes back, allowing for one hit going forward and one hit coming back.<br />
* Launches the opponent up if hit.<br />
* If Platinum is hit, then the boomerang loses its hitbox.<br />
<br />
Since it's a delayed two hit projectile, it can be used to cover unsafe moves during pressure.<br />
----<br />
* Throws out 3 bombs at once. <br />
<br />
Can catch people in the air.<br />
<br />
</div><br />
</div><br />
===<big>4P</big>===<br />
<span class="input-badge">'''Item Use 2'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Platinum_4P.png |This part can hit the opponent too<br />
BBTag_Platinum_ItemUseCatHammer.png |Did I say you can get up?<br />
BBTag_Platinum_ItemUsePan.png |alright stay there<br />
BBTag_Platinum_ItemUseHammer.png |Nvm sit down bro<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=First Hit}}<br />
{{#lst:{{PAGENAME}}/Data|4P}}<br />
|-<br />
{{AttackVersion|name=Cat Hammer}}<br />
{{#lst:{{PAGENAME}}/Data|4P Cat Hammer}}<br />
|-<br />
{{AttackVersion|name=Pan}}<br />
{{#lst:{{PAGENAME}}/Data|4P Pan}}<br />
|-<br />
{{AttackVersion|name=Piko Hammer}}<br />
{{#lst:{{PAGENAME}}/Data|4P Piko Hammer}}<br />
|}<br />
==== ====<br />
* The first hit is extremely fast.<br />
* Bounces opponent up on hit.<br />
----<br />
* When summoning the Cat Hammer or Pan, Platinum will run up to the opponent's point character before swinging.<br />
* Staggers the opponent on hit, allowing for ground combo followups.<br />
----<br />
* When summoning Hammer, Platinum jumps up in front of you and does the air version of Piko Hammer from the original BlazBlue.<br />
* If the second hit connects, allows for OTG pickup.<br />
* Rarely, the second hit on the way down will not always connect.<br />
* Scales the best in combos.<br />
<br />
In Miracle Jeanne, has the quake effect upon hitting the ground.<br />
<br />
</div><br />
</div><br />
<br />
<br style="clear:both;"/><br />
<br />
==Distortion Skills==<br />
===<big>Cure Dot Typhoon</big>===<br />
<span class="input-badge">'''236B+C (air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Platinum_CureDotTyphoon.png | ▼ <sup><</sup> <sup>></sup> ▼ <sup><</sup> <sup>></sup> ▼<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=Ground}}<br />
{{#lst:{{PAGENAME}}/Data|236BC}}<br />
|-<br />
{{AttackVersion|name=Air}}<br />
{{#lst:{{PAGENAME}}/Data|j.236BC}}<br />
|}<br />
==== ====<br />
* Platinum will track the opponent horizontally.<br />
* Can be used in the air to end combos<br />
* Occasionally will drop if used as an air combo ender.<br />
* Hits in front and behind of Platinum.<br />
* Sends the opponent flying fullscreen.<br />
<br />
A fairly standard short ranged damage super. Can be used to deny sandwich cross assault pressure, but it's risky to use this way.<br />
</div><br />
</div><br />
===<big>Miracle Jeanne</big>===<br />
<span class="input-badge">'''214B+C'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Platinum_MiracleJeanne.png | Mini buff for 2 bars...<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|214BC}}<br />
|}<br />
==== ====<br />
* Spend 2 bars to grant a 20-second power-up to most of Platinum's normals and her projectiles.<br />
<br />
Can be canceled into after a 5AAA to continue the combo. Platinum's 4P and 6P assists will also get powered up.<br />
</div><br />
</div><br />
<br />
<br style="clear:both;"/><br />
<br />
==Distortion Skill Duo==<br />
===<big>Cure Dot Typhoon</big>===<br />
<span class="input-badge">'''P during Partner's Distortion Skill '''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Platinum_CureDotTyphoon.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|Distortion Skill Duo}}<br />
|}<br />
==== ====<br />
<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Astral Heat==<br />
===<big>Shining Layered Force</big>===<br />
<span class="input-badge">'''222B+C'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Platinum_ShiningLayeredForce.png | SUPER LASER PISS<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|222BC}}<br />
|}<br />
==== ====<br />
* extremely thin hitbox<br />
*whiffs up close.<br />
*Try to combo 236a to astral<br />
<br />
<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
<br />
==External References==<br />
==Navigation==<br />
{{#lst:{{PAGENAME}}/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/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.}}<br />
{{Navbar-BBTag}}</div>73.119.87.123https://www.dustloop.com/wiki/index.php?title=BBTag/Hyde&diff=186958BBTag/Hyde2020-11-27T07:53:50Z<p>73.119.87.123: /* */</p>
<hr />
<div>{{InvisibleHeader}}{{NavTabs|game=BBTag|chara=Hyde}}<br />
<br />
======<span style="visibility:hidden;font-size:0">Overview</span>======<br />
{{FlexContainer}}<br />
{{FlexTopContainer}}<!-- BEGIN TOP SECTION --><br />
{{FP Box|header=Overview<br />
|content=<br />
Hyde is a basic and well-rounded character, but unlike Yu and Ruby who lean towards a more aggressive playstyle, Hyde is more balanced between offense and defense. His great ground normals dominate close and mid-ranges thanks to their combination of range and speed, and you can get a lot of value simply out of poking and whiff punishing. At longer ranges, he can use his fireball to control the ground, tack on chip damage (particularly using dark lotus), and encourage the opponent to approach. However, possibly Hyde's most important tool of all his 2B: it's one of the best anti-airs in the game and leads to a lot of damage on counterhit, making Hyde very dangerous to jump in on. By presenting the threat of 2B, Hyde can force the opponent to play more grounded, which is where he excels. However, Hyde does have weaknesses that can cause him to struggle in certain matchups and situations. Because of his assault-style air dash, he can't move forward as fast as other characters, and can have difficulty getting in if he is forced to approach. He also has limited ways of controlling the air other than directly above him, having weak air to airs and no air projectile.<br />
{{Bio<br />
| name = Hyde<br />
| game = BBTag<br />
| quote = Get in my way and I'll get rid of you!<br />
| lore = <br />
Hyde Kido was once a normal high school boy until one night, he is attacked by the Void; creatures of the Hollow Night. He is able to barely escape death due to the help of a girl he met named Linne, but the attack causes him to become an In-Birth. Soon after, Linne, her pet Dragon Kuu and Waldstein move into Hyde's home to teach and train Hyde about the Hollow Night and how to use his Power of Existence (EXS). When the Hollow Night returns and Linne and Waldstein disappear, Hyde sets out into the night in search of them.<br />
<br />
}}<br />
{{StrengthsAndWeaknesses<br />
|intro= Hyde is a solid character and great pick if you want to play a more balanced footsies style that will slowly deal lots of chip damage to the opponent by playing safe and smart.<br />
<br />
|pros=<br />
*Amazing pressure due to having long blockstrings and reverse beat.<br />
*All sword and energy attacks deal chip damage on block (but will not kill).<br />
*Excellent aerial oppression thanks to his fast and long reaching 2B.<br />
*Great range with both his sword and his projectile, Black Orbiter.<br />
*Has access to many unconventional combo extensions.<br />
*Can end nearly every combo with safe-jump oki.<br />
*EX Bend Sinister can shut down zoning of any kind and is plus on block at full-screen.<br />
*Pale Bringer Arose guarantees a corner position and safe-jump oki while denying all zoning.<br />
*Versatile assists, most of which are great at contesting zoning.<br />
*Extremely scary in Resonance Blaze thanks to its chip damage modifier scaling with Void Red EXS.<br />
|cons=<br />
*Slow and predictable overheads hurt his mix-up game.<br />
*High execution needed for anything more than basic combos.<br />
*Low damage without meter or assists which also means low meter gain.<br />
*All of his damage is locked behind his B Smart Combo which is difficult to use outside the corner.<br />
*Any use of his A Smart Combo scales combos drastically.<br />
*Almost all of his special moves are unsafe on block at close range.<br />
*Reject Guard prevents him from safely building chip damage on defending opponents.<br />
}}<br />
}}<br />
{{Closediv}}<!--END TOP SECTION--><br />
{{FlexSideContainer}}<!-- BEGIN FLEX SECTION --><br />
{{FP TOC}}<br />
{{FP Box<br />
| padding=no<br />
| content={{CharaInfo<br />
| game=BBTag<br />
| fullname=Hyde<br />
| health={{#lst:{{PAGENAME}}/Data|health}}<br />
| comborate={{#lst:{{PAGENAME}}/Data|comborate}}<br />
| prejump={{#lst:{{PAGENAME}}/Data|prejump}}<br />
| backdash={{#lst:{{PAGENAME}}/Data|backdash}}<br />
| movement={{#lst:{{PAGENAME}}/Data|movementoptions}}<br />
}}<br />
}}<br />
{{Closediv}}<!--END FLEX OTHER SECTION--><br />
{{Closediv}}<br />
{{FP Box<br />
| header=EXS of Jet Black : Void Red<br />
| content=<br />
Hyde's EXS gives all of his sword attack damage on block. All of his normals deal 20% chip damage while all of his specials and supers deal 30% chip damage. His EXS stacks with the bonus chip damage of Resonance Blaze and scales accordingly, with level 4 RB providing ludicrously high chip damage on block.<br />
}}<br />
<br />
==Normal Moves==<br />
===<big>5A</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Hyde_5A.png |Used for pokes and for OTG's after Vacant Shift Third.<br />
BBTag_Hyde_5AA.png |Delay follow-ups for combo extensions.<br />
BBTag_Hyde_5AAA.png |Why couldn't you have been a stand-alone button? I miss you 6B.<br />
BBTag_Hyde_5AAAA.png |Bend Sinister, but not actually Bend Sinister.<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=5A}}<br />
{{#lst:{{PAGENAME}}/Data|5A}}<br />
|-<br />
{{AttackVersion|name=5AA}}<br />
{{#lst:{{PAGENAME}}/Data|5AA}}<br />
|-<br />
{{AttackVersion|name=5AAA}}<br />
{{#lst:{{PAGENAME}}/Data|5AAA}}<br />
|-<br />
{{AttackVersion|name=5AAAA}}<br />
{{#lst:{{PAGENAME}}/Data|5AAAA}}<br />
|}<br />
==== ====<br />
* Jump cancelable.<br />
* Throw cancelable.<br />
5A doesn't hit low but can pick up enemies that are flat on the ground. In neutral, this is Hyde's fastest attack and thus vital to both starting pressure and contesting an opponent's pressure. This move is also vital for extending combos after Vacant Shift Third anywhere or after Shadow Scare in the corner. Keep in mind that its lack of vertical reach makes this attack useless against jumping foes and that the gleaming tip of the blade has no hitbox, meaning the animation doesn't match the actual range of the attack.<br />
----<br />
* Knocks down on air hit.<br />
* Throw cancelable.<br />
5AA drags airborne opponents down. Pressure filler and combo tool used to control the opponent's height, useful for ending combos with 2C safe-jump oki or for setting-up delayed Vacant Shift Third combo extensions.<br />
----<br />
* Hits twice.<br />
* Jump cancelable on hit on both hits.<br />
* Launches on hit on both hits.<br />
5AAA lifting grounded opponents into the air. Basic launcher for converting into air combos and filler for blockstrings. Avoid using this attack in combos whenever 2C is still available to cancel into as it is also a launcher but has similar cancel options and way better damage and scaling.<br />
----<br />
* Knockdown on hit.<br />
* Opponent cannot Cross Burst during this attack.<br />
* 30% chip damage.<br />
5AAAA has identical damage, range, and frame data as the special version but Hyde only travels about half screen before attacking. Generally less useful than the normal version but has an easier time setting up safe-jump oki thanks to 5AAA's launching properties though note that at the end of scaled combos the opponent will recover before this attack comes out, leaving Hyde open to a counter attack. Should be used early into a combo if a Cross Raid is desired. Has fantastic damage and scaling, making it great for starting combos if an assist is available. 5AAA to Bend Sinister is a natural frame trap but that same gap makes it vulnerable to reversals.<br />
<br />
</div><br />
</div><br />
<br />
===<big>5B</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Hyde_5B.png |No longer chargeable.<br />
BBTag_Hyde_5BB.png |Strict Daze<br />
BBTag_Hyde_5BBB.png |Shadow Scare<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=5B}}<br />
{{#lst:{{PAGENAME}}/Data|5B}}<br />
|-<br />
{{AttackVersion|name=5BB}}<br />
{{#lst:{{PAGENAME}}/Data|5BB}}<br />
|-<br />
{{AttackVersion|name=5BBB}}<br />
{{#lst:{{PAGENAME}}/Data|5BBB}}<br />
|}<br />
==== ====<br />
<br />
* Jump cancelable on hit.<br />
5B is a long range poke that doubles as Hyde's best practical combo starter. Has great damage and scaling and thus should be used as often as possible within combos. Can be rebeat into 2A to eliminate some recovery. Contrary to the animation, 5B does not hit behind himself.<br />
----<br />
* Jump cancelable on hit.<br />
* Pushes airborne opponents away on hit.<br />
5BB is Hyde's best overall combo starter but requires the 5B before to have been blocked in order for this move to hit first. Pushes opponents back a moderate distance which can make the following hits of a blockstring or combo difficult to connect. Can whiff after 5B against airborne opponents if they were too high in the air.<br />
----<br />
* Launches on hit.<br />
In pressure, 5BBB move can still be canceled into C normals for a high / low mix-up. Used in combos to launch already airborne opponents high enough for delayed Vacant Shift extensions anywhere and for 5A extensions in the corner. As of 2.0, Shadow Scare has improved scaling both as a starter and as a combo part, meaning it can be used more frequently in combos without impacting Hyde's combo scaling.<br />
<br />
</div><br />
</div><br />
<br />
===<big>5C</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Hyde_5C.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|5C}}<br />
|}<br />
==== ====<br />
<br />
* Shares the same hitbox and animation as j.A.<br />
* Airborne on frame 7.<br />
* On grounded hit, leads into a timed follow-up.<br />
* Follow-up damage, meter gain, oki, and timing changes if partner is available.<br />
Universal overhead with notably long start-up but is safe on block. The initial jump makes this move able to jump over lows, allowing Hyde to punish the opponent. Due to Hyde's low damage off of air normal starters, slow IAD, and lack of any specials that hit high, this move is important for Hyde's mix-up game. Never used in combos due to the move's long start-up and inability to extend combos.<br />
<br />
</div><br />
</div><br />
<br />
===<big>2A</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Hyde_2A.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|2A}}<br />
|}<br />
==== ====<br />
<br />
* Hits low.<br />
* Jump cancelable.<br />
* Throw cancelable.<br />
* Can cancel into itself up to three times.<br />
Hyde's main low poke and also his best move for ending blockstrings as it is safe on block and can be jump canceled to reset pressure with a jump-in. Can also be canceled into after moves with long recoveries, like 5B, to make it shorter even if the 2A whiffs. Has atrocious damage and scaling so avoid using this move in combos.<br />
<br />
</div><br />
</div><br />
<br />
===<big>2B</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Hyde_2B.png |Stop jumping, for real.<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|2B}}<br />
|}<br />
==== ====<br />
<br />
* Head attribute invulnerable.<br />
* Jump cancelable on hit.<br />
Hyde swings his sword above his head to anti-air opponents. Amazing anti air just like it was in UNI, covering both in front and above Hyde while also shrinking his hurtbox. Fantastic damage and scaling makes this move very useful in combos.<br />
<br />
</div><br />
</div><br />
<br />
===<big>2C</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Hyde_2C.png | When they are too close for 5B, but not close enough for 2A<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|2C}}<br />
|}<br />
==== ====<br />
<br />
* Hits low.<br />
* Jump cancelable on hit.<br />
Hyde's second low which has much better damage and scaling than 2A. Has a very long cancel window, allowing for delayed follow-ups that can manipulate the height of airborne opponents in combos, primarily to get the delayed Vacant Shift extension. Can be used at the end of combos to create safe-jump oki.<br />
<br />
</div><br />
</div><br />
<br />
===<big>j.A</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Hyde_jA.png |<br />
BBTag_Hyde_jAA.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=j.A}}<br />
{{#lst:{{PAGENAME}}/Data|j.A}}<br />
|-<br />
{{AttackVersion|name=j.AA}}<br />
{{#lst:{{PAGENAME}}/Data|j.AA}}<br />
|}<br />
==== ====<br />
<br />
* Hits high.<br />
* Double jump cancelable.<br />
j.A is Hyde's main air-to-air normal and combo filler. Can be used as a jump-in but j.B's better range, active frames, damage, and scaling makes this a poor option.<br />
----<br />
* Hits high.<br />
* Double jump cancelable.<br />
As j.AA can only be done as a follow-up to j.A, this move is strictly combo and blockstring filler.<br />
<br />
</div><br />
</div><br />
<br />
===<big>j.B</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Hyde_jB.png |Narukami called, said he wants Flying Jesus back.<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.B}}<br />
|}<br />
==== ====<br />
* Hits high.<br />
* Hits twice.<br />
* Double jump cancelable on both hits.<br />
Hyde's best move for crossing-up opponents and his best jump-in overall. At the proper height, Hyde can air dash and hit standing opponents with both hits of this move and still have time to cancel into j.A before hitting the ground, resulting in a triple overhead. Can add an additional overhead by using 5C as soon as Hyde touches the ground. In combos, this move can cancel into j.C if you hit the opponent while Hyde is above them, usually by high jump canceling.<br />
</div><br />
</div><br />
<br />
===<big>j.C</big>===<br />
<span class="input-badge">'''Air Dark Lotus'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Hyde_jC.png | Did I just catch you mashing throw?<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.C}}<br />
|}<br />
==== ====<br />
* Hits twice, once by the sword and once by the orb.<br />
* First hit knocks down on air hit.<br />
* Second hit is a launcher.<br />
* Moves Hyde forward or backwards depending on the direction held during the second hit.<br />
Can be used multiple times in midair until Hyde touches the ground. Does excellent damage but the long recovery makes it hard to use late into a combo without dropping it. Can start combos on its own if it is used close to the ground on counter hit.<br />
<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Universal Mechanics==<br />
===<big>Ground Throw</big>===<br />
<span class="input-badge">'''5B+C'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Hyde_GroundThrow.png |Looks like I bent my leg while trying to kick someone.<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|BC}}<br />
|}<br />
==== ====<br />
* 100% minimum damage. (2000)<br />
* Holding back while pressing throw results in a back throw.<br />
* If Hyde isn't close enough for the grab to connect, he will run a short distance then attempt a throw.<br />
* Opponents cannot burst during a throw.<br />
Hyde grabs the opponent and kicks them diagonally away. Cancels directly into specials and supers. Can combo into 5B midscreen and essentially anything in the corner.<br />
<br />
</div><br />
</div><br />
<br />
===<big>Red-Clad Craver</big>===<br />
<span class="input-badge">'''5A+D (air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Hyde_RedCladCraver.png |Setsuna would be proud.<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=Ground}}<br />
{{#lst:{{PAGENAME}}/Data|AD}}<br />
|-<br />
{{AttackVersion|name=Air }}<br />
{{#lst:{{PAGENAME}}/Data|j.AD }}<br />
|}<br />
==== ====<br />
* Invincible on start-up.<br />
* Air unblockable.<br />
* Hits 7 times.<br />
* Launches grounded opponents on hit.<br />
* Opponents cannot burst during this attack.<br />
* 5% minimum damage. 34 x 7 = '''238'''<br />
Hyde's reversal action is a Shoryuken like jump starting with a shoulder bash and following through with an upward sword slash. Can anti-air opponents, though a preemptive assist call is needed to convert a successful hit into a combo (and even then only certain partners have an assist that can work). Deals minimum damage, making it useful at the end of highly scaled combos though note that this move doesn't generate any sort of oki. Horribly unsafe on block so use carefully.<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Skills==<br />
===<big>Black Orbiter</big>===<br />
<span class="input-badge">'''236A/B'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Hyde_BlackOrbiter.png |Throw the pizza.<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=A}}<br />
{{#lst:{{PAGENAME}}/Data|236A}}<br />
|-<br />
{{AttackVersion|name=B}}<br />
{{#lst:{{PAGENAME}}/Data|236B}}<br />
|}<br />
==== ====<br />
A version is good for Active Switch with assists to cover their approach. Can combo into 5B by having opponents land on the projectile. For example: (Max range 2C > 2B > 236A > dash 5BBB).<br />
----<br />
B version is a faster start-up and travel speed version of Black Orbiter with more cooldown and is unsafe on block at close range. Used to harass opponents from a distance.<br />
<br />
</div><br />
</div><br />
<br />
===<big>Dark Lotus</big>===<br />
<span class="input-badge">''' After Black Orbiter 236A'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Hyde_DarkLotus.png |Blow up the pizza.<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|236A 236A}}<br />
|}<br />
==== ====<br />
* Can be used regardless of whether or not Black Orbiter hit, was blocked, or whiffed.<br />
* Hits 3 times.<br />
* Launches grounded opponents on hit.<br />
Hyde commands the Black Orbiter projectile to explode, which launches opponents into the air and pushes Hyde back. Used in combos after Shadow Scare into Black Orbiter in the corner. At the most optimal timing, it is possible to link Dark Lotus into 2B in the corner by having opponents land on a Black Orbiter and then immediately detonating it.<br />
<br />
</div><br />
</div><br />
<br />
===<big>Bend Sinister </big>===<br />
<span class="input-badge">'''After Black Orbiter 236B'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Hyde_BendSinister.png |Slice the pizza.<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|236A 236B}}<br />
|}<br />
==== ====<br />
* Airborne on frame 4.<br />
* Knocks down on hit.<br />
Hyde jumps at the opponents and tracks their position, slicing downward which results in a knockdown that can create safe-jump oki if the opponent was high enough when they got hit. Because this move only hits once, it's a great way add damage without scaling your combo, though an assist is required to further extend that combo.<br />
<br />
</div><br />
</div><br />
<br />
===<big>Vacant Shift</big>===<br />
<span class="input-badge">''' 214A/B (Air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Hyde_VacantShift.png |Rekkas, but with benefits from delaying the extra hits.<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=Ground A}}<br />
{{#lst:{{PAGENAME}}/Data|214A}}<br />
|-<br />
{{AttackVersion|name=Air A}}<br />
{{#lst:{{PAGENAME}}/Data|j.214A}}<br />
|-<br />
{{AttackVersion|name=Ground B}}<br />
{{#lst:{{PAGENAME}}/Data|214B}}<br />
|-<br />
{{AttackVersion|name=Air B}}<br />
{{#lst:{{PAGENAME}}/Data|j.214B}}<br />
|-<br />
{{AttackVersion|name=Second|subtitle=First > A/B/C}}<br />
{{#lst:{{PAGENAME}}/Data|j.214A X}}<br />
|-<br />
{{AttackVersion|name=Third|subtitle=Second > A/B/C}}<br />
{{#lst:{{PAGENAME}}/Data|j.214A X X}}<br />
|}<br />
==== ====<br />
<br />
* Launches grounded opponents.<br />
* B version travels farther diagonally than the A version.<br />
Hyde performs a rising spin slash at a 35 degree angle. This version is used exclusively in grounded combos to utilize a delayed Vacant Shift Third's combo extension. Don't use the A version for ending combos as it deals less damage and, when done in mid-air, has the same start-up as the B version.<br />
<br />
As the B variant does more damage, the B version of Vacant Shift is what is normally used for ending combos or for delayed Vacant Shift Third combo extensions in the corner.<br />
----<br />
* Values in [] are when done from B Vacant Shift.<br />
* 2nd hit Launches grounded opponents.<br />
* 3rd hit knocks down on hit.<br />
<br />
The followup attacks of Vacant Shift rekka are great for ending combos thanks to its knockdown. If the opponent is high enough and Hyde is low to the ground when using this move, Hyde has enough of a frame advantage to either pick opponents with 5A for a combo extension or to preform safe-jump oki. Very unsafe on block so don't use this neutral or in blockstrings.<br />
<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Extra Skills==<br />
===<big>EX Black Orbiter</big>===<br />
<span class="input-badge">'''236C'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Hyde_BlackOrbiter.png |When the moon hits your eye, like an EX pizza pie, that's amore.<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|236C}}<br />
|}<br />
==== ====<br />
* Hits 5 times.<br />
* Launches grounded opponents on hit.<br />
* Cannot be followed up with Dark Lotus or Bend Sinister.<br />
* 10% minimum damage. 75 x 5 = '''375'''<br />
Fastest start-up but slowest travel speed version of Black Orbiter. Used to cover Hyde while trying to approach from full screen. Its multi-hit nature makes it good at beating other projectiles, allowing Hyde to win fireball wars. Also used in corner combos to link into 5A after Shadow Scare.<br />
<br />
</div><br />
</div><br />
<br />
===<big>EX Bend Sinister </big>===<br />
<span class="input-badge">'''After Black Orbiter 236C '''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Hyde_BendSinister.png |ZONERS BEGONE<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|236A 236C}}<br />
|}<br />
==== ====<br />
<br />
* Projectile invulnerable from frame 1.<br />
* Airborne on frame 4.<br />
* Ground bounces opponents on hit.<br />
* 10% minimum damage. '''250'''<br />
Hyde's most useful EX move as it gives him solo combo extensions and can go through projectiles to punish zoning, even from full screen. Since the move goes airborne, it can also punish many throws and lows, allowing Hyde to bully his way through a variety of different attacks. If this attack is done as soon as possible after A Black Orbiter is done at full screen, Hyde will be plus on block due to projectile hitting after. Even if this move hits first, Hyde will still be safe on block.<br />
<br />
</div><br />
</div><br />
<br />
===<big>Vacant Shift - Sediment</big>===<br />
<span class="input-badge">''' 214C (Air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Hyde_VacantShift.png |SHARE IF YOU DON'T THINK<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=Ground}}<br />
{{#lst:{{PAGENAME}}/Data|214C}}<br />
|-<br />
{{AttackVersion|name=Air}}<br />
{{#lst:{{PAGENAME}}/Data|j.214C}}<br />
|}<br />
==== ====<br />
<br />
* Hits 6 times.<br />
* Only the first two hits come out on block or whiff.<br />
* Only the final hit can K.O. an opponent.<br />
* Initial hits launch grounded opponents on hit, final hit knocks down on hit.<br />
* Opponents cannot burst during this attack.<br />
* 10% minimum damage. 80 x 5 + 200 = '''600'''<br />
* Does no red health<br />
Hyde's classic EX version of Vacant Shift, with the full sequence intact. EX Vacant Shift is Hyde's fastest attack making it effective at beating bad blockstrings or mistimed oki. Does tons of minimum damage, making it good move for ending combos especially in the air where Hyde cannot use supers. Never use this move in blockstrings as it just results in a wasted bar of meter and getting caught in an opponent's punish combo.<br />
<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Partner Skills==<br />
===<big>6P</big>===<br />
<span class="input-badge">'''Black Orbiter'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Hyde_BlackOrbiter.png |Throw your partner a pizza.<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|6P}}<br />
|}<br />
==== ====<br />
<br />
* Hits 3 times.<br />
* Launches grounded opponents on hit.<br />
Essentially identical to Hyde's EX Black Orbiter but deals only 3 hits instead of 5, thus reducing its damage. Used to cover the point character's approach or to contest the opponent's projectiles.<br />
<br />
</div><br />
</div><br />
<br />
===<big>4P</big>===<br />
<span class="input-badge">'''Dark Lotus'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Hyde_DarkLotus.png |Blow up your partner's pizza.<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|4P}}<br />
|}<br />
==== ====<br />
<br />
* Hits 3 times.<br />
* Launches grounded opponents on hit.<br />
Hyde uses Dark Lotus right in front of himself without firing a Black Orbiter before hand. Primarily used to protect the point character from jump-ins and to keep opponents locked in blockstun. Due to this attacks poor range it shouldn't be used in neutral (outside of anti-airs) or in mid-screen combos.<br />
<br />
</div><br />
</div><br />
<br />
===<big>5P </big>===<br />
<span class="input-badge">'''Pale Bringer'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Hyde_PaleBringer.png |Putting the pizza in the oven?<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|5P }}<br />
|}<br />
==== ====<br />
<br />
* Hits 2 times.<br />
* Launches grounded opponents on hit.<br />
* Travels up to half-screen.<br />
Hyde thrusts forward with his sword up to half the screen in distance or until he hits an opponent then he follows it up with a uppercut that uses the same animation (but different particle effects) as his Red-Clad Carver special. Fantastic assist that works well for extending both blockstrings and combos.<br />
<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Distortion Skills==<br />
===<big>Gyre Vortex</big>===<br />
<span class="input-badge">'''236B+C'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Hyde_GyreVortex.png |What if you wanted to do a sandwich mixup on Hyde, but Hyde said-<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|236BC}}<br />
|}<br />
==== ====<br />
* Invincible on start up.<br />
* Hits 11 times.<br />
* (RB) Hits 21 times.<br />
* Launches opponents on hit.<br />
* 30% minimum damage. 600 + (134 x 10) = 1940.<br />
* (RB) 30% minimum damage. 600 + (76 x 20) = 2120.<br />
Hyde stabs the ground with his sword, causing a geyser of energy to erupt upward and around himself, reaching high into the air. Hyde's most damaging super but also his slowest and most unsafe. Go-to super for Distortion Skill Duos, happy birthday situations, or for finishing off an opponent. While it is very unsafe on block this super does great chip damage, even more so in Resonance Blaze. At level 4, it can do about 6,300 chip damage if all hits connect! That's almost as much damage as it does on a raw hit (about 6,800 damage)!<br />
<br />
</div><br />
</div><br />
<br />
===<big>Pale Bringer Arose</big>===<br />
<span class="input-badge">'''214B+C'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Hyde_PaleBringer.png | I'm sorry, did you throw a projectile from full-screen? Time to "wake you up" from that bs. Get it?<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|214BC}}<br />
|}<br />
==== ====<br />
<br />
* Invincible on startup.<br />
* Hits 10 to 22 times depending on the distance Hyde carries the opponent.<br />
* (RB) Hits 17 to 29 times depending on the distance Hyde carries the opponent.<br />
* Travels full-screen.<br />
* Preforms follow-up uppercut on hit, block, and whiff.<br />
* (RB) Only does Axe Kick follow-up on hit.<br />
* 20% minimum damage. 340 + (11 x (1 to 13)) + (192 x 8) = 1,887 to 2,019.<br />
* (RB) 20% minimum damage. 340 + (10 x (1 to 13)) + (102 x 14) + 365 = 2,143 to 2,263.<br />
Hyde rushes the opponent with his sword and drags them to the corner where he follows-up with a rising uppercut. A successful hit always corners the opponent and grants Hyde safe-jump oki making this his most powerful combo ender, one which should be used whenever possible. Deals more damage the farther Hyde drags the opponent. In Resonance Blaze, this super ends with an axe kick that adds more damage but doesn't change his frame advantage. Can be used as a reversal though it is horribly unsafe on block so use this wisely.<br />
<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Distortion Skill Duo==<br />
===<big>Gyre Vortex</big>===<br />
<span class="input-badge">'''P during Partner's Distortion Skill '''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Hyde_GyreVortex.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|Distortion Skill Duo}}<br />
|}<br />
==== ====<br />
<br />
* Identical to Hyde's solo version of Gyre Vortex except it deals slightly higher minimum damage.<br />
* 100% minimum damage. 600 + (140 x 10) = 2000.<br />
* (RB) 100% minimum damage. 700 + (90 x 20) = 2500.<br />
Only use this super if it will K.O. an opponent or if the opponent is caught in a happy birthday situation.<br />
<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Astral Heat==<br />
===<big>Raging Roar</big>===<br />
<span class="input-badge">'''222B+C'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Hyde_RagingRoar.png |''"Don't you die on me!"''<br />
BBTag_Hyde_RagingRoar2.png |'''''"RAGGINGGGG ROARRRRR!"'''''<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|222BC}}<br />
|}<br />
==== ====<br />
<br />
* Requires 9 bars of meter, level 4 Resonance Blaze, and the opponent must have one character remaining.<br />
* Invincible on start-up.<br />
* Grants victory upon a successful hit.<br />
* Lazer travels about 80% of the screen.<br />
* Deals no chip damage.<br />
Hyde fires a beam from his sword that insta-kills opponents on hit. As it is only usable in Resonance Blaze, Hyde can cancel his specials into this super for easy confirms. Cannot hit opponents who are flat on the ground so this move won't connect after Bend Sinister and all versions of Vacant Shift. Use this super to end combos whenever possible. Can be used as a reversal but this isn't recommend unless it is guaranteed to hit.<br />
<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==External References==<br />
==Navigation==<br />
{{#lst:{{PAGENAME}}/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/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.}}<br />
{{Navbar-BBTag}}</div>73.119.87.123https://www.dustloop.com/wiki/index.php?title=BBTag/Linne&diff=185972BBTag/Linne2020-11-17T15:08:36Z<p>73.119.87.123: /* 2B */</p>
<hr />
<div>{{InvisibleHeader}}{{NavTabs|game=BBTag|chara=Linne}}<br />
<br />
======<span style="visibility:hidden;font-size:0">Overview</span>======<br />
{{FlexContainer}}<br />
{{FlexTopContainer}}<!-- BEGIN TOP SECTION --><br />
{{FP Box|header=Overview<br />
|content=<br />
Although she has limited reach, Linne is a fast character that can cross the screen quickly, especially on the ground. Her Kuuga projectile is a powerful neutral tool from midrange capable of controlling space very well and making the opponent more cautious about their approach or attempting to try and keep her out when they're within range. She also has the unique ability to triple jump for greater control of aerial movement and timing, especially with j.Kuuga's all-around extreme usefulness.<br />
{{Bio<br />
| name = Linne<br />
| game = BBTag<br />
| quote = Hurry up and get ready...<br />
| lore = <br />
The main Heroine of the Under Night In Birth series. Hundreds of years ago, Linne and her brother Kuon were experimented on in the hopes of creating new abilities. The result of these experiments was Linne gaining the ability to transfer her consciousness from one body to another. Even if she is killed, her consciousness will automatically transfer to a new body on its own. Not wanting to continue to possess young girls and ruin their lives, Linne searches for a way to end her immortal existence. Recently, Linne has found a solution through a powerful sword which can finally end her life permanently named the Indulgence of Sever Rending (the Insulator) - Hyde's sword. But before he can grant her wishes, a woman claiming to be the leader of "Amnesia" leaves them with a cryptic message, "I'll be waiting at the Abyss on this Hollow Night, Princess."<br />
<br />
}}<br />
{{StrengthsAndWeaknesses<br />
|intro=<br />
Master Linne's fast movement and Kuuga's ability to control space so that you can close the gap and start applying pressure.<br />
<br />
|pros=<br />
*Fast movement and normals<br />
*Great 5B with large disjointed hitbox that doubles as an anti-air and a launcher<br />
*Strong neutral game with the use of air Kuuga<br />
*Only character that can triple jump<br />
|cons=<br />
*Extremely low damage<br />
*Offers very weak assists, making her primarily a point<br />
*No fullscreen attacks, so she might have a hard time punishing fullscreen supers despite her speed<br />
*Jump height is shorter than most, to make up for having more of them<br />
}}<br />
}}<br />
{{Closediv}}<!--END TOP SECTION--><br />
{{FlexSideContainer}}<!-- BEGIN FLEX SECTION --><br />
{{FP TOC}}<br />
{{FP Box<br />
| padding=no<br />
| content={{CharaInfo<br />
| game=BBTag<br />
| fullname=Linne<br />
| health={{#lst:{{PAGENAME}}/Data|health}}<br />
| comborate={{#lst:{{PAGENAME}}/Data|comborate}}<br />
| prejump={{#lst:{{PAGENAME}}/Data|prejump}}<br />
| backdash={{#lst:{{PAGENAME}}/Data|backdash}}<br />
| movement={{#lst:{{PAGENAME}}/Data|movementoptions}}<br />
}}<br />
}}<br />
{{Closediv}}<!--END FLEX OTHER SECTION--><br />
{{Closediv}}<br />
{{FP Box<br />
| header=EXS of Rapid Drive: Speed Star<br />
| content=<br />
Linne's EXS significantly increase her speed. She has a triple jump and dash cancels on specific moves. <br />
<br />
By inputting 66, Linne can dash cancel the following moves:<br />
* Smart Combo 1 - 4th move (5AAAA)<br />
* Smart Combo 2 - 3rd and 4th move (4AAA and 4AAAA)<br />
* Smart Combo 3 - 3rd move (5BBB)<br />
* Ground versions of Kuuga <br />
<br />
Dash cancels can be canceled into Whirlwind.<br />
}}<br />
<br />
==Normal Moves==<br />
===<big>4A</big>===<br />
<span class="input-badge">'''Tenacious Mist - Mujin'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Linne_4A.png |hack<br />
BBTag_Linne_4AA.png |slash<br />
BBTag_Linne_4AAA.png |slice<br />
BBTag_Linne_4AAAA.png |WHAM<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=4A}}<br />
{{#lst:{{PAGENAME}}/Data|4A}}<br />
|-<br />
{{AttackVersion|name=4AA}}<br />
{{#lst:{{PAGENAME}}/Data|4AA}}<br />
|-<br />
{{AttackVersion|name=4AAA}}<br />
{{#lst:{{PAGENAME}}/Data|4AAA}}<br />
|-<br />
{{AttackVersion|name=4AAAA}}<br />
{{#lst:{{PAGENAME}}/Data|4AAAA}}<br />
|}<br />
==== ====<br />
* Can jump cancel 4A on hit/block<br />
* Each A in 4AAA does 2 hits, last 4A is the ender<br />
<br />
</div><br />
</div><br />
<br />
===<big>5A</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Linne_5A.png |loli kick!<br />
BBTag_Linne_5AA.png |loli swing!<br />
BBTag_Linne_5AAA.png |loli cut!<br />
BBTag_Linne_4AAAA.png |Fully charged B Kuuga<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=5A}}<br />
{{#lst:{{PAGENAME}}/Data|5A}}<br />
|-<br />
{{AttackVersion|name=5AA}}<br />
{{#lst:{{PAGENAME}}/Data|5AA}}<br />
|-<br />
{{AttackVersion|name=5AAA}}<br />
{{#lst:{{PAGENAME}}/Data|5AAA}}<br />
|-<br />
{{AttackVersion|name=5AAAA}}<br />
{{#lst:{{PAGENAME}}/Data|5AAAA}}<br />
|}<br />
==== ====<br />
* Can jump cancel 5A on hit/block<br />
* Can jump cancel 5A-5AAA on hit<br />
* Decent downward range on its hitbox that prevents it from being low-profiled<br />
<br />
Her old 5B that now has greatly increased hitbox. <br />
</div><br />
</div><br />
<br />
===<big>5B</big>===<br />
<span class="input-badge">'''Wolf Howl - Gunrou'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Linne_5B.png |You<br />
BBTag_Linne_5BB.png |Die<br />
BBTag_Linne_5BBB.png |Here<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=5B}}<br />
{{#lst:{{PAGENAME}}/Data|5B}}<br />
|-<br />
{{AttackVersion|name=5BB}}<br />
{{#lst:{{PAGENAME}}/Data|5BB}}<br />
|-<br />
{{AttackVersion|name=5BBB}}<br />
{{#lst:{{PAGENAME}}/Data|5BBB}}<br />
|}<br />
==== ====<br />
*Head invul frames 11 to 18<br />
<br />
5B's every bit as massive and disjointed and is now a proper anti air with head invul. It also launches upwards making it perfect for combos.<br />
----<br />
Follow up to 5B. Not very notable.<br />
----<br />
*knocksdown<br />
<br />
B auto combo ender that can be chained into other normals. Useful for ending combos as it knocks down and can be jump cancelled, leading into a safe jump. Be careful using this in blockstrings however, there's a gap between 5BB and this, letting the enemy get supers and DPs off if they're quick enough.<br />
</div><br />
</div><br />
<br />
===<big>5C</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Linne_5C.png |''"Pick a god, and pray."''<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|5C}}<br />
|}<br />
==== ====<br />
Linne's assault-style overhead. Fairly slow and reactable.<br />
</div><br />
</div><br />
<br />
===<big>2A</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Linne_2A.png | LOL IMAGINE BEING A LOW COULDN'T BE ME -Linne 2A<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|2A}}<br />
|}<br />
==== ====<br />
* Can jump cancel on hit/block<br />
<br />
Chainable crouching jab. Does not hit low. Best normal to cancel back into from a 5B or 2C. <br />
<br />
</div><br />
</div><br />
<br />
===<big>2B</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Linne_2B.png | Don't whiff this one<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|2B}}<br />
|}<br />
==== ====<br />
Linne's low attack. Has good range and useful for opening up opponents that are standing.<br />
</div><br />
</div><br />
<br />
===<big>2C</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Linne_2C.png | I'd say don't whiff this, but it's too long to.<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|2C}}<br />
|}<br />
==== ====<br />
Linne's sweep. Every bit as big as it is in Under Night. Great for footsies and as an oki ender to combos.<br />
</div><br />
</div><br />
<br />
===<big>j.A</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Linne_jA.png | Lemme guess, you're doing this into dl.jb?<br />
BBTag_Linne_jAA.png | Yep...<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=j.A}}<br />
{{#lst:{{PAGENAME}}/Data|j.A}}<br />
|-<br />
{{AttackVersion|name=j.AA}}<br />
{{#lst:{{PAGENAME}}/Data|j.AA}}<br />
|}<br />
==== ====<br />
Hits high. Very small and not very notable. Can be used to hit fuzzy after a deep j.B<br />
<br />
</div><br />
</div><br />
<br />
===<big>j.B</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Linne_jB.png | 5B but you want to extend the combo<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.B}}<br />
|}<br />
==== ====<br />
* Can be a crossup jump-in in certain ranges <br />
<br />
Primary jump in attack. Slow startup but has good range. Has a lot of hitstun making it useful for combos and cross-ups even.<br />
</div><br />
</div><br />
<br />
===<big>j.C</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Linne_jC.png | Loli feet to the face<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.C}}<br />
|}<br />
==== ====<br />
* Can be special canceled into Kuuga <br />
<br />
Aerial dive kick. Knocks the opponent down on hit. Use it to quickly fall on top of your opponent for cross-ups or to punish whiffed anti airs.<br />
<br />
</div><br />
</div><br />
<br />
<br style="clear:both;"/><br />
<br />
==Universal Mechanics==<br />
===<big>Ground Throw</big>===<br />
<span class="input-badge">'''5B+C'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Linne_GroundThrow.png | Lol what an idiot he fe- STAB<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|BC}}<br />
|}<br />
==== ====<br />
Basic throw. Can be cancelled into specials (or Astral) before the animation fully completes. <br />
</div><br />
</div><br />
<br />
===<big>Rending Moon Gyre - Ren Getsurin</big>===<br />
<span class="input-badge">'''5A+D (air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Linne_Getsurin.png | up and up<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=Ground}}<br />
{{#lst:{{PAGENAME}}/Data|AD}}<br />
|-<br />
{{AttackVersion|name=Air}}<br />
{{#lst:{{PAGENAME}}/Data|j.AD}}<br />
|}<br />
==== ====<br />
* Hits both in front of her and behind her.<br />
A bit slow but very massive multi-stage DP. If your opponent manages to evade the first few hits the last ones reach all around her and will likely catch them. <br />
</div><br />
</div><br />
<br />
<br style="clear:both;"/><br />
<br />
==Skills==<br />
===<big>Sky Fang - Kuuga</big>===<br />
<span class="input-badge">'''236A/B (Air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Linne_Kuuga.png | Kuuga!<br />
</gallery><br />
</div><br />
|image2=BBTag_Linne_KuugaAir.png |caption2= The only thing you'll hear in Linne mirror matches<br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=Ground A}}<br />
{{#lst:{{PAGENAME}}/Data|236A}}<br />
|-<br />
{{AttackVersion|name=Air A}}<br />
{{#lst:{{PAGENAME}}/Data|j.236A}}<br />
|-<br />
{{AttackVersion|name=Ground B}}<br />
{{#lst:{{PAGENAME}}/Data|236B}}<br />
|-<br />
{{AttackVersion|name=Air B}}<br />
{{#lst:{{PAGENAME}}/Data|j.236B}}<br />
|}<br />
==== ====<br />
Linne's trademark move. Excellent projectile for zoning and controlling space. Goes a shorter distance and can be dash cancelled. <br />
<br />
Air Kuuga is easily her best move as it is very plus on block and is useful for neutral. Can be followed up at certain heights so it is a strong combo starter. Tiger knee the input for best results! The A version goes at a much shallower angle.<br />
<br />
Ground B version goes further and can also be dash cancelled, however, dash cancelling B Kuuga on block is unsafe.<br />
<br />
Air B version goes further out with a wider angle and has a significantly higher startup.<br />
</div><br />
</div><br />
<br />
===<big>Whirlwind - Fuurin</big>===<br />
<span class="input-badge">'''214A'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Linne_Whirlwind.png | This never had a name until now, eh?<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|214A}}<br />
|}<br />
==== ====<br />
Linne's classic 6AB dashing roll, which can now be done standalone from neutral. is an attack if any button is hit. it has invincibility and is useful for dodging projectiles or attacks. It's also useful to setup sneaky cross ups with assist.<br />
<br />
It is worth noting that all of her dash cancels can go into Whirlwind, even before the full dash and recovery is completed. Useful with Kuuga pressure to set up a sandwich.<br />
<br />
</div><br />
</div><br />
<br />
===<big>Heaven’s Lynchpin - Tenketsu</big>===<br />
<span class="input-badge">'''Whirlwind > A/B/C'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Linne_TensetsuJuunisen.png | Press assist or no combo<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|214A X}}<br />
|}<br />
==== ====<br />
Her old, unenhanced Force Function from Under Night. Useful in making it harder to react to a sideswitch, at the cost of requiring assist to combo. Very unsafe.<br />
<br />
</div><br />
</div><br />
<br />
===<big>Flying Swallow - Hien</big>===<br />
<span class="input-badge">'''214B (Chargable)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Linne_Hien.png |Where you blockin'?<br />
BBTag_Linne_HienCharged.png |Not here!<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=Uncharged}}<br />
{{#lst:{{PAGENAME}}/Data|214B}}<br />
|-<br />
{{AttackVersion|name=Charged}}<br />
{{#lst:{{PAGENAME}}/Data|214[B]}}<br />
|}<br />
==== ====<br />
Overhead attack. Can be used in combos or blockstrings to setup an assist call. <br />
<br />
If B is held the attack transitions into a low instead, which is also her best DP punish starter. Just make sure you have assist on hand in case it's blocked, as it's very punishable.<br />
<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Extra Skills==<br />
===<big>Twin Sky Fang - Sou Kuuga</big>===<br />
<span class="input-badge">'''236C (Air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Linne_Kuuga.png |<br />
BBTag_Linne_KuugaAir.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=Ground}}<br />
{{#lst:{{PAGENAME}}/Data|236C}}<br />
|-<br />
{{AttackVersion|name=Air}}<br />
{{#lst:{{PAGENAME}}/Data|j.236C}}<br />
|}<br />
==== ====<br />
EX Kuuga. Has more hits and does more damage and is also better on block. From certain distances 236C > dash > 2C can be linked. <br />
<br />
</div><br />
</div><br />
<br />
===<big>Soaring Swallow - Hien Shou</big>===<br />
<span class="input-badge">'''214C'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Linne_Hien.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|214C}}<br />
|}<br />
==== ====<br />
EX Hien. More hits, more damage, prorates significantly better for higher damage combos.<br />
<br />
</div><br />
</div><br />
<br />
<br style="clear:both;"/><br />
<br />
==Partner Skills==<br />
===<big>5P </big>===<br />
<span class="input-badge">'''UNI Dash C'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Linne_5AAA.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|5P }}<br />
|}<br />
==== ====<br />
Her old dash C. Decent that is multi-hitting like both versions of her old 5C. Use it to extend combos or as blockstring filler.<br />
<br />
</div><br />
</div><br />
<br />
===<big>6P</big>===<br />
<span class="input-badge">'''Air Twin Sky Fang - Midair Sou Kuuga'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Linne_KuugaAir.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|6P}}<br />
|}<br />
==== ====<br />
Really really slow assist. Linne will first run on screen then do a full jump before executing the move. Can be used in neutral to help cover approaches but it's very slow so Linne can easily be hit during the animation. <br />
</div><br />
</div><br />
<br />
===<big>4P </big>===<br />
<span class="input-badge">'''Moon Gyre - Getsurin'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Linne_Getsurin.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|4P }}<br />
|}<br />
==== ====<br />
Her DP assist via the old A version of the attack. Works as a decent defensive assist and launches in combos. You can tag if the assist hits and continue the combo with Linne by herself. <br />
<br />
</div><br />
</div><br />
<br />
<br style="clear:both;"/><br />
<br />
==Distortion Skills==<br />
===<big>The Diviner - Kannagi</big>===<br />
<span class="input-badge">'''236B+C'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Linne_Kannagi.png |You may not like it, but this is what peak Linne looks like<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|236BC}}<br />
|}<br />
==== ====<br />
Unfortunately not + on block in this game. It's very very punishable. Has invincibility and is her primary super ender. The final part of the animation where she swings her sword backwards also has a hitbox, so if you dodge an enemy Linne's usage of this then be careful on how you approach her.<br />
<br />
</div><br />
</div><br />
<br />
===<big>Divine Chains - Tensetsu: Juunisen</big>===<br />
<span class="input-badge">'''214B+C'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Linne_TensetsuJuunisen.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|214BC}}<br />
|}<br />
==== ====<br />
Linne's old force function animation but now enhanced into a super. Does more damage than her other super, but is unsafe on block, making it a weak reversal option. Has Invul throughout the startup <br />
<br />
</div><br />
</div><br />
<br />
<br style="clear:both;"/><br />
<br />
==Distortion Skill Duo==<br />
===<big>The Diviner</big>===<br />
<span class="input-badge">'''P during Partner's Distortion Skill '''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Linne_Kannagi.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|Distortion Skill Duo}}<br />
|}<br />
==== ====<br />
it do damage<br />
<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Astral Heat==<br />
===<big>Divine Blaze - Kannagi: Homura Issen</big>===<br />
<span class="input-badge">'''222B+C'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Linne_DivineBlaze.png | The real peak Linne<br />
BBTag_Linne_DivineBlaze2.png |Oopsy! Did I hurt you?<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|222BC}}<br />
|}<br />
==== ====<br />
Her IWEXS is her Astral Heat. <br />
<br />
</div><br />
</div><br />
<br />
<br style="clear:both;"/><br />
<br />
==External References==<br />
==Navigation==<br />
{{#lst:{{PAGENAME}}/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/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.}}<br />
{{Navbar-BBTag}}</div>73.119.87.123https://www.dustloop.com/wiki/index.php?title=BBTag/Linne&diff=185971BBTag/Linne2020-11-17T15:07:53Z<p>73.119.87.123: /* 2C */</p>
<hr />
<div>{{InvisibleHeader}}{{NavTabs|game=BBTag|chara=Linne}}<br />
<br />
======<span style="visibility:hidden;font-size:0">Overview</span>======<br />
{{FlexContainer}}<br />
{{FlexTopContainer}}<!-- BEGIN TOP SECTION --><br />
{{FP Box|header=Overview<br />
|content=<br />
Although she has limited reach, Linne is a fast character that can cross the screen quickly, especially on the ground. Her Kuuga projectile is a powerful neutral tool from midrange capable of controlling space very well and making the opponent more cautious about their approach or attempting to try and keep her out when they're within range. She also has the unique ability to triple jump for greater control of aerial movement and timing, especially with j.Kuuga's all-around extreme usefulness.<br />
{{Bio<br />
| name = Linne<br />
| game = BBTag<br />
| quote = Hurry up and get ready...<br />
| lore = <br />
The main Heroine of the Under Night In Birth series. Hundreds of years ago, Linne and her brother Kuon were experimented on in the hopes of creating new abilities. The result of these experiments was Linne gaining the ability to transfer her consciousness from one body to another. Even if she is killed, her consciousness will automatically transfer to a new body on its own. Not wanting to continue to possess young girls and ruin their lives, Linne searches for a way to end her immortal existence. Recently, Linne has found a solution through a powerful sword which can finally end her life permanently named the Indulgence of Sever Rending (the Insulator) - Hyde's sword. But before he can grant her wishes, a woman claiming to be the leader of "Amnesia" leaves them with a cryptic message, "I'll be waiting at the Abyss on this Hollow Night, Princess."<br />
<br />
}}<br />
{{StrengthsAndWeaknesses<br />
|intro=<br />
Master Linne's fast movement and Kuuga's ability to control space so that you can close the gap and start applying pressure.<br />
<br />
|pros=<br />
*Fast movement and normals<br />
*Great 5B with large disjointed hitbox that doubles as an anti-air and a launcher<br />
*Strong neutral game with the use of air Kuuga<br />
*Only character that can triple jump<br />
|cons=<br />
*Extremely low damage<br />
*Offers very weak assists, making her primarily a point<br />
*No fullscreen attacks, so she might have a hard time punishing fullscreen supers despite her speed<br />
*Jump height is shorter than most, to make up for having more of them<br />
}}<br />
}}<br />
{{Closediv}}<!--END TOP SECTION--><br />
{{FlexSideContainer}}<!-- BEGIN FLEX SECTION --><br />
{{FP TOC}}<br />
{{FP Box<br />
| padding=no<br />
| content={{CharaInfo<br />
| game=BBTag<br />
| fullname=Linne<br />
| health={{#lst:{{PAGENAME}}/Data|health}}<br />
| comborate={{#lst:{{PAGENAME}}/Data|comborate}}<br />
| prejump={{#lst:{{PAGENAME}}/Data|prejump}}<br />
| backdash={{#lst:{{PAGENAME}}/Data|backdash}}<br />
| movement={{#lst:{{PAGENAME}}/Data|movementoptions}}<br />
}}<br />
}}<br />
{{Closediv}}<!--END FLEX OTHER SECTION--><br />
{{Closediv}}<br />
{{FP Box<br />
| header=EXS of Rapid Drive: Speed Star<br />
| content=<br />
Linne's EXS significantly increase her speed. She has a triple jump and dash cancels on specific moves. <br />
<br />
By inputting 66, Linne can dash cancel the following moves:<br />
* Smart Combo 1 - 4th move (5AAAA)<br />
* Smart Combo 2 - 3rd and 4th move (4AAA and 4AAAA)<br />
* Smart Combo 3 - 3rd move (5BBB)<br />
* Ground versions of Kuuga <br />
<br />
Dash cancels can be canceled into Whirlwind.<br />
}}<br />
<br />
==Normal Moves==<br />
===<big>4A</big>===<br />
<span class="input-badge">'''Tenacious Mist - Mujin'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Linne_4A.png |hack<br />
BBTag_Linne_4AA.png |slash<br />
BBTag_Linne_4AAA.png |slice<br />
BBTag_Linne_4AAAA.png |WHAM<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=4A}}<br />
{{#lst:{{PAGENAME}}/Data|4A}}<br />
|-<br />
{{AttackVersion|name=4AA}}<br />
{{#lst:{{PAGENAME}}/Data|4AA}}<br />
|-<br />
{{AttackVersion|name=4AAA}}<br />
{{#lst:{{PAGENAME}}/Data|4AAA}}<br />
|-<br />
{{AttackVersion|name=4AAAA}}<br />
{{#lst:{{PAGENAME}}/Data|4AAAA}}<br />
|}<br />
==== ====<br />
* Can jump cancel 4A on hit/block<br />
* Each A in 4AAA does 2 hits, last 4A is the ender<br />
<br />
</div><br />
</div><br />
<br />
===<big>5A</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Linne_5A.png |loli kick!<br />
BBTag_Linne_5AA.png |loli swing!<br />
BBTag_Linne_5AAA.png |loli cut!<br />
BBTag_Linne_4AAAA.png |Fully charged B Kuuga<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=5A}}<br />
{{#lst:{{PAGENAME}}/Data|5A}}<br />
|-<br />
{{AttackVersion|name=5AA}}<br />
{{#lst:{{PAGENAME}}/Data|5AA}}<br />
|-<br />
{{AttackVersion|name=5AAA}}<br />
{{#lst:{{PAGENAME}}/Data|5AAA}}<br />
|-<br />
{{AttackVersion|name=5AAAA}}<br />
{{#lst:{{PAGENAME}}/Data|5AAAA}}<br />
|}<br />
==== ====<br />
* Can jump cancel 5A on hit/block<br />
* Can jump cancel 5A-5AAA on hit<br />
* Decent downward range on its hitbox that prevents it from being low-profiled<br />
<br />
Her old 5B that now has greatly increased hitbox. <br />
</div><br />
</div><br />
<br />
===<big>5B</big>===<br />
<span class="input-badge">'''Wolf Howl - Gunrou'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Linne_5B.png |You<br />
BBTag_Linne_5BB.png |Die<br />
BBTag_Linne_5BBB.png |Here<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=5B}}<br />
{{#lst:{{PAGENAME}}/Data|5B}}<br />
|-<br />
{{AttackVersion|name=5BB}}<br />
{{#lst:{{PAGENAME}}/Data|5BB}}<br />
|-<br />
{{AttackVersion|name=5BBB}}<br />
{{#lst:{{PAGENAME}}/Data|5BBB}}<br />
|}<br />
==== ====<br />
*Head invul frames 11 to 18<br />
<br />
5B's every bit as massive and disjointed and is now a proper anti air with head invul. It also launches upwards making it perfect for combos.<br />
----<br />
Follow up to 5B. Not very notable.<br />
----<br />
*knocksdown<br />
<br />
B auto combo ender that can be chained into other normals. Useful for ending combos as it knocks down and can be jump cancelled, leading into a safe jump. Be careful using this in blockstrings however, there's a gap between 5BB and this, letting the enemy get supers and DPs off if they're quick enough.<br />
</div><br />
</div><br />
<br />
===<big>5C</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Linne_5C.png |''"Pick a god, and pray."''<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|5C}}<br />
|}<br />
==== ====<br />
Linne's assault-style overhead. Fairly slow and reactable.<br />
</div><br />
</div><br />
<br />
===<big>2A</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Linne_2A.png | LOL IMAGINE BEING A LOW COULDN'T BE ME -Linne 2A<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|2A}}<br />
|}<br />
==== ====<br />
* Can jump cancel on hit/block<br />
<br />
Chainable crouching jab. Does not hit low. Best normal to cancel back into from a 5B or 2C. <br />
<br />
</div><br />
</div><br />
<br />
===<big>2B</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Linne_2B.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|2B}}<br />
|}<br />
==== ====<br />
Linne's low attack. Has good range and useful for opening up opponents that are standing.<br />
</div><br />
</div><br />
<br />
===<big>2C</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Linne_2C.png | I'd say don't whiff this, but it's too long to.<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|2C}}<br />
|}<br />
==== ====<br />
Linne's sweep. Every bit as big as it is in Under Night. Great for footsies and as an oki ender to combos.<br />
</div><br />
</div><br />
<br />
===<big>j.A</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Linne_jA.png | Lemme guess, you're doing this into dl.jb?<br />
BBTag_Linne_jAA.png | Yep...<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=j.A}}<br />
{{#lst:{{PAGENAME}}/Data|j.A}}<br />
|-<br />
{{AttackVersion|name=j.AA}}<br />
{{#lst:{{PAGENAME}}/Data|j.AA}}<br />
|}<br />
==== ====<br />
Hits high. Very small and not very notable. Can be used to hit fuzzy after a deep j.B<br />
<br />
</div><br />
</div><br />
<br />
===<big>j.B</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Linne_jB.png | 5B but you want to extend the combo<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.B}}<br />
|}<br />
==== ====<br />
* Can be a crossup jump-in in certain ranges <br />
<br />
Primary jump in attack. Slow startup but has good range. Has a lot of hitstun making it useful for combos and cross-ups even.<br />
</div><br />
</div><br />
<br />
===<big>j.C</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Linne_jC.png | Loli feet to the face<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.C}}<br />
|}<br />
==== ====<br />
* Can be special canceled into Kuuga <br />
<br />
Aerial dive kick. Knocks the opponent down on hit. Use it to quickly fall on top of your opponent for cross-ups or to punish whiffed anti airs.<br />
<br />
</div><br />
</div><br />
<br />
<br style="clear:both;"/><br />
<br />
==Universal Mechanics==<br />
===<big>Ground Throw</big>===<br />
<span class="input-badge">'''5B+C'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Linne_GroundThrow.png | Lol what an idiot he fe- STAB<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|BC}}<br />
|}<br />
==== ====<br />
Basic throw. Can be cancelled into specials (or Astral) before the animation fully completes. <br />
</div><br />
</div><br />
<br />
===<big>Rending Moon Gyre - Ren Getsurin</big>===<br />
<span class="input-badge">'''5A+D (air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Linne_Getsurin.png | up and up<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=Ground}}<br />
{{#lst:{{PAGENAME}}/Data|AD}}<br />
|-<br />
{{AttackVersion|name=Air}}<br />
{{#lst:{{PAGENAME}}/Data|j.AD}}<br />
|}<br />
==== ====<br />
* Hits both in front of her and behind her.<br />
A bit slow but very massive multi-stage DP. If your opponent manages to evade the first few hits the last ones reach all around her and will likely catch them. <br />
</div><br />
</div><br />
<br />
<br style="clear:both;"/><br />
<br />
==Skills==<br />
===<big>Sky Fang - Kuuga</big>===<br />
<span class="input-badge">'''236A/B (Air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Linne_Kuuga.png | Kuuga!<br />
</gallery><br />
</div><br />
|image2=BBTag_Linne_KuugaAir.png |caption2= The only thing you'll hear in Linne mirror matches<br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=Ground A}}<br />
{{#lst:{{PAGENAME}}/Data|236A}}<br />
|-<br />
{{AttackVersion|name=Air A}}<br />
{{#lst:{{PAGENAME}}/Data|j.236A}}<br />
|-<br />
{{AttackVersion|name=Ground B}}<br />
{{#lst:{{PAGENAME}}/Data|236B}}<br />
|-<br />
{{AttackVersion|name=Air B}}<br />
{{#lst:{{PAGENAME}}/Data|j.236B}}<br />
|}<br />
==== ====<br />
Linne's trademark move. Excellent projectile for zoning and controlling space. Goes a shorter distance and can be dash cancelled. <br />
<br />
Air Kuuga is easily her best move as it is very plus on block and is useful for neutral. Can be followed up at certain heights so it is a strong combo starter. Tiger knee the input for best results! The A version goes at a much shallower angle.<br />
<br />
Ground B version goes further and can also be dash cancelled, however, dash cancelling B Kuuga on block is unsafe.<br />
<br />
Air B version goes further out with a wider angle and has a significantly higher startup.<br />
</div><br />
</div><br />
<br />
===<big>Whirlwind - Fuurin</big>===<br />
<span class="input-badge">'''214A'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Linne_Whirlwind.png | This never had a name until now, eh?<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|214A}}<br />
|}<br />
==== ====<br />
Linne's classic 6AB dashing roll, which can now be done standalone from neutral. is an attack if any button is hit. it has invincibility and is useful for dodging projectiles or attacks. It's also useful to setup sneaky cross ups with assist.<br />
<br />
It is worth noting that all of her dash cancels can go into Whirlwind, even before the full dash and recovery is completed. Useful with Kuuga pressure to set up a sandwich.<br />
<br />
</div><br />
</div><br />
<br />
===<big>Heaven’s Lynchpin - Tenketsu</big>===<br />
<span class="input-badge">'''Whirlwind > A/B/C'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Linne_TensetsuJuunisen.png | Press assist or no combo<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|214A X}}<br />
|}<br />
==== ====<br />
Her old, unenhanced Force Function from Under Night. Useful in making it harder to react to a sideswitch, at the cost of requiring assist to combo. Very unsafe.<br />
<br />
</div><br />
</div><br />
<br />
===<big>Flying Swallow - Hien</big>===<br />
<span class="input-badge">'''214B (Chargable)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Linne_Hien.png |Where you blockin'?<br />
BBTag_Linne_HienCharged.png |Not here!<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=Uncharged}}<br />
{{#lst:{{PAGENAME}}/Data|214B}}<br />
|-<br />
{{AttackVersion|name=Charged}}<br />
{{#lst:{{PAGENAME}}/Data|214[B]}}<br />
|}<br />
==== ====<br />
Overhead attack. Can be used in combos or blockstrings to setup an assist call. <br />
<br />
If B is held the attack transitions into a low instead, which is also her best DP punish starter. Just make sure you have assist on hand in case it's blocked, as it's very punishable.<br />
<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Extra Skills==<br />
===<big>Twin Sky Fang - Sou Kuuga</big>===<br />
<span class="input-badge">'''236C (Air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Linne_Kuuga.png |<br />
BBTag_Linne_KuugaAir.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=Ground}}<br />
{{#lst:{{PAGENAME}}/Data|236C}}<br />
|-<br />
{{AttackVersion|name=Air}}<br />
{{#lst:{{PAGENAME}}/Data|j.236C}}<br />
|}<br />
==== ====<br />
EX Kuuga. Has more hits and does more damage and is also better on block. From certain distances 236C > dash > 2C can be linked. <br />
<br />
</div><br />
</div><br />
<br />
===<big>Soaring Swallow - Hien Shou</big>===<br />
<span class="input-badge">'''214C'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Linne_Hien.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|214C}}<br />
|}<br />
==== ====<br />
EX Hien. More hits, more damage, prorates significantly better for higher damage combos.<br />
<br />
</div><br />
</div><br />
<br />
<br style="clear:both;"/><br />
<br />
==Partner Skills==<br />
===<big>5P </big>===<br />
<span class="input-badge">'''UNI Dash C'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Linne_5AAA.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|5P }}<br />
|}<br />
==== ====<br />
Her old dash C. Decent that is multi-hitting like both versions of her old 5C. Use it to extend combos or as blockstring filler.<br />
<br />
</div><br />
</div><br />
<br />
===<big>6P</big>===<br />
<span class="input-badge">'''Air Twin Sky Fang - Midair Sou Kuuga'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Linne_KuugaAir.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|6P}}<br />
|}<br />
==== ====<br />
Really really slow assist. Linne will first run on screen then do a full jump before executing the move. Can be used in neutral to help cover approaches but it's very slow so Linne can easily be hit during the animation. <br />
</div><br />
</div><br />
<br />
===<big>4P </big>===<br />
<span class="input-badge">'''Moon Gyre - Getsurin'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Linne_Getsurin.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|4P }}<br />
|}<br />
==== ====<br />
Her DP assist via the old A version of the attack. Works as a decent defensive assist and launches in combos. You can tag if the assist hits and continue the combo with Linne by herself. <br />
<br />
</div><br />
</div><br />
<br />
<br style="clear:both;"/><br />
<br />
==Distortion Skills==<br />
===<big>The Diviner - Kannagi</big>===<br />
<span class="input-badge">'''236B+C'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Linne_Kannagi.png |You may not like it, but this is what peak Linne looks like<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|236BC}}<br />
|}<br />
==== ====<br />
Unfortunately not + on block in this game. It's very very punishable. Has invincibility and is her primary super ender. The final part of the animation where she swings her sword backwards also has a hitbox, so if you dodge an enemy Linne's usage of this then be careful on how you approach her.<br />
<br />
</div><br />
</div><br />
<br />
===<big>Divine Chains - Tensetsu: Juunisen</big>===<br />
<span class="input-badge">'''214B+C'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Linne_TensetsuJuunisen.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|214BC}}<br />
|}<br />
==== ====<br />
Linne's old force function animation but now enhanced into a super. Does more damage than her other super, but is unsafe on block, making it a weak reversal option. Has Invul throughout the startup <br />
<br />
</div><br />
</div><br />
<br />
<br style="clear:both;"/><br />
<br />
==Distortion Skill Duo==<br />
===<big>The Diviner</big>===<br />
<span class="input-badge">'''P during Partner's Distortion Skill '''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Linne_Kannagi.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|Distortion Skill Duo}}<br />
|}<br />
==== ====<br />
it do damage<br />
<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Astral Heat==<br />
===<big>Divine Blaze - Kannagi: Homura Issen</big>===<br />
<span class="input-badge">'''222B+C'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Linne_DivineBlaze.png | The real peak Linne<br />
BBTag_Linne_DivineBlaze2.png |Oopsy! Did I hurt you?<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|222BC}}<br />
|}<br />
==== ====<br />
Her IWEXS is her Astral Heat. <br />
<br />
</div><br />
</div><br />
<br />
<br style="clear:both;"/><br />
<br />
==External References==<br />
==Navigation==<br />
{{#lst:{{PAGENAME}}/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/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.}}<br />
{{Navbar-BBTag}}</div>73.119.87.123https://www.dustloop.com/wiki/index.php?title=BBTag/Linne&diff=185970BBTag/Linne2020-11-17T15:06:20Z<p>73.119.87.123: /* j.A */</p>
<hr />
<div>{{InvisibleHeader}}{{NavTabs|game=BBTag|chara=Linne}}<br />
<br />
======<span style="visibility:hidden;font-size:0">Overview</span>======<br />
{{FlexContainer}}<br />
{{FlexTopContainer}}<!-- BEGIN TOP SECTION --><br />
{{FP Box|header=Overview<br />
|content=<br />
Although she has limited reach, Linne is a fast character that can cross the screen quickly, especially on the ground. Her Kuuga projectile is a powerful neutral tool from midrange capable of controlling space very well and making the opponent more cautious about their approach or attempting to try and keep her out when they're within range. She also has the unique ability to triple jump for greater control of aerial movement and timing, especially with j.Kuuga's all-around extreme usefulness.<br />
{{Bio<br />
| name = Linne<br />
| game = BBTag<br />
| quote = Hurry up and get ready...<br />
| lore = <br />
The main Heroine of the Under Night In Birth series. Hundreds of years ago, Linne and her brother Kuon were experimented on in the hopes of creating new abilities. The result of these experiments was Linne gaining the ability to transfer her consciousness from one body to another. Even if she is killed, her consciousness will automatically transfer to a new body on its own. Not wanting to continue to possess young girls and ruin their lives, Linne searches for a way to end her immortal existence. Recently, Linne has found a solution through a powerful sword which can finally end her life permanently named the Indulgence of Sever Rending (the Insulator) - Hyde's sword. But before he can grant her wishes, a woman claiming to be the leader of "Amnesia" leaves them with a cryptic message, "I'll be waiting at the Abyss on this Hollow Night, Princess."<br />
<br />
}}<br />
{{StrengthsAndWeaknesses<br />
|intro=<br />
Master Linne's fast movement and Kuuga's ability to control space so that you can close the gap and start applying pressure.<br />
<br />
|pros=<br />
*Fast movement and normals<br />
*Great 5B with large disjointed hitbox that doubles as an anti-air and a launcher<br />
*Strong neutral game with the use of air Kuuga<br />
*Only character that can triple jump<br />
|cons=<br />
*Extremely low damage<br />
*Offers very weak assists, making her primarily a point<br />
*No fullscreen attacks, so she might have a hard time punishing fullscreen supers despite her speed<br />
*Jump height is shorter than most, to make up for having more of them<br />
}}<br />
}}<br />
{{Closediv}}<!--END TOP SECTION--><br />
{{FlexSideContainer}}<!-- BEGIN FLEX SECTION --><br />
{{FP TOC}}<br />
{{FP Box<br />
| padding=no<br />
| content={{CharaInfo<br />
| game=BBTag<br />
| fullname=Linne<br />
| health={{#lst:{{PAGENAME}}/Data|health}}<br />
| comborate={{#lst:{{PAGENAME}}/Data|comborate}}<br />
| prejump={{#lst:{{PAGENAME}}/Data|prejump}}<br />
| backdash={{#lst:{{PAGENAME}}/Data|backdash}}<br />
| movement={{#lst:{{PAGENAME}}/Data|movementoptions}}<br />
}}<br />
}}<br />
{{Closediv}}<!--END FLEX OTHER SECTION--><br />
{{Closediv}}<br />
{{FP Box<br />
| header=EXS of Rapid Drive: Speed Star<br />
| content=<br />
Linne's EXS significantly increase her speed. She has a triple jump and dash cancels on specific moves. <br />
<br />
By inputting 66, Linne can dash cancel the following moves:<br />
* Smart Combo 1 - 4th move (5AAAA)<br />
* Smart Combo 2 - 3rd and 4th move (4AAA and 4AAAA)<br />
* Smart Combo 3 - 3rd move (5BBB)<br />
* Ground versions of Kuuga <br />
<br />
Dash cancels can be canceled into Whirlwind.<br />
}}<br />
<br />
==Normal Moves==<br />
===<big>4A</big>===<br />
<span class="input-badge">'''Tenacious Mist - Mujin'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Linne_4A.png |hack<br />
BBTag_Linne_4AA.png |slash<br />
BBTag_Linne_4AAA.png |slice<br />
BBTag_Linne_4AAAA.png |WHAM<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=4A}}<br />
{{#lst:{{PAGENAME}}/Data|4A}}<br />
|-<br />
{{AttackVersion|name=4AA}}<br />
{{#lst:{{PAGENAME}}/Data|4AA}}<br />
|-<br />
{{AttackVersion|name=4AAA}}<br />
{{#lst:{{PAGENAME}}/Data|4AAA}}<br />
|-<br />
{{AttackVersion|name=4AAAA}}<br />
{{#lst:{{PAGENAME}}/Data|4AAAA}}<br />
|}<br />
==== ====<br />
* Can jump cancel 4A on hit/block<br />
* Each A in 4AAA does 2 hits, last 4A is the ender<br />
<br />
</div><br />
</div><br />
<br />
===<big>5A</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Linne_5A.png |loli kick!<br />
BBTag_Linne_5AA.png |loli swing!<br />
BBTag_Linne_5AAA.png |loli cut!<br />
BBTag_Linne_4AAAA.png |Fully charged B Kuuga<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=5A}}<br />
{{#lst:{{PAGENAME}}/Data|5A}}<br />
|-<br />
{{AttackVersion|name=5AA}}<br />
{{#lst:{{PAGENAME}}/Data|5AA}}<br />
|-<br />
{{AttackVersion|name=5AAA}}<br />
{{#lst:{{PAGENAME}}/Data|5AAA}}<br />
|-<br />
{{AttackVersion|name=5AAAA}}<br />
{{#lst:{{PAGENAME}}/Data|5AAAA}}<br />
|}<br />
==== ====<br />
* Can jump cancel 5A on hit/block<br />
* Can jump cancel 5A-5AAA on hit<br />
* Decent downward range on its hitbox that prevents it from being low-profiled<br />
<br />
Her old 5B that now has greatly increased hitbox. <br />
</div><br />
</div><br />
<br />
===<big>5B</big>===<br />
<span class="input-badge">'''Wolf Howl - Gunrou'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Linne_5B.png |You<br />
BBTag_Linne_5BB.png |Die<br />
BBTag_Linne_5BBB.png |Here<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=5B}}<br />
{{#lst:{{PAGENAME}}/Data|5B}}<br />
|-<br />
{{AttackVersion|name=5BB}}<br />
{{#lst:{{PAGENAME}}/Data|5BB}}<br />
|-<br />
{{AttackVersion|name=5BBB}}<br />
{{#lst:{{PAGENAME}}/Data|5BBB}}<br />
|}<br />
==== ====<br />
*Head invul frames 11 to 18<br />
<br />
5B's every bit as massive and disjointed and is now a proper anti air with head invul. It also launches upwards making it perfect for combos.<br />
----<br />
Follow up to 5B. Not very notable.<br />
----<br />
*knocksdown<br />
<br />
B auto combo ender that can be chained into other normals. Useful for ending combos as it knocks down and can be jump cancelled, leading into a safe jump. Be careful using this in blockstrings however, there's a gap between 5BB and this, letting the enemy get supers and DPs off if they're quick enough.<br />
</div><br />
</div><br />
<br />
===<big>5C</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Linne_5C.png |''"Pick a god, and pray."''<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|5C}}<br />
|}<br />
==== ====<br />
Linne's assault-style overhead. Fairly slow and reactable.<br />
</div><br />
</div><br />
<br />
===<big>2A</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Linne_2A.png | LOL IMAGINE BEING A LOW COULDN'T BE ME -Linne 2A<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|2A}}<br />
|}<br />
==== ====<br />
* Can jump cancel on hit/block<br />
<br />
Chainable crouching jab. Does not hit low. Best normal to cancel back into from a 5B or 2C. <br />
<br />
</div><br />
</div><br />
<br />
===<big>2B</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Linne_2B.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|2B}}<br />
|}<br />
==== ====<br />
Linne's low attack. Has good range and useful for opening up opponents that are standing.<br />
</div><br />
</div><br />
<br />
===<big>2C</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Linne_2C.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|2C}}<br />
|}<br />
==== ====<br />
Linne's sweep. Every bit as big as it is in Under Night. Great for footsies and as an oki ender to combos.<br />
</div><br />
</div><br />
<br />
===<big>j.A</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Linne_jA.png | Lemme guess, you're doing this into dl.jb?<br />
BBTag_Linne_jAA.png | Yep...<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=j.A}}<br />
{{#lst:{{PAGENAME}}/Data|j.A}}<br />
|-<br />
{{AttackVersion|name=j.AA}}<br />
{{#lst:{{PAGENAME}}/Data|j.AA}}<br />
|}<br />
==== ====<br />
Hits high. Very small and not very notable. Can be used to hit fuzzy after a deep j.B<br />
<br />
</div><br />
</div><br />
<br />
===<big>j.B</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Linne_jB.png | 5B but you want to extend the combo<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.B}}<br />
|}<br />
==== ====<br />
* Can be a crossup jump-in in certain ranges <br />
<br />
Primary jump in attack. Slow startup but has good range. Has a lot of hitstun making it useful for combos and cross-ups even.<br />
</div><br />
</div><br />
<br />
===<big>j.C</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Linne_jC.png | Loli feet to the face<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.C}}<br />
|}<br />
==== ====<br />
* Can be special canceled into Kuuga <br />
<br />
Aerial dive kick. Knocks the opponent down on hit. Use it to quickly fall on top of your opponent for cross-ups or to punish whiffed anti airs.<br />
<br />
</div><br />
</div><br />
<br />
<br style="clear:both;"/><br />
<br />
==Universal Mechanics==<br />
===<big>Ground Throw</big>===<br />
<span class="input-badge">'''5B+C'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Linne_GroundThrow.png | Lol what an idiot he fe- STAB<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|BC}}<br />
|}<br />
==== ====<br />
Basic throw. Can be cancelled into specials (or Astral) before the animation fully completes. <br />
</div><br />
</div><br />
<br />
===<big>Rending Moon Gyre - Ren Getsurin</big>===<br />
<span class="input-badge">'''5A+D (air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Linne_Getsurin.png | up and up<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=Ground}}<br />
{{#lst:{{PAGENAME}}/Data|AD}}<br />
|-<br />
{{AttackVersion|name=Air}}<br />
{{#lst:{{PAGENAME}}/Data|j.AD}}<br />
|}<br />
==== ====<br />
* Hits both in front of her and behind her.<br />
A bit slow but very massive multi-stage DP. If your opponent manages to evade the first few hits the last ones reach all around her and will likely catch them. <br />
</div><br />
</div><br />
<br />
<br style="clear:both;"/><br />
<br />
==Skills==<br />
===<big>Sky Fang - Kuuga</big>===<br />
<span class="input-badge">'''236A/B (Air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Linne_Kuuga.png | Kuuga!<br />
</gallery><br />
</div><br />
|image2=BBTag_Linne_KuugaAir.png |caption2= The only thing you'll hear in Linne mirror matches<br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=Ground A}}<br />
{{#lst:{{PAGENAME}}/Data|236A}}<br />
|-<br />
{{AttackVersion|name=Air A}}<br />
{{#lst:{{PAGENAME}}/Data|j.236A}}<br />
|-<br />
{{AttackVersion|name=Ground B}}<br />
{{#lst:{{PAGENAME}}/Data|236B}}<br />
|-<br />
{{AttackVersion|name=Air B}}<br />
{{#lst:{{PAGENAME}}/Data|j.236B}}<br />
|}<br />
==== ====<br />
Linne's trademark move. Excellent projectile for zoning and controlling space. Goes a shorter distance and can be dash cancelled. <br />
<br />
Air Kuuga is easily her best move as it is very plus on block and is useful for neutral. Can be followed up at certain heights so it is a strong combo starter. Tiger knee the input for best results! The A version goes at a much shallower angle.<br />
<br />
Ground B version goes further and can also be dash cancelled, however, dash cancelling B Kuuga on block is unsafe.<br />
<br />
Air B version goes further out with a wider angle and has a significantly higher startup.<br />
</div><br />
</div><br />
<br />
===<big>Whirlwind - Fuurin</big>===<br />
<span class="input-badge">'''214A'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Linne_Whirlwind.png | This never had a name until now, eh?<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|214A}}<br />
|}<br />
==== ====<br />
Linne's classic 6AB dashing roll, which can now be done standalone from neutral. is an attack if any button is hit. it has invincibility and is useful for dodging projectiles or attacks. It's also useful to setup sneaky cross ups with assist.<br />
<br />
It is worth noting that all of her dash cancels can go into Whirlwind, even before the full dash and recovery is completed. Useful with Kuuga pressure to set up a sandwich.<br />
<br />
</div><br />
</div><br />
<br />
===<big>Heaven’s Lynchpin - Tenketsu</big>===<br />
<span class="input-badge">'''Whirlwind > A/B/C'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Linne_TensetsuJuunisen.png | Press assist or no combo<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|214A X}}<br />
|}<br />
==== ====<br />
Her old, unenhanced Force Function from Under Night. Useful in making it harder to react to a sideswitch, at the cost of requiring assist to combo. Very unsafe.<br />
<br />
</div><br />
</div><br />
<br />
===<big>Flying Swallow - Hien</big>===<br />
<span class="input-badge">'''214B (Chargable)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Linne_Hien.png |Where you blockin'?<br />
BBTag_Linne_HienCharged.png |Not here!<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=Uncharged}}<br />
{{#lst:{{PAGENAME}}/Data|214B}}<br />
|-<br />
{{AttackVersion|name=Charged}}<br />
{{#lst:{{PAGENAME}}/Data|214[B]}}<br />
|}<br />
==== ====<br />
Overhead attack. Can be used in combos or blockstrings to setup an assist call. <br />
<br />
If B is held the attack transitions into a low instead, which is also her best DP punish starter. Just make sure you have assist on hand in case it's blocked, as it's very punishable.<br />
<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Extra Skills==<br />
===<big>Twin Sky Fang - Sou Kuuga</big>===<br />
<span class="input-badge">'''236C (Air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Linne_Kuuga.png |<br />
BBTag_Linne_KuugaAir.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=Ground}}<br />
{{#lst:{{PAGENAME}}/Data|236C}}<br />
|-<br />
{{AttackVersion|name=Air}}<br />
{{#lst:{{PAGENAME}}/Data|j.236C}}<br />
|}<br />
==== ====<br />
EX Kuuga. Has more hits and does more damage and is also better on block. From certain distances 236C > dash > 2C can be linked. <br />
<br />
</div><br />
</div><br />
<br />
===<big>Soaring Swallow - Hien Shou</big>===<br />
<span class="input-badge">'''214C'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Linne_Hien.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|214C}}<br />
|}<br />
==== ====<br />
EX Hien. More hits, more damage, prorates significantly better for higher damage combos.<br />
<br />
</div><br />
</div><br />
<br />
<br style="clear:both;"/><br />
<br />
==Partner Skills==<br />
===<big>5P </big>===<br />
<span class="input-badge">'''UNI Dash C'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Linne_5AAA.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|5P }}<br />
|}<br />
==== ====<br />
Her old dash C. Decent that is multi-hitting like both versions of her old 5C. Use it to extend combos or as blockstring filler.<br />
<br />
</div><br />
</div><br />
<br />
===<big>6P</big>===<br />
<span class="input-badge">'''Air Twin Sky Fang - Midair Sou Kuuga'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Linne_KuugaAir.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|6P}}<br />
|}<br />
==== ====<br />
Really really slow assist. Linne will first run on screen then do a full jump before executing the move. Can be used in neutral to help cover approaches but it's very slow so Linne can easily be hit during the animation. <br />
</div><br />
</div><br />
<br />
===<big>4P </big>===<br />
<span class="input-badge">'''Moon Gyre - Getsurin'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Linne_Getsurin.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|4P }}<br />
|}<br />
==== ====<br />
Her DP assist via the old A version of the attack. Works as a decent defensive assist and launches in combos. You can tag if the assist hits and continue the combo with Linne by herself. <br />
<br />
</div><br />
</div><br />
<br />
<br style="clear:both;"/><br />
<br />
==Distortion Skills==<br />
===<big>The Diviner - Kannagi</big>===<br />
<span class="input-badge">'''236B+C'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Linne_Kannagi.png |You may not like it, but this is what peak Linne looks like<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|236BC}}<br />
|}<br />
==== ====<br />
Unfortunately not + on block in this game. It's very very punishable. Has invincibility and is her primary super ender. The final part of the animation where she swings her sword backwards also has a hitbox, so if you dodge an enemy Linne's usage of this then be careful on how you approach her.<br />
<br />
</div><br />
</div><br />
<br />
===<big>Divine Chains - Tensetsu: Juunisen</big>===<br />
<span class="input-badge">'''214B+C'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Linne_TensetsuJuunisen.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|214BC}}<br />
|}<br />
==== ====<br />
Linne's old force function animation but now enhanced into a super. Does more damage than her other super, but is unsafe on block, making it a weak reversal option. Has Invul throughout the startup <br />
<br />
</div><br />
</div><br />
<br />
<br style="clear:both;"/><br />
<br />
==Distortion Skill Duo==<br />
===<big>The Diviner</big>===<br />
<span class="input-badge">'''P during Partner's Distortion Skill '''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Linne_Kannagi.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|Distortion Skill Duo}}<br />
|}<br />
==== ====<br />
it do damage<br />
<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Astral Heat==<br />
===<big>Divine Blaze - Kannagi: Homura Issen</big>===<br />
<span class="input-badge">'''222B+C'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Linne_DivineBlaze.png | The real peak Linne<br />
BBTag_Linne_DivineBlaze2.png |Oopsy! Did I hurt you?<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|222BC}}<br />
|}<br />
==== ====<br />
Her IWEXS is her Astral Heat. <br />
<br />
</div><br />
</div><br />
<br />
<br style="clear:both;"/><br />
<br />
==External References==<br />
==Navigation==<br />
{{#lst:{{PAGENAME}}/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/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.}}<br />
{{Navbar-BBTag}}</div>73.119.87.123https://www.dustloop.com/wiki/index.php?title=BBTag/Linne&diff=185969BBTag/Linne2020-11-17T15:05:25Z<p>73.119.87.123: /* j.B */</p>
<hr />
<div>{{InvisibleHeader}}{{NavTabs|game=BBTag|chara=Linne}}<br />
<br />
======<span style="visibility:hidden;font-size:0">Overview</span>======<br />
{{FlexContainer}}<br />
{{FlexTopContainer}}<!-- BEGIN TOP SECTION --><br />
{{FP Box|header=Overview<br />
|content=<br />
Although she has limited reach, Linne is a fast character that can cross the screen quickly, especially on the ground. Her Kuuga projectile is a powerful neutral tool from midrange capable of controlling space very well and making the opponent more cautious about their approach or attempting to try and keep her out when they're within range. She also has the unique ability to triple jump for greater control of aerial movement and timing, especially with j.Kuuga's all-around extreme usefulness.<br />
{{Bio<br />
| name = Linne<br />
| game = BBTag<br />
| quote = Hurry up and get ready...<br />
| lore = <br />
The main Heroine of the Under Night In Birth series. Hundreds of years ago, Linne and her brother Kuon were experimented on in the hopes of creating new abilities. The result of these experiments was Linne gaining the ability to transfer her consciousness from one body to another. Even if she is killed, her consciousness will automatically transfer to a new body on its own. Not wanting to continue to possess young girls and ruin their lives, Linne searches for a way to end her immortal existence. Recently, Linne has found a solution through a powerful sword which can finally end her life permanently named the Indulgence of Sever Rending (the Insulator) - Hyde's sword. But before he can grant her wishes, a woman claiming to be the leader of "Amnesia" leaves them with a cryptic message, "I'll be waiting at the Abyss on this Hollow Night, Princess."<br />
<br />
}}<br />
{{StrengthsAndWeaknesses<br />
|intro=<br />
Master Linne's fast movement and Kuuga's ability to control space so that you can close the gap and start applying pressure.<br />
<br />
|pros=<br />
*Fast movement and normals<br />
*Great 5B with large disjointed hitbox that doubles as an anti-air and a launcher<br />
*Strong neutral game with the use of air Kuuga<br />
*Only character that can triple jump<br />
|cons=<br />
*Extremely low damage<br />
*Offers very weak assists, making her primarily a point<br />
*No fullscreen attacks, so she might have a hard time punishing fullscreen supers despite her speed<br />
*Jump height is shorter than most, to make up for having more of them<br />
}}<br />
}}<br />
{{Closediv}}<!--END TOP SECTION--><br />
{{FlexSideContainer}}<!-- BEGIN FLEX SECTION --><br />
{{FP TOC}}<br />
{{FP Box<br />
| padding=no<br />
| content={{CharaInfo<br />
| game=BBTag<br />
| fullname=Linne<br />
| health={{#lst:{{PAGENAME}}/Data|health}}<br />
| comborate={{#lst:{{PAGENAME}}/Data|comborate}}<br />
| prejump={{#lst:{{PAGENAME}}/Data|prejump}}<br />
| backdash={{#lst:{{PAGENAME}}/Data|backdash}}<br />
| movement={{#lst:{{PAGENAME}}/Data|movementoptions}}<br />
}}<br />
}}<br />
{{Closediv}}<!--END FLEX OTHER SECTION--><br />
{{Closediv}}<br />
{{FP Box<br />
| header=EXS of Rapid Drive: Speed Star<br />
| content=<br />
Linne's EXS significantly increase her speed. She has a triple jump and dash cancels on specific moves. <br />
<br />
By inputting 66, Linne can dash cancel the following moves:<br />
* Smart Combo 1 - 4th move (5AAAA)<br />
* Smart Combo 2 - 3rd and 4th move (4AAA and 4AAAA)<br />
* Smart Combo 3 - 3rd move (5BBB)<br />
* Ground versions of Kuuga <br />
<br />
Dash cancels can be canceled into Whirlwind.<br />
}}<br />
<br />
==Normal Moves==<br />
===<big>4A</big>===<br />
<span class="input-badge">'''Tenacious Mist - Mujin'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Linne_4A.png |hack<br />
BBTag_Linne_4AA.png |slash<br />
BBTag_Linne_4AAA.png |slice<br />
BBTag_Linne_4AAAA.png |WHAM<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=4A}}<br />
{{#lst:{{PAGENAME}}/Data|4A}}<br />
|-<br />
{{AttackVersion|name=4AA}}<br />
{{#lst:{{PAGENAME}}/Data|4AA}}<br />
|-<br />
{{AttackVersion|name=4AAA}}<br />
{{#lst:{{PAGENAME}}/Data|4AAA}}<br />
|-<br />
{{AttackVersion|name=4AAAA}}<br />
{{#lst:{{PAGENAME}}/Data|4AAAA}}<br />
|}<br />
==== ====<br />
* Can jump cancel 4A on hit/block<br />
* Each A in 4AAA does 2 hits, last 4A is the ender<br />
<br />
</div><br />
</div><br />
<br />
===<big>5A</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Linne_5A.png |loli kick!<br />
BBTag_Linne_5AA.png |loli swing!<br />
BBTag_Linne_5AAA.png |loli cut!<br />
BBTag_Linne_4AAAA.png |Fully charged B Kuuga<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=5A}}<br />
{{#lst:{{PAGENAME}}/Data|5A}}<br />
|-<br />
{{AttackVersion|name=5AA}}<br />
{{#lst:{{PAGENAME}}/Data|5AA}}<br />
|-<br />
{{AttackVersion|name=5AAA}}<br />
{{#lst:{{PAGENAME}}/Data|5AAA}}<br />
|-<br />
{{AttackVersion|name=5AAAA}}<br />
{{#lst:{{PAGENAME}}/Data|5AAAA}}<br />
|}<br />
==== ====<br />
* Can jump cancel 5A on hit/block<br />
* Can jump cancel 5A-5AAA on hit<br />
* Decent downward range on its hitbox that prevents it from being low-profiled<br />
<br />
Her old 5B that now has greatly increased hitbox. <br />
</div><br />
</div><br />
<br />
===<big>5B</big>===<br />
<span class="input-badge">'''Wolf Howl - Gunrou'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Linne_5B.png |You<br />
BBTag_Linne_5BB.png |Die<br />
BBTag_Linne_5BBB.png |Here<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=5B}}<br />
{{#lst:{{PAGENAME}}/Data|5B}}<br />
|-<br />
{{AttackVersion|name=5BB}}<br />
{{#lst:{{PAGENAME}}/Data|5BB}}<br />
|-<br />
{{AttackVersion|name=5BBB}}<br />
{{#lst:{{PAGENAME}}/Data|5BBB}}<br />
|}<br />
==== ====<br />
*Head invul frames 11 to 18<br />
<br />
5B's every bit as massive and disjointed and is now a proper anti air with head invul. It also launches upwards making it perfect for combos.<br />
----<br />
Follow up to 5B. Not very notable.<br />
----<br />
*knocksdown<br />
<br />
B auto combo ender that can be chained into other normals. Useful for ending combos as it knocks down and can be jump cancelled, leading into a safe jump. Be careful using this in blockstrings however, there's a gap between 5BB and this, letting the enemy get supers and DPs off if they're quick enough.<br />
</div><br />
</div><br />
<br />
===<big>5C</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Linne_5C.png |''"Pick a god, and pray."''<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|5C}}<br />
|}<br />
==== ====<br />
Linne's assault-style overhead. Fairly slow and reactable.<br />
</div><br />
</div><br />
<br />
===<big>2A</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Linne_2A.png | LOL IMAGINE BEING A LOW COULDN'T BE ME -Linne 2A<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|2A}}<br />
|}<br />
==== ====<br />
* Can jump cancel on hit/block<br />
<br />
Chainable crouching jab. Does not hit low. Best normal to cancel back into from a 5B or 2C. <br />
<br />
</div><br />
</div><br />
<br />
===<big>2B</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Linne_2B.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|2B}}<br />
|}<br />
==== ====<br />
Linne's low attack. Has good range and useful for opening up opponents that are standing.<br />
</div><br />
</div><br />
<br />
===<big>2C</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Linne_2C.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|2C}}<br />
|}<br />
==== ====<br />
Linne's sweep. Every bit as big as it is in Under Night. Great for footsies and as an oki ender to combos.<br />
</div><br />
</div><br />
<br />
===<big>j.A</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Linne_jA.png |<br />
BBTag_Linne_jAA.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=j.A}}<br />
{{#lst:{{PAGENAME}}/Data|j.A}}<br />
|-<br />
{{AttackVersion|name=j.AA}}<br />
{{#lst:{{PAGENAME}}/Data|j.AA}}<br />
|}<br />
==== ====<br />
Hits high. Very small and not very notable. Can be used to hit fuzzy after a deep j.B<br />
<br />
</div><br />
</div><br />
<br />
===<big>j.B</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Linne_jB.png | 5B but you want to extend the combo<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.B}}<br />
|}<br />
==== ====<br />
* Can be a crossup jump-in in certain ranges <br />
<br />
Primary jump in attack. Slow startup but has good range. Has a lot of hitstun making it useful for combos and cross-ups even.<br />
</div><br />
</div><br />
<br />
===<big>j.C</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Linne_jC.png | Loli feet to the face<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|j.C}}<br />
|}<br />
==== ====<br />
* Can be special canceled into Kuuga <br />
<br />
Aerial dive kick. Knocks the opponent down on hit. Use it to quickly fall on top of your opponent for cross-ups or to punish whiffed anti airs.<br />
<br />
</div><br />
</div><br />
<br />
<br style="clear:both;"/><br />
<br />
==Universal Mechanics==<br />
===<big>Ground Throw</big>===<br />
<span class="input-badge">'''5B+C'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Linne_GroundThrow.png | Lol what an idiot he fe- STAB<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|BC}}<br />
|}<br />
==== ====<br />
Basic throw. Can be cancelled into specials (or Astral) before the animation fully completes. <br />
</div><br />
</div><br />
<br />
===<big>Rending Moon Gyre - Ren Getsurin</big>===<br />
<span class="input-badge">'''5A+D (air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Linne_Getsurin.png | up and up<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=Ground}}<br />
{{#lst:{{PAGENAME}}/Data|AD}}<br />
|-<br />
{{AttackVersion|name=Air}}<br />
{{#lst:{{PAGENAME}}/Data|j.AD}}<br />
|}<br />
==== ====<br />
* Hits both in front of her and behind her.<br />
A bit slow but very massive multi-stage DP. If your opponent manages to evade the first few hits the last ones reach all around her and will likely catch them. <br />
</div><br />
</div><br />
<br />
<br style="clear:both;"/><br />
<br />
==Skills==<br />
===<big>Sky Fang - Kuuga</big>===<br />
<span class="input-badge">'''236A/B (Air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Linne_Kuuga.png | Kuuga!<br />
</gallery><br />
</div><br />
|image2=BBTag_Linne_KuugaAir.png |caption2= The only thing you'll hear in Linne mirror matches<br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=Ground A}}<br />
{{#lst:{{PAGENAME}}/Data|236A}}<br />
|-<br />
{{AttackVersion|name=Air A}}<br />
{{#lst:{{PAGENAME}}/Data|j.236A}}<br />
|-<br />
{{AttackVersion|name=Ground B}}<br />
{{#lst:{{PAGENAME}}/Data|236B}}<br />
|-<br />
{{AttackVersion|name=Air B}}<br />
{{#lst:{{PAGENAME}}/Data|j.236B}}<br />
|}<br />
==== ====<br />
Linne's trademark move. Excellent projectile for zoning and controlling space. Goes a shorter distance and can be dash cancelled. <br />
<br />
Air Kuuga is easily her best move as it is very plus on block and is useful for neutral. Can be followed up at certain heights so it is a strong combo starter. Tiger knee the input for best results! The A version goes at a much shallower angle.<br />
<br />
Ground B version goes further and can also be dash cancelled, however, dash cancelling B Kuuga on block is unsafe.<br />
<br />
Air B version goes further out with a wider angle and has a significantly higher startup.<br />
</div><br />
</div><br />
<br />
===<big>Whirlwind - Fuurin</big>===<br />
<span class="input-badge">'''214A'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Linne_Whirlwind.png | This never had a name until now, eh?<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|214A}}<br />
|}<br />
==== ====<br />
Linne's classic 6AB dashing roll, which can now be done standalone from neutral. is an attack if any button is hit. it has invincibility and is useful for dodging projectiles or attacks. It's also useful to setup sneaky cross ups with assist.<br />
<br />
It is worth noting that all of her dash cancels can go into Whirlwind, even before the full dash and recovery is completed. Useful with Kuuga pressure to set up a sandwich.<br />
<br />
</div><br />
</div><br />
<br />
===<big>Heaven’s Lynchpin - Tenketsu</big>===<br />
<span class="input-badge">'''Whirlwind > A/B/C'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Linne_TensetsuJuunisen.png | Press assist or no combo<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|214A X}}<br />
|}<br />
==== ====<br />
Her old, unenhanced Force Function from Under Night. Useful in making it harder to react to a sideswitch, at the cost of requiring assist to combo. Very unsafe.<br />
<br />
</div><br />
</div><br />
<br />
===<big>Flying Swallow - Hien</big>===<br />
<span class="input-badge">'''214B (Chargable)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Linne_Hien.png |Where you blockin'?<br />
BBTag_Linne_HienCharged.png |Not here!<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=Uncharged}}<br />
{{#lst:{{PAGENAME}}/Data|214B}}<br />
|-<br />
{{AttackVersion|name=Charged}}<br />
{{#lst:{{PAGENAME}}/Data|214[B]}}<br />
|}<br />
==== ====<br />
Overhead attack. Can be used in combos or blockstrings to setup an assist call. <br />
<br />
If B is held the attack transitions into a low instead, which is also her best DP punish starter. Just make sure you have assist on hand in case it's blocked, as it's very punishable.<br />
<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Extra Skills==<br />
===<big>Twin Sky Fang - Sou Kuuga</big>===<br />
<span class="input-badge">'''236C (Air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Linne_Kuuga.png |<br />
BBTag_Linne_KuugaAir.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag|version=yes}}<br />
|-<br />
{{AttackVersion|name=Ground}}<br />
{{#lst:{{PAGENAME}}/Data|236C}}<br />
|-<br />
{{AttackVersion|name=Air}}<br />
{{#lst:{{PAGENAME}}/Data|j.236C}}<br />
|}<br />
==== ====<br />
EX Kuuga. Has more hits and does more damage and is also better on block. From certain distances 236C > dash > 2C can be linked. <br />
<br />
</div><br />
</div><br />
<br />
===<big>Soaring Swallow - Hien Shou</big>===<br />
<span class="input-badge">'''214C'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Linne_Hien.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|214C}}<br />
|}<br />
==== ====<br />
EX Hien. More hits, more damage, prorates significantly better for higher damage combos.<br />
<br />
</div><br />
</div><br />
<br />
<br style="clear:both;"/><br />
<br />
==Partner Skills==<br />
===<big>5P </big>===<br />
<span class="input-badge">'''UNI Dash C'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Linne_5AAA.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|5P }}<br />
|}<br />
==== ====<br />
Her old dash C. Decent that is multi-hitting like both versions of her old 5C. Use it to extend combos or as blockstring filler.<br />
<br />
</div><br />
</div><br />
<br />
===<big>6P</big>===<br />
<span class="input-badge">'''Air Twin Sky Fang - Midair Sou Kuuga'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Linne_KuugaAir.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|6P}}<br />
|}<br />
==== ====<br />
Really really slow assist. Linne will first run on screen then do a full jump before executing the move. Can be used in neutral to help cover approaches but it's very slow so Linne can easily be hit during the animation. <br />
</div><br />
</div><br />
<br />
===<big>4P </big>===<br />
<span class="input-badge">'''Moon Gyre - Getsurin'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Linne_Getsurin.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|4P }}<br />
|}<br />
==== ====<br />
Her DP assist via the old A version of the attack. Works as a decent defensive assist and launches in combos. You can tag if the assist hits and continue the combo with Linne by herself. <br />
<br />
</div><br />
</div><br />
<br />
<br style="clear:both;"/><br />
<br />
==Distortion Skills==<br />
===<big>The Diviner - Kannagi</big>===<br />
<span class="input-badge">'''236B+C'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Linne_Kannagi.png |You may not like it, but this is what peak Linne looks like<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|236BC}}<br />
|}<br />
==== ====<br />
Unfortunately not + on block in this game. It's very very punishable. Has invincibility and is her primary super ender. The final part of the animation where she swings her sword backwards also has a hitbox, so if you dodge an enemy Linne's usage of this then be careful on how you approach her.<br />
<br />
</div><br />
</div><br />
<br />
===<big>Divine Chains - Tensetsu: Juunisen</big>===<br />
<span class="input-badge">'''214B+C'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Linne_TensetsuJuunisen.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|214BC}}<br />
|}<br />
==== ====<br />
Linne's old force function animation but now enhanced into a super. Does more damage than her other super, but is unsafe on block, making it a weak reversal option. Has Invul throughout the startup <br />
<br />
</div><br />
</div><br />
<br />
<br style="clear:both;"/><br />
<br />
==Distortion Skill Duo==<br />
===<big>The Diviner</big>===<br />
<span class="input-badge">'''P during Partner's Distortion Skill '''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Linne_Kannagi.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|Distortion Skill Duo}}<br />
|}<br />
==== ====<br />
it do damage<br />
<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Astral Heat==<br />
===<big>Divine Blaze - Kannagi: Homura Issen</big>===<br />
<span class="input-badge">'''222B+C'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBTag_Linne_DivineBlaze.png | The real peak Linne<br />
BBTag_Linne_DivineBlaze2.png |Oopsy! Did I hurt you?<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{AttackDataHeader-BBTag}}<br />
|-<br />
{{#lst:{{PAGENAME}}/Data|222BC}}<br />
|}<br />
==== ====<br />
Her IWEXS is her Astral Heat. <br />
<br />
</div><br />
</div><br />
<br />
<br style="clear:both;"/><br />
<br />
==External References==<br />
==Navigation==<br />
{{#lst:{{PAGENAME}}/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/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.}}<br />
{{Navbar-BBTag}}</div>73.119.87.123